Conrad Posted April 4, 2014 Share Posted April 4, 2014 (edited) has anyone else had trouble with the docking autopilot? It just lets the veichle drift away from target until it loses the "Docking port target"EDIT: i'm using non-stock docking ports from KSO Edited April 4, 2014 by Conrad Link to comment Share on other sites More sharing options...
Crater Posted April 4, 2014 Share Posted April 4, 2014 Totally new issue. I have found that Mechjeb is not preventing jet flameout properly (And it doesn't seem to be doing anything that is clicked on the utilities box.)has anyone else had trouble with the docking autopilot? It just lets the veichle drift away from target until it loses the "Docking port target"Without knowing what version of KSP and what version of MechJeb you are using, there is very little that we can do to offer advice on either of these issues.(also, please note that "latest" is not a version... latest when I downloaded it, latest when I ran it, latest when I logged the bug, latest when someone reads the post... can all be different versions) Link to comment Share on other sites More sharing options...
mrBlaQ Posted April 4, 2014 Share Posted April 4, 2014 Conrad, I'm also seeing issues. I have noticed that the "Safe Distance" and "Target Size" values go wonky right after checking "Autopilot Enabled." Do you see that as well? Link to comment Share on other sites More sharing options...
JeffreyCor Posted April 4, 2014 Share Posted April 4, 2014 I've been questioning the values as well. I'm always getting safe distance sizes over 1000 and a couple times even the target size also over 1000. MJ kept trying to move away so far it would lose targeting. Link to comment Share on other sites More sharing options...
Taki117 Posted April 4, 2014 Share Posted April 4, 2014 (edited) Without knowing what version of KSP and what version of MechJeb you are using, there is very little that we can do to offer advice on either of these issues.(also, please note that "latest" is not a version... latest when I downloaded it, latest when I ran it, latest when I logged the bug, latest when someone reads the post... can all be different versions)KSP version .23.5, Mechjeb Dev build .198 (With optional plugins) mod used (The ones that specifically caused the issue) FAR, B9.Here is the KSP.log of the most recent flight. The output log is too big for dropbox. Edited April 4, 2014 by Taki117 Link to comment Share on other sites More sharing options...
POllik Posted April 4, 2014 Share Posted April 4, 2014 KSP 23.5Mechjeb2 2.1.1.0-200 dated 4/4/14I am having issues with Warp Helper....I set it 103 days, it speeds up to full warp, but doesn't stop after 103 days. Repeatable. Also happened for other time values and different game states.Anyone else experiencing this?Polly Link to comment Share on other sites More sharing options...
ASW122 Posted April 4, 2014 Share Posted April 4, 2014 KSP version .23.5, Mechjeb Dev build .198 (With optional plugins) mod used (The ones that specifically caused the issue) FAR, B9.Here is the KSP.log of the most recent flight. The output log is too big for dropbox.I'm running very similar. KSP 0.23.5, MJ Dev 198, though I'm not using FAR. Whenever I try to engage docking autopilot, it will back up a ridiculous amount and half the time the (stock) RCS are putting out such low thrust levels that the only way I know they're on is that my RCS store is dropping.This doesn't seem to be limited to docking, even on manoeuvres the RCS barely seems to contribute. I can make this ship pull a full 180 in about 5 seconds manually, but MJ seems to limit the RCS so much that its taking 30-40 seconds to pull a 30 degree turn.KSP 23.5Mechjeb2 2.1.1.0-200 dated 4/4/14I am having issues with Warp Helper....I set it 103 days, it speeds up to full warp, but doesn't stop after 103 days. Repeatable. Also happened for other time values and different game states.Anyone else experiencing this?PollyHaven't tried it with Warp Helper, but I have noticed that autowarp is being a bit screwy with things like rendevous autopilot. Once I'm within about 2.5km, auto-warp turns off and won't re-enable, even with like 3 minutes between nodes. Link to comment Share on other sites More sharing options...
pmc2025 Posted April 4, 2014 Share Posted April 4, 2014 Does anyone know how to get MechJeb working in 23.5? I've placed the folder in GameData, and I've even gone so far as to set all tech levels in the AR202 and Pod to "start" but I still can't get the MechJeb menu to pop up on launch. Is there a quick fix I'm missing, or is this a problem anyone else has had?EDIT: I'm running a clean 23.5 install, and I downloaded the latest version off SpacePort today (4/4/14). I also haven't played since v22 was out due to a myriad of reasons, so if there was a fix to my problem previously, please forgive me for not knowing about it!Thanks! Link to comment Share on other sites More sharing options...
JeffreyCor Posted April 4, 2014 Share Posted April 4, 2014 I've tried warp helper. If KSP is set to use the 6 hour time warp helper fails to stop properly, however if settings in KSP is changed to use 24 hour it seems to work properly. Link to comment Share on other sites More sharing options...
TheSaint Posted April 4, 2014 Share Posted April 4, 2014 Does anyone know how to get MechJeb working in 23.5? I've placed the folder in GameData, and I've even gone so far as to set all tech levels in the AR202 and Pod to "start" but I still can't get the MechJeb menu to pop up on launch. Is there a quick fix I'm missing, or is this a problem anyone else has had?EDIT: I'm running a clean 23.5 install, and I downloaded the latest version off SpacePort today (4/4/14). I also haven't played since v22 was out due to a myriad of reasons, so if there was a fix to my problem previously, please forgive me for not knowing about it!Thanks!Don't use the one on Spaceport, use the latest dev build from here:http://jenkins.mumech.com/job/MechJeb2/ Link to comment Share on other sites More sharing options...
BigD145 Posted April 4, 2014 Share Posted April 4, 2014 The SpacePort version is dated end of 2013. KSP has had ... 2 updates since then? Something like that. It wasn't going to work. Link to comment Share on other sites More sharing options...
pmc2025 Posted April 4, 2014 Share Posted April 4, 2014 Don't use the one on Spaceport, use the latest dev build from here:http://jenkins.mumech.com/job/MechJeb2/That would certainly do it. Thanks guys!!! Link to comment Share on other sites More sharing options...
Farix Posted April 4, 2014 Share Posted April 4, 2014 (edited) After a few tests, it seems that the problem with the in-flight delta-V readout is caused by the use of fuel linesâ€â€like asparagus staging. I also noticed my frame rate drops when I pop up the delta-V screen on the vehicle I posted before and the game will crash on close. This could be a change to do with the game behavior as I notice that KER is having similar problems with in-flight delta-V readouts.Even a simple asparagus staged rocket doesn't display the delta-V correctly.Test Vehicle: https://dl.dropboxusercontent.com/u/13301351/Test%20Vehicle.craftKSP: 23.5.464MechJeb: 2.1.1.0 Build #200RemoteTech 2: 1.3.3TextureReplacer: 1.3.3ProceduralFairings: 2.4.4 (problems occurred before this mod was installed)ModuleManager 1.5.6 (installs MechJeb on all pods) Edited April 4, 2014 by Farix add module manager Link to comment Share on other sites More sharing options...
Luis Posted April 4, 2014 Share Posted April 4, 2014 Yes,same for me. Cleared out the previous version, installed v198 to the GameData folder. The part appears in the VAB but attaching it doesn't bring up the menu.I figured out my particular problem. I had an old version of the DLL in the folder of another plugin that relies on MechJeb. Updating just the copy of the DLL in MechJeb's own folder caused it to break. Updateding both copies restored functionality. Just in case that helps anyone else! Link to comment Share on other sites More sharing options...
Sorcie Posted April 4, 2014 Share Posted April 4, 2014 I had sloppy node execution before the update, have found RCS set to on, with fine control {CAPS} and maneuver tolerance set to .5 or .6 helps.So far have not experienced the Delta V failing to display for the new parts. Built several rockets earlier today, all showed clean Delta V stats. Are you sure you are using the latest dev build found here >http://jenkins.mumech.com/job/MechJeb2/ ?Yeah, everything is clean and confirmed 198 from scratch. I've played with MJ set on .1m/s tolerance since I started using it in like .18 or something and never had an issue quite like this. Sure sometimes autopilot would chase a node a little bit, but now it just isn't catching the marker exact. It can be seen best when MJ aligns for a burn. It used to be it wouldn't hit time warp until it was exactly on the marker. Now it seems to have some tolerance. This same tolerance is what is biting it in the ass at the end of the burn I think. Basically, the auto pilot is experiencing what looks like human error. Maybe we're on to something! Link to comment Share on other sites More sharing options...
ThreeMartiniLaunch Posted April 5, 2014 Share Posted April 5, 2014 Even a simple asparagus staged rocket doesn't display the delta-V correctly.Test Vehicle: https://dl.dropboxusercontent.com/u/13301351/Test%20Vehicle.crafthttps://dl.dropboxusercontent.com/u/13301351/Kerbal%20Space%20Program-04-04-2014%2017-22-42.jpghttps://dl.dropboxusercontent.com/u/13301351/Kerbal%20Space%20Program-04-04-2014%2017-22-59.jpgKSP: 23.5.464MechJeb: 2.1.1.0 Build #200RemoteTech 2: 1.3.3TextureReplacer: 1.3.3ProceduralFairings: 2.4.4 (problems occurred before this mod was installed)ModuleManager 1.5.6 (installs MechJeb on all pods)Same thing happening to me. I have no other mods in common with you.KASKethanePrecise NodeTAC Fuel BalancerKerbal Alarm ClockAll but Precise Node had updates for 0.23.5 Link to comment Share on other sites More sharing options...
ghimb2000 Posted April 5, 2014 Share Posted April 5, 2014 Does anyone know how to get MechJeb working in 23.5? I've placed the folder in GameData, and I've even gone so far as to set all tech levels in the AR202 and Pod to "start" but I still can't get the MechJeb menu to pop up on launch. Is there a quick fix I'm missing, or is this a problem anyone else has had?EDIT: I'm running a clean 23.5 install, and I downloaded the latest version off SpacePort today (4/4/14). I also haven't played since v22 was out due to a myriad of reasons, so if there was a fix to my problem previously, please forgive me for not knowing about it!Thanks!It works for me. Make sure you edit the TechRequired as well as unlockTech fields as well. I have no problem starting the career with MechJeb available. Link to comment Share on other sites More sharing options...
Galane Posted April 5, 2014 Share Posted April 5, 2014 I figured out my particular problem. I had an old version of the DLL in the folder of another plugin that relies on MechJeb. Updating just the copy of the DLL in MechJeb's own folder caused it to break. Updateding both copies restored functionality. Just in case that helps anyone else!You should never have more than one copy of a mod DLL anywhere under game data, unless specifically instructed to do so by the mod's setup/install/use instructions. Link to comment Share on other sites More sharing options...
daawgees Posted April 5, 2014 Share Posted April 5, 2014 So, has anyone tried build 200 yet? I just downloaded it this morning but haven't had a chance to test it yet. Link to comment Share on other sites More sharing options...
Lekke Posted April 5, 2014 Share Posted April 5, 2014 So, has anyone tried build 200 yet? I just downloaded it this morning but haven't had a chance to test it yet.Besides some wierd stuff that can happen with docking auto pilot, I haven't run into anything else wierd. Link to comment Share on other sites More sharing options...
pixartist Posted April 5, 2014 Share Posted April 5, 2014 Is the inaccurate node targeting fixed in 200 ? Link to comment Share on other sites More sharing options...
Eleven Posted April 5, 2014 Share Posted April 5, 2014 Besides some wierd stuff that can happen with docking auto pilot, I haven't run into anything else wierd."Weird stuff" That's an understatement Link to comment Share on other sites More sharing options...
GoatRider Posted April 5, 2014 Share Posted April 5, 2014 "Weird stuff" That's an understatement I tested my the lander and tanker combo yesterday, they docked fine. The only issue I saw was that on ascent, both craft wandered a bit, but not fatally so. But I think that's because 23.5 increases angular momentum, and two reaction wheels weren't quite enough to lock it in. Also, the delta-V calculations weren't right in flight, but that's been reported. They seemed right in the VAB. Link to comment Share on other sites More sharing options...
GoatRider Posted April 5, 2014 Share Posted April 5, 2014 Actually I did see one oddity in docking- the RCS thrusters on the tanker got stuck on, until I switched control to the probe core. Link to comment Share on other sites More sharing options...
zerix807 Posted April 5, 2014 Share Posted April 5, 2014 I was having a funny bug in career mode. I'd research whatever rocketry has the MechJeb part in it. I'd click on the MechJeb part while at the research center and it would ask if I want to research it and I would say yes. I'd go back into the VAB and still not be able to use the part. I'd go back into the research center and there would be two MechJeb parts under the rocketry research, one that's grayed out and one that is not. I'd click on the not grayed out one and it would ask if I want to research, say yes, go to the VAB, still unavailable. Go back to the research center and now there are three MechJeb parts, and continue as long as you like. Link to comment Share on other sites More sharing options...
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