mwlue Posted April 1, 2014 Share Posted April 1, 2014 Quick question: is it possible to have MJ turn on SAS once it's completed a manoeuvre or manually turned off?^^ I second this. ^^ Link to comment Share on other sites More sharing options...
Aghanim Posted April 1, 2014 Share Posted April 1, 2014 Is it possible to change the PID values directly instead of changing Tf value? Link to comment Share on other sites More sharing options...
tmbomber Posted April 1, 2014 Share Posted April 1, 2014 Myself I would want a child craft that either undocked or staged to inherit the state of MJ from its parent. Whatever was on, off, active, inactive should remain that way when undocked for both craft.No surprises at all that way. (I`m sure this was the way MJ used to work)Also gives some fun functionality for example with escape pods from a doomed cruise liner all popping off together with autoland already activated.Actually, *big* surprises... big *damaging* surprises that way. The problem is the docked craft isn't usually in the same orientation as the parent... Imagine a large vessel with "control from here" set to the front end and Smart A.S.S. set to orbital prograde. You have a small craft docked somewhere down the length and it's axis is perpendicular to the mothership. When you undock it's pointing at the mothership's docking port, ninety degrees off from orbital prograde. Its RCS comes on full bore and snaps the thing to orbital prograde. If anything sticks out sideways it'll swing into the mothership.I've had this happen more times than I can count. Link to comment Share on other sites More sharing options...
JedTech Posted April 1, 2014 Share Posted April 1, 2014 Actually, *big* surprises... big *damaging* surprises that way. The problem is the docked craft isn't usually in the same orientation as the parent... Imagine a large vessel with "control from here" set to the front end and Smart A.S.S. set to orbital prograde. You have a small craft docked somewhere down the length and it's axis is perpendicular to the mothership. When you undock it's pointing at the mothership's docking port, ninety degrees off from orbital prograde. Its RCS comes on full bore and snaps the thing to orbital prograde. If anything sticks out sideways it'll swing into the mothership.I've had this happen more times than I can count. Link to comment Share on other sites More sharing options...
biohazard15 Posted April 1, 2014 Share Posted April 1, 2014 MJ doesn't work with new update (0.23.5) - menu does not appear. Link to comment Share on other sites More sharing options...
Lekke Posted April 1, 2014 Share Posted April 1, 2014 MJ doesn't work with new update (0.23.5) - menu does not appear.That sucks, hopefully it gets updated soon. Link to comment Share on other sites More sharing options...
Mokmo Posted April 1, 2014 Share Posted April 1, 2014 That sucks, hopefully it gets updated soon.Confirmed, with #195, latest dev build Link to comment Share on other sites More sharing options...
JedTech Posted April 1, 2014 Share Posted April 1, 2014 What is confirmed? It is fixed? Or it is still broken? Link to comment Share on other sites More sharing options...
PolecatEZ Posted April 1, 2014 Share Posted April 1, 2014 Unless you see an update build, still broken. They might have been sneaky and were working on it during the beta, in that case you can go digging for it on github untill they release it...or...nobody has touched it yet. Until then, I can't alt-tab out during my launches any more Link to comment Share on other sites More sharing options...
Woodstar Posted April 1, 2014 Share Posted April 1, 2014 (edited) MJ doesn't work with new update (0.23.5) - menu does not appear.Sitting corrected. BUT very happy!!!!! Edited April 1, 2014 by Woodstar Link to comment Share on other sites More sharing options...
JedTech Posted April 1, 2014 Share Posted April 1, 2014 Are you a squad tester? Because the A.R.M pack (0.23.5) has not been released yet. I'm just wondering where your source came from?http://forum.kerbalspaceprogram.com/content/274-KSP-Asteroid-Redirect-Mission-is-Officially-Released%21 Link to comment Share on other sites More sharing options...
Woodstar Posted April 1, 2014 Share Posted April 1, 2014 http://forum.kerbalspaceprogram.com/content/274-KSP-Asteroid-Redirect-Mission-is-Officially-Released%21OMG I'm real sorry, I literally just left to go get my daughter from school and apparently they released it before we got home. WOW talk about foot in mouth syndrome! Link to comment Share on other sites More sharing options...
sarbian Posted April 1, 2014 Share Posted April 1, 2014 #195 Fixed something else related to RPM.#196 is modified to compile with 0.23.5 but r4m0n will have to update Jenkins for it to compile.So meanwhile get it here : www.sarbian.com/sarbian/MechJeb2.dll Link to comment Share on other sites More sharing options...
biohazard15 Posted April 1, 2014 Share Posted April 1, 2014 Thank you sarbian! Link to comment Share on other sites More sharing options...
antgeth Posted April 1, 2014 Share Posted April 1, 2014 Thanks for the quick patch! Link to comment Share on other sites More sharing options...
Woodstar Posted April 1, 2014 Share Posted April 1, 2014 @sarbian when you integrate the optional Mechjeb modules for toolbar can you add a button for custom windows? Link to comment Share on other sites More sharing options...
OrbitalDebris Posted April 1, 2014 Share Posted April 1, 2014 #195 Fixed something else related to RPM.#196 is modified to compile with 0.23.5 but r4m0n will have to update Jenkins for it to compile.So meanwhile get it here : www.sarbian.com/sarbian/MechJeb2.dllThanks Sarbian! I'm curious, what changed in KSP to break MJ? (I have a ton of mods, and I'd like to be able to guess which ones are likely also broken by the update and which ones are probably fine) Link to comment Share on other sites More sharing options...
sp1989 Posted April 2, 2014 Share Posted April 2, 2014 Please please please update! Link to comment Share on other sites More sharing options...
biohazard15 Posted April 2, 2014 Share Posted April 2, 2014 It would be nice to get an additional module dedicaced to asteroid interception in future updates. Link to comment Share on other sites More sharing options...
yongedevil Posted April 2, 2014 Share Posted April 2, 2014 I'm curious, what changed in KSP to break MJ?I suspect it is due to Squad using a new module, ModuleEnginesFX, on the new parts in place of the old ModuleEngines. Link to comment Share on other sites More sharing options...
BARCLONE Posted April 2, 2014 Share Posted April 2, 2014 Dev197 and ARM 23.5...Is it just my imagination (running away with me), or does the new release feel a bit... less jerky? Less "sticky"?Just landed a Pathfinder on Mun as a test; only my forgetting to turn SA off before engaging the LGAP kept it from being a "picture perfect, textbook" landing. SA tried to flip the lander with torque because I still had it set to "PRO GRADE" instead of "OFF". I had to quickly hit "RAD+" to get it upright before the solar panels were ripped off...Dev197 looks good so far, Sarbian. One test, of course, isn't enough to confirm anything, but this first landing went smoothly enough to try a Moho mission.One heads up to everyone: 23.5 breaks several mods. Many appear to have been addressed by their authors, but if you're like me and you've been using the older ones 'cause they ain't broke yet, be ready to update at least a few. Besides MechJeb, I had to replace KAS and Procedural Fairings, which are two of my most-used mods.ADDENDUM: Ooops! Link to comment Share on other sites More sharing options...
bo_knows Posted April 2, 2014 Share Posted April 2, 2014 Dev197 and ARM 23.5...Is it just my imagination (running away with me), or does the new release feel a bit... less jerky? Less "sticky"?Absolutely. I often play on my laptop (Intel i5 with the Intel 4000 onboard graphics) and it's usually pretty jerky. Way more smooth. Also, the new rockets are insanely OP (I've never used mods with bigger rockets, so maybe I just have never seen real power). Good update! Link to comment Share on other sites More sharing options...
OrbitalDebris Posted April 2, 2014 Share Posted April 2, 2014 One heads up to everyone: 23.5 breaks several mods.Yeah, I just posted a log on the chatterer thread. It's mostly OK but the EVA sounds (airlock and breathing) are missing. On the plus side module manager, Blizzy's toolbar and the MJ integration lib seem to be ok. Link to comment Share on other sites More sharing options...
Starwaster Posted April 2, 2014 Share Posted April 2, 2014 Absolutely. I often play on my laptop (Intel i5 with the Intel 4000 onboard graphics) and it's usually pretty jerky. Way more smooth. Also, the new rockets are insanely OP (I've never used mods with bigger rockets, so maybe I just have never seen real power). Good update!They're not overpowered. They're for heavy payloads. As always, use a rocket suited to the job you need performed. Link to comment Share on other sites More sharing options...
AbhChallenger Posted April 2, 2014 Share Posted April 2, 2014 It would be nice to get an additional module dedicated to asteroid interception in future updates.I second this. I request two features related to this.#1 Fix to the launch guidance to allow launching into plane for asteroids that have not yet entered SOI. (So we can build up craft or an armada in Orbit with plenty of time to spare)#2 A mode in the planner to intercept asteroids within SOI. (Right now you have to use KSP's maneuver nodes and advancing orbits which is kinda meh right now. I would rather use MechJeb and focus on building up many craft for the E class.) Link to comment Share on other sites More sharing options...
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