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  1. Image of the UI When an engine malfunctions due to Kerbalism, mechjeb Ascent Guidance seems to bug out and the only way to disengage it would be to let it continue running until complete. This is a strange bug and doesn't happen all the time, and thankfully it hasn't been a catosrophic bug for my space agency. However, this isn't the first time one of these UI things have bugged out for me. During a RP-1/RO career playthrough, the Ferram Aerospace Research UI would be broken 9 times out of ten, in a similar way to the way the Mechjeb UI looks. All the buttons dissapear. Anyone know what might be causing this? It can be very annoying sometimes (and like I said, it's not happening all the time). Cheers everyone! EDIT: I'm playing on 1.11.2, all the mods are updated to the most recent releases
  2. I just built a small 'skiff' - not much more than a MK2 cockpit and long adapter with engine to get around the K/M/M system. It flew just fine, but after refueling at Minmus, when I activated MJ2 to execute a node, once it lined up on the target marker, it started to 'shudder' ... not enough to leave the target, but there's constant input to the roll/yaw axis' back and forth. Visually, it looks like a chihuahua that's not been let out in too long. There's just the one tank (the long adapter), so the CoM, and CoT shouldn't have changed. I have autostruts enabled (heaviest part) but like I said, that was how I built it and it launched and travelled out to Minmus, docked and rendezvoused with a couple of different ships, before re-fueling, and it flew perfectly normally. And when I line it up manually on the target and execute, there's no shuddering involved. So it definitely seems to have something to do with MJ2. Anyone else see this, or have an idea of what might be the cause/fix?
  3. I used MechJeb2 last night on a vehicle I landed on the Mun; this morning the MechJeb2 menu isn't appearing anywhere for that one vehicle. It appears as normal for other vehicles in the same game, as well as the VAB/SPH, and in the default game. I've tried restarting KSP as well as reinstalling MechJeb2. The only settings I've changed between sessions was some EVA controls, and that was only impacting kerbals on EVA (duh). So what did I set for that vehicle that's hidden MJ from me altogether, just for that vehicle, and how do I undo it? :-/
  4. How i can setup the ascent guidance to orbit on RSS.
  5. New install, but I have had 1.7.3 in a different folder. Game will "hang" on load screen (but slideshow and jokes still working), just before the menu screen. KSP.log Player.log This is what I found in Player.log MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at AssemblyLoader+LoadedAssembly.TypeOperation (System.Action`1[T] action) [0x00006] in <55ba45dc3a43403382024deac8dcd0be>:0 at AssemblyLoader+LoadedAssembyList.TypeOperation (System.Action`1[T] action) [0x0001c] in <55ba45dc3a43403382024deac8dcd0be>:0 at MuMech.ToolbarTypes.getType (System.String name) [0x00014] in <4cdbe337c6aa43d0bc3552436a95c969>:0 at MuMech.ToolbarManager.get_Instance () [0x00023] in <4cdbe337c6aa43d0bc3552436a95c969>:0 at MuMech.ToolbarManager.get_ToolbarAvailable () [0x0000c] in <4cdbe337c6aa43d0bc3552436a95c969>:0 at MuMech.MechJebModuleMenu.ClearButtons () [0x00034] in <4cdbe337c6aa43d0bc3552436a95c969>:0 at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <4cdbe337c6aa43d0bc3552436a95c969>:0 at MuMech.MechJebCore.OnDestroy () [0x000a1] in <4cdbe337c6aa43d0bc3552436a95c969>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Just D/L the latest mods yesterday: Bargain_Rocket_Parts_Recycled-1.3.0.3 Click_Through_Blocker-0.1.9.5 Community_Tech_Tree-3.4.1 DMagic_Orbital_Science-1.4.3 Flexible_Docking-8.0 Fuel_Tank_Expansion_Rebuilt-0.9.7 Hide_Empty_Tech_Tree_Nodes-1.1.2 K2_Command_Pod_Continued-1.1.9 KW_Rocketry_-_Community_Fixes-0.4.14.1 KW_Rocketry_Rebalanced-3.2.7.1 Luciole-1.2 MechJeb2-2.9.2.0 Modular_Rocket_Systems-1.13.2 ModuleManager-4.1.3 NearFuturePropulsion_1_2_1 Near_Future_Aeronautics-1.0.4 Near_Future_Construction-1.2.2 Near_Future_Electrical-1.1.1 Near_Future_Exploration-1.0.6 Near_Future_Launch_Vehicles-2.0.1 Near_Future_Solar-1.2.1 Near_Future_Spacecraft-1.3.1 NovaPunch_Rebalanced-0.1.7.1 OctoSat_Continued-0.1.14.1 Orbital_Utility_Vehicle_Updated-1.3.1 PicoPort-0.1.6 Real_Scale_Boosters-0.16 Recycled_Parts-0.2.0.1 SpaceY_Expanded-1.4 SpaceY_Heavy_Lifters-1.17.2 SXTContinued-0.3.29.4 The_Janitors_Closet-0.3.7 The_SSR_MicroSat_0.35m_Probe_Parts_Revived-0.1.3 Tokamak_Refurbished_Parts-0.2.0.2 TweakScale-2.4.3.12 KSP-Breaking_Ground_Expansion-en-us-1.4.1 KSP-Making_History_Expansion-en-us-1.9.1 P.S. Sorry, I don't know how to make colums
  6. So, reading the forums, I noticed that many people say they suck at docking. For me, it's one of the easiest things (provided I constructed the docker properly), but I just can't land where I want, either with lander or plane, especially with landers. I don't even know why, I can do excellent ascents, rendezvous is no problem and I prefer doing it by myself, starting and flying a plane is also not hard, but for landing I usually let the Mechanical Jebediah handle it. But what do YOU suck at and why?
  7. It works via a Clean Install, also, it was working before I Used CKAN to install Cryo Engines but even removing it still didnt fix it... https://www.dropbox.com/s/cj8f3wnqpu624zl/Player.log?dl=0
  8. Does Mechjeb allow scripting or ai control of a vessel? I want to have them scripted so I only need to record and move the camera. Like go up or something like nodes and do the bd armory guard mode?
  9. こんにちは。 ここはMechjebに頼りすぎてもはや使い物にならなくなった人間たちを矯正していくスレです。 質問をすると優しい人が答えてくれるかも....
  10. Want to have MechJeb embedded in your ships? Don't like the MechJeb parts? Then I present to you MechJeb Embedded Universal, Now With Career mode support! It has two modes: "Career mode" if you want career mode support, you'll have to go to R&D to unlock modules. "It's Free!" if you want not to go to the R&D to unlock modules, they'll be enabled from the start. This version uses ModuleManager (included 4.0.2) to provide functionality. It does not change your files, it justs appends the MechJeb core at the time of execution. This does not add MechJeb functionality, it just adds the MechJeb module to the command modules. That means that you don't have to manually add MechJeb while building your ship, it will come embedded on the command module (not physically, but in the code). (You can get MechJeb here: https://forum.kerbalspaceprogram.com/index.php?/topic/154834-16x-anatid-robotics-mumech-mechjeb-autopilot-283-3-march-2019/) I take no responsability for what you do to your game (Works on 0.23, all the way thru 1.7.2, you need to have the proper ModuleManager Plug in I included the latest one for convenience) This addon is licensed under the GPL v3, and includes Module Manager by sarbian, swamp_ig, and ialdabaoth, which is licensed CC-BY-SA, forum link here: Module Manager Version 4.0.2 I have no relation to the guys behind MechJeb nor Module Manager, I would like to say thanks to them, and guys, keep up the good job! Download : MechJeb Embedded Universal
  11. I usually use mechjeb for small things like circularizing b/c its just so trivial, and i have been doing this for a while and it has been working just fine. However, recently my nodes have started acting very weird. For instance, when i tell MJ to circularize, the dv indicator continuously ticks up to way more than i need. The node itself is in the wrong place because instead of being in prograde, the marker is somewhere below that and as the burn goes on, it transfers down to radial in, which screws up my orbit entirely. One more thing i noticed is that the time to the node is counting waaaay to fast and is saying that the craft is, for instance, T+ a few seconds but the node is not even close to the ship. it counts down probably in double or triple time. All of the above also holds true for maneuver nodes i make myself, so i'm not sure if mechjeb is the problem. Another thing to note is that the engineer in the VAB is telling me that the AR202 case is facing the wrong direction but i have found that this is a known little bug and doesn't do anything. I changed nothing from when it was working fine to now and i have tried reinstalling mechjeb. I have made sure the problem isn't my ship and have tried probably 10 different ones that worked for me previously as well as stock ships. My only other lead on the issue is that i think it started happening after i researched ascent guidance for mechjeb and tried using it. Thanks
  12. For some reason mechjeb just broke on me. Here’s what happened, I launch KSP and all is well I fly some of my craft that are already in space and mechjeb works fine. Then I head into the VAB and make a rocket, from that point on none of my existing or new mechjebs worked. The tab that you extend down is gone however the thumbnail for the mod still appears in the bottom right corner and does nothing when clicked on. Is anyone else having this problem?
  13. Sometimes when I launch a vessel, there's this horrible gray filter on everything I can fix this by reverting to launch. I have mechjeb, KAC, hyperedit, and Making History. Are any of these causing this, or is it a stock bug?
  14. Hello all, I am posting this here, because I have noticed some odd behaviour in conjunction with engines using liquid hydrogen (LH2), such as from the Cryo Engines pack by @Nertea or from BDB by @CobaltWolf. I am not posting the relevant threads, as I believe this is not a bug of these specific mods but rather something underlying, which makes these engines work. The issue is that with any LH2 engine, that I have used so far, the dV calculation within the game seems incorrect. This becomes apparent, when using a mod such as MechJeb and/or KER, which calculate the dV per stage and for the whole ship. Following please find some screenshots to illustrate what I am referring to: In the first screenshot, I am at the beginning of executing a manouver node of ~350m/s, I have 3,770m/s left in my rocket. You would expect that after the burn, you'd be left with ~3,418m/s. Instead, you end up with roughly twice the dV expended, with only 3,114m/s left in your rocket. FWIW, I installed KER as well, to see if the error can be traced back to some error with MechJeb, but this does not seem to be the case, as the remaining dV is calculated almost to the same value (#floatingpointerror) in both mods. Now, I do believe there is only one way to calculate the dV of a rocket, hence the error must be somewhere else?! I heard that others, @RocketPCGaming specifically, wondered about this inconsistency as well. As I have currently no idea, what might be causing this, I would like to stick some heads together to try and find the cause for this. As a start I would like to ask others, whether or not they have seen the same kind of behaviour and if so, was/is it similar to what I have seen (roughly twice the dV expended than anticipated) or was it a different kind of inconsistency? Your feedback will be very welcome!
  15. I'm using Realism Overhaul and RP-0, along with a whole host of other mods for this playthrough. I do have Mission Control and the Tracking Station upgraded to level 2. Yet for some reason maneuver nodes are unavailable to me. For a brief time while ascending through the atmosphere I can click on my blue line flightpath and place a node, but once I get high enough and transition to space, my flightpath line turns pink and I can no longer click on it. Also, I cannot right-click on other ships, moons, or planets to make them targets. I can't rendezvous with anything, or leave Earth orbit. Essentially, I can't play the game. I'm not sure if this is MechJeb, Principia, or some other mod that's blocking it, or perhaps a setting I haven't found yet, or a genuine bug. Please help. Many thanks and appreciation to you all.
  16. I've had a problem with controlling ships when controlling from docking ports at a right angle from the root part. Both SAS and mechjeb's Smart ASS have wild oscillations around the roll axis of the docking port, like its overshooting its attempt to stop rotation. This happens with both an inline docking port part like the shielded clamp-o-tron or with a normal docking port attached radially. I might try testing this in an unmodded install, but was wondering if anyone else has experienced this? I have several mods installed but the only one I can think that would effect SAS's ability to hold steady is mechjeb. Nothing out of ordinary appears in the logs Edit: this is in 1.3.1 since I'm still waiting for mods to update
  17. Hi! This is actually my first post... be nice for my sake! So i've been playing KSP for about a year now and have devoted a lot of that time to finding decent mods. I have a relatively powerful iMac (2013-14) so the size of capabilities of the mods don't matter. Right now I only have two installed: TweakScale MechJeb I would like to find a mod that is easy to understand and useful as well. Thanks in advance!
  18. Guuuuuwd Moooorning everyone! I hope you all have a fantastic Saturday so far! I have a question regarding MechJeb 2 and the Aircraft Autopilot. Since the wiki is so outdated it doesn't even contain a single line of text regarding the specific part of the MJ2 mod, I thought I would try my luck over here! So far I managed to make the autopilot obey my orders of altitude and direction, however, I struggle with getting it to listen to my command when it comes to speed Down here I have provided a screenshot, you will see the Aircraft Autopilot window. Notice that I have set the speed to 200 m/s and also notice that my aircrafts actual speed is 358.2 m/s. Screenshot Why doesn't it regulate the thrust for me? What am I doing wrong? Please MechJeb gurus, guide me on the right path! Kind Regards - Schmelge
  19. wiki.mechjeb.com drastically outdated and missing information. Using MechJeb 2 version 2.7.0.0 KSP version 1.3.1.1891 Windows 64it As a result of a lack of information I have no idea if some of the issues I am having are a result of a mod bug, or incorect settings for the craft im flying. There are whole sections missing completely (Aircraft Autopilot window for example) and some sections are incomplete with settings missing. This leads to lots of questions and not sure where to post questions. In Aircraft Autopilot under PID, what are those settings? What is "Kp", what is "i" and "d". How does the "VertSpeed" fields under PID effect "Vertical Speed Hold" if it effects that at all. I have one aircraft where vertical speed hold fails completely and results in dratic and fata pitching ocillation. No idea why? There are settings on the Assent Guidence window that have no informations. What is "Q"? What are the force roll settings for? With an aircraft, I had Autoland completely fail to make touchdown. Was doing good untill the point where it should have moved the craft to make contact with the runway but instead just hovered there untill the plane lift stalled and crashed.
  20. Good evening ! Im using MechJeb ( the newest offical Version ) and ksp 1.3.1. MechJeb ist a great Tool and i totally Love it. But sometimes it seems to stuck at some Point. I Launched my Rocket Today and MechJeb navigated it into a Stabel 75 km Orbit. I wanted to try the Automatic landing, so i Set a target somewhere in kerbit and started the Show. Inoticed that MechJeb Status showed Always " Burn for reenter Orbit ". And it doesnt do anything. This Happens pretty often. I only once saw that MechJeb Lands my Rocket ob kerbin Out of 43 Times... The MechJeb Tool Always have enough Energy... Does anyone noticed this Kind of Problem too ? Any solutions ?
  21. Hello! So I am testing my new reusable rocket with mechjeb 2. The issue is, that when I pick a target on the map, it basically tries to land on the opposite side of what I picked..... Here is a list of my mods that i currently have installed: https://gyazo.com/a2e9bef29755289ff6cee0391bb98b5b Here is a video showing the issue:
  22. So I recently updated my KSP to 1.3.1 and I wanted to reinstall all my mods anyway, but the only mods that aren't currently working now with the latest patch are MechJeb and the mod that allows having the MechJeb functionality on all parts. Because I'm lazy, I like to let MechJeb do all the maneuvers for me, including ascent guidance and performing nodes, but I can't do this now as it wont work. Please can someone guide me as to what version to use, if any for the new update. Thanks.
  23. So, I am on KSP Version 1.3.1, and I downloaded MechJeb multiple times, its been installed correctly in the files and all that. But its not showing up in game. I don't know why. Any help? I have some pictures of my folders.
  24. I am experiencing really strange behavior from MechJeb, RemoteTech and KSPI modules at the same time. This is what happens: I spawn a cargo ssto and fly to the station in orbit. Dock with station and transfer cargo. Build a station module with EL dockyard and dock it to the station. Everything is working without any problems. Undock ssto. RemoteTech reports N/A instead of local control for ssto(station has local control). Both vessels have crew that can fly them. Orient ssto retrograde and execute deorbit burn. Start time warp(focus on ssto). When separation between station and ssto becomes 12.5km(physics range??) and station unloades, some strange things happen to ssto: KSPI reactor(nuclear salt reactor) stops working. Reactor control window reads active but no fuel is consumed and no power is produced. MechJeb's SmartASS module starts orienting vessel RAD+ regardless of the setting. SAS turns itself off, although rapid consecutive clicks will turn SAS button eventually. MechJeb is completely turned off, SmartASS is off. I have control over the ssto and can orient it manually or using SAS, when it is on. But no power is generated and mechjeb becomes useless. Although 3 mods are affected at the same time, I believe it is not the fault of any one of them, but an underlying problem, which I am trying to identify. Here is the log file, in case someone knows how to troubleshoot it: https://drive.google.com/file/d/0BzaLdTtFg_piZzZEcklNZjd2LTQ And here is list of mods:
  25. So this is essentially what is happening to me: Im on 1.2.2, so I install the version of MechJeb for 1.2.2. The game starts loading, and a popup, well, pops up, and says 'This version of Mechjeb is incompatible with your version of KSP', so Im like, "Oh, that must be a glitch". And then, as soon as the game finishes loading, it crashed. This keeps happening, and it won't stop unless I uninstall MechJeb. Can someone help me with this?
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