BigD145 Posted April 16, 2014 Share Posted April 16, 2014 Was this during ascent? In atmosphere? Because it's not possible for MJ2 to make the rocket do ANYTHING during a normal (non-physics / on-rails) warp. Where exactly did this happen and what sort of maneuver?Edit: Sorry, missed your earlier post. So it was doing a physics warp.... ok.Right outside of the atmosphere, above 70km, mechjeb ascent makes its final maneuver node for circularization at 100km. This is where it starts turning and triggers warp. It gets to 3x warp and then the craft implodes, still trying to get to the maneuver node. It should be on the maneuver node, stable and un-moving, before triggering warp. You still have some control at 2x, 3x, and 4x warp, but of course that does bad things. Link to comment Share on other sites More sharing options...
Atheu Posted April 16, 2014 Share Posted April 16, 2014 i'm having an issue currently with the Delta-V Stats, it is showing up but no data is being registered Link to comment Share on other sites More sharing options...
RuBisCO Posted April 16, 2014 Share Posted April 16, 2014 i'm having an issue currently with the Delta-V Stats, it is showing up but no data is being registeredYeah I been having that problems recently to. Link to comment Share on other sites More sharing options...
sojourner Posted April 16, 2014 Share Posted April 16, 2014 ^Do you have the latest mechjeb2.dll? Link to comment Share on other sites More sharing options...
BamaStangGuy Posted April 17, 2014 Share Posted April 17, 2014 One thing I noticed, watching your video, I'd put more RCS ports on that rocket. I'm thinking it has too much mass for the ports you have. Personally, when I build something like that I'm going to dock, I put a ring of 4 ports near the nose, and 4 near the tail, maybe 4 in the middle too. I find I get much better translation control that way, as I do my own docking. I'd try it and see if that helps MJ get this under control. It could be dancing rings around your docking target because it can't get itself up to speed and slow down fast enough.Though a smaller ship, I made sure I had enough RCS ports on it and was able to dock fine with #221 build Link to comment Share on other sites More sharing options...
Meridius Posted April 17, 2014 Share Posted April 17, 2014 ^Do you have the latest mechjeb2.dll?Yes, didn't help with the docking problem. Large Clamp-o-tron works perfect. Clamp-o-trons will not dock. Can't even get a good alignment...just hit my station's solar panel in an epic fail!Build #222 Link to comment Share on other sites More sharing options...
sojourner Posted April 17, 2014 Share Posted April 17, 2014 Yes, didn't help with the docking problem. Large Clamp-o-tron works perfect. Clamp-o-trons will not dock. Can't even get a good alignment...just hit my station's solar panel in an epic fail!Build #222The up arrow means I was replying to the post above mine. Link to comment Share on other sites More sharing options...
seanwjones Posted April 17, 2014 Share Posted April 17, 2014 Right outside of the atmosphere, above 70km, mechjeb ascent makes its final maneuver node for circularization at 100km. This is where it starts turning and triggers warp. It gets to 3x warp and then the craft implodes, still trying to get to the maneuver node. It should be on the maneuver node, stable and un-moving, before triggering warp. You still have some control at 2x, 3x, and 4x warp, but of course that does bad things.Have you tried without auto warp on? Link to comment Share on other sites More sharing options...
Sokar408 Posted April 17, 2014 Share Posted April 17, 2014 I might have a bug here to report, though I don't know if Mechjeb is the course, it just seems most likely considering Mechjeb is the only mod I use that actively takes control of crafts.Basically I launched a stack of small vessels, and when I detached them from each other, some but not all control inputs would effect all the different crafts. For example if I was controlling vessel one to turn left, every other vessel from the stack would turn left as well. it seems that to be related to the engines somehow. Even after one of the vessels lost its crew (and had no probe control), I was able to control its turning, however I couldn't speed up or down. If this is not Mechjeb, but someone else has had this problem, please let me know what you did to fix it, as its practically impossible to play like this. Link to comment Share on other sites More sharing options...
Galane Posted April 17, 2014 Share Posted April 17, 2014 I've had situations with some previous builds where MechJeb could control the orientation, but nothing else, on a craft with no command/control. Link to comment Share on other sites More sharing options...
Benoit Hage Posted April 17, 2014 Share Posted April 17, 2014 (edited) Greetings and salutations!- Concerning the breaking of the dV calculation, I was able to isolate a situation when I can break it all the time. To do so: Take a root part, add a decoupler (any of them, from all mods), a tank and an engine. Then, press the button "staging" enable/disable of your decoupler and you break the dV calculation. Reverse the operation ( re-enable or re-disable )and it stays broken. - It can also lead to a late firing on the node in flight. As in, the engine are firing when the node is at zero second, and not at half of the burn time before the node is at zero second. But I need to do some more test for me to be sure of this statement.I hope it helps to underline what's wrong inside the code.My version of MechJeb is the build 221.EDIT: I just realize that the staging option is from TweakableEverything... maybe I should post it in the proper threat... Edited April 17, 2014 by Benoît Link to comment Share on other sites More sharing options...
cheech420now Posted April 17, 2014 Share Posted April 17, 2014 I have been having a lil glitch when Mechjeb timewarps. The indicator seems to stop working. Anyone else notice this? Link to comment Share on other sites More sharing options...
Suzie's Brother Max Posted April 17, 2014 Share Posted April 17, 2014 Currently having trouble installing on 0.23.5, not showing up in the new Toolbar. Output log shows this at the end:MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53) Any ideas? Link to comment Share on other sites More sharing options...
Atheu Posted April 17, 2014 Share Posted April 17, 2014 I discovered the issue with my mechjeb, it seems that the new 1minute burning SRB is not getting calculated in my build. Link to comment Share on other sites More sharing options...
sarbian Posted April 17, 2014 Share Posted April 17, 2014 For the usual people who hang around on the thread : No news from me until r4m0n get the time to put new official out. Having 2/3 of the post about a bug that I fixed 2 week ago does not help to have any meaning full exchange. Link to comment Share on other sites More sharing options...
ghimb2000 Posted April 17, 2014 Share Posted April 17, 2014 For the usual people who hang around on the thread : No news from me until r4m0n get the time to put new official out. Having 2/3 of the post about a bug that I fixed 2 week ago does not help to have any meaning full exchange.Maybe you can ask r4m0n to put it in big bold letters:If you encounter a bug in MechJeb, please check the dev build and download the latest Toolbar mod before reporting it! Link to comment Share on other sites More sharing options...
Starwaster Posted April 17, 2014 Share Posted April 17, 2014 (edited) Currently having trouble installing on 0.23.5' date=' not showing up in the new Toolbar. Output log shows this at the end: at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: C:/BuildAgent/work/d3d49558e4d408f4/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 53)MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.NullReferenceException: Object reference not set to an instance of an object Any ideas?You say it shows that at the end.What does at the end mean? At the very end of the log? That error is just MechJeb's attempt to cleanup because it is being destroyed. It can't possibly have anything to do why you're not getting a toolbar. In fact it looks like you might have alt-F4'ed. That's the only time I know for sure that MJ would throw that error in OnDestroy()It's better to put your entire output_log.txt file up for download (dropbox is good) and then put a link for that instead of an excerpt that might not be relevant.Edit: And as has been stated, make sure you have the latest MJ2 dev version + latest version toolbar. Edited April 17, 2014 by Starwaster Link to comment Share on other sites More sharing options...
BigD145 Posted April 17, 2014 Share Posted April 17, 2014 Have you tried without auto warp on?Yes, as said before. By me.This craft was made in and for 23.5. I lifted several of them plus other craft between 23.5 release and some mechjeb before 211. The lifter stage is completely stock. The only thing that has changed on the craft in the past week is Mechjeb.Mechjeb 211 was torquing the craft towards the maneuver node when it decided to warp. By turning warp off I can wait two minutes and the craft will not explode before mechjeb carries out the maneuver. This is entirely mechjeb's fault. It's turning while warping.Non nesting quote chains is probably the most aggravating thing on this forum. /shrug Link to comment Share on other sites More sharing options...
Suzie's Brother Max Posted April 17, 2014 Share Posted April 17, 2014 @Starwasher, in hindsight, my first attempt at diagnosing my own problem was pretty feeble, but that's the only bit that looked out of the ordinary. Best to leave the search for what actually matters to the folks who know what to look for. I've got Toolbar 1.7.1, but I was using the "Release" MJ 2.2 from the original post. I'll give the Dev version a shot and get back to you with the whole output_log.txt if the error continues. Thanks for the push. Link to comment Share on other sites More sharing options...
Sokar408 Posted April 17, 2014 Share Posted April 17, 2014 I've had situations with some previous builds where MechJeb could control the orientation, but nothing else, on a craft with no command/control.This is bascially whats happening to me right now Link to comment Share on other sites More sharing options...
AstroRick Posted April 17, 2014 Share Posted April 17, 2014 I am wondering if anyone else has had the problem of MechJeb not staging with the new ARM boosters/couplers? Otherwise Mechjeb seems to be working fine for me. A side (and possibly related) note, when building a ship with ARM parts in the VAB, KSP seems to want to keep the lowest part of the stack on the top of the staging order list. Pre-ARM parts continue to appear in the order in which you place them. Link to comment Share on other sites More sharing options...
BigD145 Posted April 17, 2014 Share Posted April 17, 2014 MechJeb stages fine with ARM components. I have not seen any of your problems. You've got another mod that's interfering with things and is almost definitely pre-ARM. Or you just haven't updated MechJeb. Link to comment Share on other sites More sharing options...
Suzie's Brother Max Posted April 17, 2014 Share Posted April 17, 2014 I just realized that I'm ******ed. Last time I used MechJeb I modded it to use it without the parts, and I was expecting it to work without parts out of the box. My bad, guys. I'll be here all week. Link to comment Share on other sites More sharing options...
AstroRick Posted April 17, 2014 Share Posted April 17, 2014 MechJeb stages fine with ARM components. I have not seen any of your problems. You've got another mod that's interfering with things and is almost definitely pre-ARM. Or you just haven't updated MechJeb.I discovered that my problem was fixed by simply changing how I build things in the VAB. I had been in the habit of builing craft from the bottom up. Building from the payload down seems to have completely solved my issue. Link to comment Share on other sites More sharing options...
Meridius Posted April 17, 2014 Share Posted April 17, 2014 This is bascially whats happening to me right nowDitto.Plus docking issues with the Clamp-o-tron. Running latest build. Seems like only the large clamp-o-tron works. Link to comment Share on other sites More sharing options...
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