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AgentMOO

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Everything posted by AgentMOO

  1. Your the only game in town for decent IVA immersion. I'm missing this mod greatly =( Because I let steam keep KSP up to date and just update all the mods as they come back. I've been F5'n this for days lol. Not complaining. Thank you for your service. Just jones'n for some avionics man. o7
  2. Good job. Is it possible to fix the head movement restrictions when in first person? I use track IR and it feels like my head is in a vice. Elite Dangerous made the same mistake by locking how far one can turn their view while in first person. They have since corrected this in recent patches. It would be great if KSP fixed it as well. *oh it would also be nice if the kerbals head was hidden while in first person...
  3. Heres the screen capture with the DV debug info: And after using the warp helper it didn't perform the burn either: Output log: http://www./view/dkvd2h8t8n5y93k/output_log.txt
  4. Tested. No autowarp when it should. If I use warp helper it WILL do the burn but it does it wrong. Note the angle, it should be level. Output log: http://www./view/ghv07lurc2dh7gd/output_log.txt Craft file: http://www./download/773pgba671mrv38/newb6.craft I may have used the warp helper incorrectly. I only gave it a *10 second lead. It might not have realigned properly.
  5. I just tried it, but still the same result. One less thing it could be =P. Edit: Just did a clean install of KSP with MJ Dev build 462, created a new sandbox game and moved my craft file in. Last time I did this it worked for only the first launch. This time it didn't even work on the first launch. But here is a brand new output file: http://www./view/t9u1f75cm7gi1n0/output_log.txt Sarbian, I really really appreciate all the hard work you put into this. Your a KSP HERO!
  6. This is pretty much the same issue I have been having. No time acceleration and it does not perform the burn. And this one too...
  7. Tested with 460 but no change. When I change dev versions I delete the Mechjeb2 folder then copy in the new one. I'm going camping now. When I get back I'll try another clean install of KSP. Thanks for a great MOD and all your help btw. =)
  8. I did test it in *459 before uploading the craft files. When I re-installed KSP it worked properly only one time then it stopped. Here's a video. https://www.youtube.com/watch?v=lhi9tnzvsBQ 5:23 is when it plots the circularize node but doesn't perform it. Not working for me in 459 either. =( System specs: win 8.1 quad core 8g ram (new laptop / all drivers current)
  9. http://www./download/773pgba671mrv38/newb6.craft Electric engines (Problems with ascent guidance) http://www./download/gn382p8r24t5w3o/newb7.craft Thud Engines (problems with rendezvous autopilot)
  10. Oops, I didn't see there was a new build. I'll try that one. Update: Still not performing the burns.
  11. Output log: http://www./view/bovi0nfyyeole35/output_log.txt With the modified craft without the electric engines it does the burn. But has the same problem when using the rendezvous autopilot.
  12. Mines in sandbox mode. Does unlocking it in career mode affect sandbox mode?
  13. OK so maybe it did have something to do with my craft... I got around to testing different engines I removed the electric powered ones ( I wasn't using them during ascent ) and all the nuke reactors from within the ship that powered them. Replaced the crew compartment/cargo bay with another LF/O tank, and added a couple THUD engines to the rear. I don't know why but MJ started doing the circularization burns again. I've only done one test so far. http://www./download/gn382p8r24t5w3o/newb7.craft Could it be something with Electric engine? Or maybe having to many power-plants? Update: Now it's not doing the circularization burn for the rendezvous autopilot. Strange mojo...
  14. Good to know. Thanks, smjjames. As for the turn shape. It was something I figured out along time ago. I should probably experiment with it again. The idea is to pick up as much speed in the atmo as I can as well as minimize the time it takes to get to orbit. I make lots of revisions to my designs so the faster I can test them the better. Also, making course corrections at those speeds in atmo can rip your ship apart or slow it down.
  15. Yes and it doesn't auto-warp either. I am just piloting the node manually for now. Then I remove the node with the maneuver planner after and MJ starts working fine again for other actions. Here's another pic of exactly when it ceases to function.
  16. It's in sandbox mode. I flew many flights yesterday it was working fine. Then it just stopped working.
  17. Any theories why MJ stops doing final circularization burn with ascent guidance? I've rebooted, re-installed, and have no mods other than MJ. It's not my craft. Here is the file. (http://www./download/9cyct9bnp4hrh76/newb5.craft) And here is a picture of my settings.
  18. And the problem came back on the second launch. =\ *In between the launches I went back to the main menu to change my resolution.
  19. Oh ya it was working fine. I tried a previous version of my craft that it was doing the burns for to see if it was some weird glitch with my craft but it stopped working for that one too. Here is the craft file http://www./download/uqqc7b6bf356cds/newb4.craft Orbit 100k. Edit path for 8k turn start. 1000m/s turn start speed. 0 turn shape and 14 degree climb angle. turn on corrective steering. turn off auto-stage. turn off angle of attack. click engage. hit space. raise the gear after liftoff and click the parking break (for the speed-break during climb). Turn off the parking break when the craft turns at 8k. let the craft coast to 29,000 then hit number 1 on the keyboard to toggle the rapiers. Mechjeb should do the rest. Except it stopped. *also turn on force roll
  20. I'm having a problem with ascent guidance. Mechjeb plots the node for circularize, the ship orients but does not perform the node. I was using build 453. So I changed out to 455 but I'm still getting the same problem.
  21. I launched an SSTO to the Mun, but after landing it did not have enough fuel to return. So I modified the plane design with a few lander legs an extra crew compartment and forward canards. I refueled it in orbit and went to rescue the stranded kerbals. Everything went very well. I landed on the Mun again and got the marooned kerbals inside. I took off again and returned to a 75 x 75 km orbit around Kerbin. At this point I switched to the space center briefly then back to the orbiting spaceplane. After completing my deorbit burn I survived re-entry and was now on the glideslope 16km from the runway. However, before I reached the runway a small explosion startled me. Looking over my craft, I noticed the right forward canard was missing! It had blown off somehow. The flight characteristics of the plane remained unchanged so I continued on to the runway. Bang! A piece of my left wing blows off and my plane begins listing badly. While I am looking at the new hole in my wing, another bang . The remaining canard was now gone. My plane is now very difficult to control. I decide to abandon landing at the runway and immediately try for a grass landing. It was too badly damaged. It tumbled and exploded upon touching dirt. The only surviving piece was the crew compartment with the two kerbals inside I had rescued from the Mun. I've never seen parts break like that before. I reposted this from the steam forums. No one there seems to know.
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