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[1.12.x] Anatid Robotics / MuMech - MechJeb - Autopilot - [2.14.1] [1st April 2022]


sarbian
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16 minutes ago, Marjammer said:

I was actually looking for the release version for KSP 1.8. I followed the link in CKAN to here to hopefully get some information on the progress of MechJeb getting updated. I didn't realize I was asking about the -Dev version.

There is no release yet. I usually do them after a few days when the outstanding bugs in the dev have been fixed

 

59 minutes ago, Topphreak said:

Tried both, hangup occurred on all spots. Just tried again by removing ONLY MJ, and it works. I'm not sure if it's an issue with MJ, or MJ interacting with certain mods. Is there a way to attach a copy of the log, or do I just need to screenshot it?

Share the log with something like Dropbox, Google Drive, One Drive, ....

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Just now, Jacke said:

Just so @sarbian doesn't have to say it for the umpteen-millionth time, you need to provide logs.  Follow the link in my signature to find out how.

No need this time. It s a bug I fixed yesterday in build #900, which is 22 hours old...

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3 minutes ago, Jacke said:

Just so @sarbian doesn't have to say it for the umpteen-millionth time, you need to provide logs.  Follow the link in my signature to find out how.

A little novice on these issues regarding the universe of modders...

KSP 1.8 and MKH and BGH 

Mechjeb2 2.8.4.0

13 minutes ago, sarbian said:

No need this time. It s a bug I fixed yesterday in build #900, which is 22 hours old...

Thank!!!!

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22 minutes ago, BrotherBloat said:

this is fixed in -900 release :)

Since you know so much... I have installed version 2.8.4.0 according to what I see in the CKAN, but make mention to the 900 which is a version 2.8.3.0... 
Is it the same?  Do we have to roll back the version? 

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31 minutes ago, dprostock said:

Since you know so much... I have installed version 2.8.4.0 according to what I see in the CKAN, but make mention to the 900 which is a version 2.8.3.0... 
Is it the same?  Do we have to roll back the version? 

You have to add the MechJeb development repository to CKAN to see them.

 

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24 minutes ago, Jacke said:

You have to add the MechJeb development repository to CKAN to see them.

 

Good!

Then...

This solves the current problem. 
Do you have to be aware of the future when the definitive version comes out to change the MechJeb to use? That is, the -Dev would be removed by the basic...

Ok?

Just now, Cochies said:

Yes, MechJeb does cause a hang at boot time.
It works on the stock.
It conflicts with some kind of mod.
With which I still do not understand, but I will try by busting ....

At the time of the start the crash was the GPOSpeedfuelpump... 

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9 minutes ago, Cochies said:

Yes, MechJeb does cause a hang at boot time.
It works on the stock.
It conflicts with some kind of mod.
With which I still do not understand, but I will try by busting ....

it's firespitter core that clashes with MJ -900 currently. Removing it is a bit tricky, as many mods depend on it. But I depend on MJ more ;)

1 hour ago, dprostock said:

Since you know so much... I have installed version 2.8.4.0 according to what I see in the CKAN, but make mention to the 900 which is a version 2.8.3.0... 
Is it the same?  Do we have to roll back the version? 

the version number is indeed regressed, but it is indeed the newest build and it runs well with 1.8, as long as you don't have firespitter core

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3 hours ago, dprostock said:

Do you have to be aware of the future when the definitive version comes out to change the MechJeb to use? That is, the -Dev would be removed by the basic...

I just run on the dev version as it's safe as most other mods are.  Sometime in the future @sarbian will release a stable MechJeb based on what's going on with other changes.

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Dev 900 is looking good, though some of the changes to v1.8.0 might need slight changes to ascent profiles and landing/re-entry planning. There's been a report of one bug affecting re-entry heating, and the differences I have seen may be more to do with creft-specific effects anyway, so I reckon I need to adjust the settings a little rather than expect a change to the defaults from Sarbian. Reports rather than personal experience, but the margins on re-entry may be tighter. The g-loading when parachutes open is scary-high: again, not really an issue for Sarbian.

 

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The official release is out

2.9.0

  • Built for KSP 1.8 
  • Added "Land somewhere" and "Land target" KSP Action
  • Improvements for remote vessel control
  • Overhaul of bi-impulsive transfer planner
  • Improvements for PVG ascent
  • Porkchop plot can now be translated with WASD and arrow keys
  • Unlock all MJ techs by creating a MechJebUnlocked folder in GameData
  • And a bunch of fix. See here for details

Download 2.9.0 for KSP 1.8.x

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3 hours ago, sarbian said:

The official release is out

2.9.0

  • Built for KSP 1.8 
  • Added "Land somewhere" and "Land target" KSP Action
  • Improvements for remote vessel control
  • Overhaul of bi-impulsive transfer planner
  • Improvements for PVG ascent
  • Porkchop plot can now be translated with WASD and arrow keys
  • Unlock all MJ techs by creating a MechJebUnlocked folder in GameData
  • And a bunch of fix. See here for details

Download 2.9.0 for KSP 1.8.x

Were you able to access my log file? If so, I hope it helped.

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hey bud, love the mechjeb mod, wanted to say that!

but there is another reason i am commenting on this post.

 

i'm having a slight issue with it, and that is my game does not want to fully load with MJ enabled on the 1.8 patch, the loading stops when it is verifying the groundbreaking expansion.

 i've tried running it solo and with other mods but all stop at the groundbreaking expansion verification part of the loading screen

also without the MJ mod it does load to where i can start a game

I don't know if this is enough information to help you out, but i hope it helps :D

 

greetz and cheerz

Ebato

 

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18 hours ago, BrotherBloat said:

it's firespitter core that clashes with MJ -900 currently. Removing it is a bit tricky, as many mods depend on it. But I depend on MJ more ;)

I do not have firespitter.

But i was found that MechJeb2 does not work with KSPWheel
Each of the mods works separately. Together kill the load.

And unfortunately I do not know why.

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44 minutes ago, Cochies said:

I do not have firespitter.

But i was found that MechJeb2 does not work with KSPWheel
Each of the mods works separately. Together kill the load.

And unfortunately I do not know why.

Consider posting a link to your player.log file.  See the link in my sig block for help but be aware that the name of the log file has changed in KSP 1.8.

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For the sake of my sanity and the hope that I won't reach the point where I need to take am involuntary  break away from the forum:

KSP 1.8 include an upgrade of Unity and a change of the .NET framework. This is a really large change for any mods that includes a DLL. Using a mod that was not compiled explicitly for KSP 1.8 will create unexpected results. So any report about a MJ bugs on an install that includes an mod that was not built for 1.8 will will be ignored (as will reports without logs).

Edited by sarbian
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8 hours ago, sarbian said:

The official release is out

2.9.0

  • Built for KSP 1.8 
  • Added "Land somewhere" and "Land target" KSP Action
  • Improvements for remote vessel control
  • Overhaul of bi-impulsive transfer planner
  • Improvements for PVG ascent
  • Porkchop plot can now be translated with WASD and arrow keys
  • Unlock all MJ techs by creating a MechJebUnlocked folder in GameData
  • And a bunch of fix. See here for details

Download 2.9.0 for KSP 1.8.x

Excellent news. Now if only KSPI-E could be updated this quickly. That mods is pretty huge though. Just found it on Curse.

Edited by Marjammer
missinformed myself.
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