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starspy

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Everything posted by starspy

  1. Just want to add that this is amazing -- I can't see myself playing KSP2 without some form of mechjeb replacement, and it looks like this has all the building blocks. From some field testing everything worked great (for the most part). Was able to successfully plot an intercept with Duna and visit both itself and the moon. Desperately needed are... 1. Choice of either AP or PE or [in x time] for circularization script 2. Better interception (between two satelites, return from a moon, transfer to a moon, ) 3. A "match planes with target" script 4. Docking autopilot
  2. For some reason I had put the ModuleManager in the root KSP directory - restarting the game now to see if that fixed the problem.
  3. I just installed and nothing seems to load on my existing save. There is a red dot over the KSC on the map and the GUI options are there on the bottom right but no new parts were added and I can still control my unmanned vehicles w/o antennas. However when I start up a pre-existing sandbox game the parts do show up. Is there something extra I need to do to get this working? Thanks!
  4. Get off your damn high horses, glad to see this is a great and functional support community.
  5. I just reinstalled KSP and am having trouble getting mechjeb to work (in career or in sandbox). The parts load up just fine and I can attach them to my craft, however I none of the mechjeb GUI shows up when I launch the ship. I unzipped the download file from kerbalspaceport to the GameData folder (so there are both the Squad and MechJeb2 folders there). Was that the correct way to install? Please let me know EDIT: here is some of the logs from output_log.txt Non platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\MechJeb2\Plugins\MechJeb2.dll (this message is harmless) AssemblyLoader: Exception loading 'MechJeb2': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'MuMech.FuelNode' from assembly 'MechJeb2, Version=2.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type 'MuMech.MechJebModuleStagingController' from assembly 'MechJeb2, Version=2.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<SetConsumptionRates>c__AnonStorey2' from assembly 'MechJeb2, Version=2.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<CanDrawNeededResources>c__AnonStorey3' from assembly 'MechJeb2, Version=2.1.0.0, Culture=neutral, PublicKeyToken=null'. System.TypeLoadException: Could not load type '<HasStayingChutes>c__AnonStoreyA' from assembly 'MechJeb2, Version=2.1.0.0, Culture=neutral, PublicKeyToken=null'.
  6. It seems that the ship files (not the assembaly .craft files) have an extra piece that is what connects the launcher to whatever we want to launch. Is there any way to get those present in the assembly files as well? Edit: to make it more clear here is what the first post claims that the Zenith II looks like: but this is what it comes up as in my VAB see the stage that is in the middle that sticks up above the fuel tanks? Is there any way to get that to be part of the subassembly? Thanks!
  7. For some reason the subassembly mod will not load - ive extracted the plugins and plugin data folder to the root kerbal installation but no icon has appeared above the VAB.
  8. should we be establishing a kerbin orbit before proceeding or just making one launch to Duna?
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