phoenix_ca Posted May 18, 2014 Share Posted May 18, 2014 KJR is redundant in 23.5, you can get rid of it.Not true. Several things it did were rendered redundant, yes, and those parts were set to be disabled by default. But things like the ramping of physics on load are still relevant. Update it, sure, but getting rid of it entirely is rather hasty. It still has its use in preventing Kraken strikes. Link to comment Share on other sites More sharing options...
uncle natzer Posted May 18, 2014 Share Posted May 18, 2014 All the parts that I still use for THSS still work and yes I did download the new .dll. If you had read my first post you would have seen that...... Link to comment Share on other sites More sharing options...
Crimor Posted May 18, 2014 Share Posted May 18, 2014 Did that FAR compatibility mod ever get worked on more than very basic stuff? Link to comment Share on other sites More sharing options...
Starwaster Posted May 18, 2014 Share Posted May 18, 2014 KJR is redundant in 23.5, you can get rid of it. A lot of the parts in THSS no longer work. Did you ever get the latest .dll for mechjeb?KJR is a necessity for RSS. It's mostly unnecessary for stock but I wouldnt count it out just yetand THSS is a parts pack. It uses no non-stock modules. Its only issue is that one or several of its parts specify attach node sizes of -1 which means those parts have negative breakForce / breakTorque on the joints. (not to be confused with a part's breakingForce / breakingTorque).tl;dr, some of its parts are weak but easily remedied. Link to comment Share on other sites More sharing options...
sojourner Posted May 18, 2014 Share Posted May 18, 2014 All the parts that I still use for THSS still work and yes I did download the new .dll. If you had read my first post you would have seen that......Your first post actually does not specify that you have the latest dev version of the .dll, only that you downloaded a new copy of mechjeb. It helps to be precise when trying to troubleshoot. Link to comment Share on other sites More sharing options...
BARCLONE Posted May 19, 2014 Share Posted May 19, 2014 Sarbian and Duck,Version 2.2.1...The LGAP is going bonkers during the de-orbit burn. It begins OK, then starts oscillating between pro-grade and RAD+, without doing much of anything else. It never settles down once it gets into this behavior.The logs aren't showing anything connected with MuMech... Link to comment Share on other sites More sharing options...
Valley Posted May 19, 2014 Share Posted May 19, 2014 How do you install MechJeb 2 and where can you get the latest version? I downloaded the file from the spaceport into the gamedata as directed and while I get the parts they don't do anything but attach to objects. Link to comment Share on other sites More sharing options...
Capt. Hunt Posted May 19, 2014 Share Posted May 19, 2014 when you install a mechjeb box on a ship, a little tab should appear on the side of the screen, this should give you access to the various Mechjeb utilities while in flight. Link to comment Share on other sites More sharing options...
Valley Posted May 19, 2014 Share Posted May 19, 2014 when you install a mechjeb box on a ship, a little tab should appear on the side of the screen, this should give you access to the various Mechjeb utilities while in flight.Yes. And the tab isn't showing up. That is why I am asking for information on where to get working versions and how to install them. Link to comment Share on other sites More sharing options...
Galane Posted May 19, 2014 Share Posted May 19, 2014 First post, where it says get the latest dev builds here. Link to comment Share on other sites More sharing options...
DavidHunter Posted May 19, 2014 Share Posted May 19, 2014 Currently using MJ build 255 on KSP 0.23.5 on OS X 10.9 with the latest version of the Toolbar add-on.Unfortunately, when I use the docking autopilot (after getting within 100m of another spacecraft and selecting the target docking port and the port from which to control the current spacecraft), MJ seems to just keep backing away from the target indefinitely.I have had this issue since - I think - build 220 or so(?).My comment seems to have been ignored (other than Galane's comment, which I couldn't make sense of). Anyone else experiencing this glitch? Link to comment Share on other sites More sharing options...
sarbian Posted May 19, 2014 Share Posted May 19, 2014 It's not ignored but it's hard to fix when I don't get the same result. Link to comment Share on other sites More sharing options...
JeffreyCor Posted May 19, 2014 Share Posted May 19, 2014 I've done several dockings with 255 without the glitch described. I am using Windows however so maybe it is something specific to Mac. Link to comment Share on other sites More sharing options...
Tiron Posted May 19, 2014 Share Posted May 19, 2014 (edited) I said current RPM but I don't know if it has the Orbit renamed to TargetOrbit change.Hate to reply to something so old but I was going through working on this again because of SCANsat changes and was trying to make sure I did the change correctly in mine.Because no, default RPM has *not* been updated with the name change. Better yet, it doesn't even notice there's a problem, and loads up anyway. I presume there's some form of explosion/silently failing when you actually do something that calls one of those functions but haven't really tried it.RPM's still set up for the last main release, which didn't have it yet (Mihara generally doesn't rebuild for dev versions, only main releases, because too much work.) It also hasn't been updated to SCANsat v6, despite that having gone fixed version numbers as well as having a real release. I think Mihara might be away.I'm trying a trick based on what the SCANsat guys did to make a fixed version of SCANsatRPM.dll work as a drop-in to get a fixed MechjebRPM.dll to do the same.Here's a code snippet that contains three of the build errors in question: if (o.referenceBody == activeJeb.target.Orbit.referenceBody) { // Simple transfer. dV = OrbitalManeuverCalculator.DeltaVAndTimeForHohmannTransfer(o, activeJeb.target.Orbit, UT, out UT); } else { dV = OrbitalManeuverCalculator.DeltaVAndTimeForInterplanetaryTransferEjection(o, UT, activeJeb.target.Orbit, true, out UT); }If I understand it right, the activeJeb.target.Orbit bits just need to be changed to activeJeb.target.TargetOrbit , correct? It builds that way, but I've gotten it to build just by changing 'Orbit' to lowercase too, so I wanted to be sure. Edited May 19, 2014 by Tiron Link to comment Share on other sites More sharing options...
Valley Posted May 19, 2014 Share Posted May 19, 2014 First post, where it says get the latest dev builds here.That was the last one I downloaded and I put it in the GameData folder it did not work. Can somebody explain - do I need to download both files? And where do I place them? Link to comment Share on other sites More sharing options...
Padishar Posted May 19, 2014 Share Posted May 19, 2014 Are you putting the whole .zip file in GameData or extracting the contents and putting that there...? Link to comment Share on other sites More sharing options...
Tiron Posted May 19, 2014 Share Posted May 19, 2014 That was the last one I downloaded and I put it in the GameData folder it did not work. Can somebody explain - do I need to download both files? And where do I place them?There's two downloads. One is just the .dll, one is the complete package, with the parts and whatnot. You only need one of them. The complete package (the zip) includes all the files just like the normal install package, the other is just the mechjeb2.dll itself. In theory, if you've already got it installed you should usually only need to replace the .dll, which is why there's a separate download with just the dll.Trick being, that presumes there haven't been any changes to the rest of it (which to be fair, there rarely are.) If there were changes to any of the rest, you wouldn't get them by just installing the .dll. Link to comment Share on other sites More sharing options...
Guest Posted May 19, 2014 Share Posted May 19, 2014 Would that be possible to maintain MechJebRPM with MechJeb, just like the ScanSat does now? It'd make it possible to use dev builds with RPM, among other things. Link to comment Share on other sites More sharing options...
uncle natzer Posted May 19, 2014 Share Posted May 19, 2014 Is there anyway that MechJeb can be integrated into the command pods without using the external part? Link to comment Share on other sites More sharing options...
sarbian Posted May 19, 2014 Share Posted May 19, 2014 If I understand it right, the activeJeb.target.Orbit bits just need to be changed to activeJeb.target.TargetOrbit , correct? It builds that way, but I've gotten it to build just by changing 'Orbit' to lowercase too, so I wanted to be sure.Yes, TargetOrbit Link to comment Share on other sites More sharing options...
sebi.zzr Posted May 19, 2014 Share Posted May 19, 2014 Is there anyway that MechJeb can be integrated into the command pods without using the external part?absolutely yes!@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final{ MODULE { name = MechJebCore }}make new txt file and copy code in> change .txt to .cfg and put it in GameData folder. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted May 19, 2014 Share Posted May 19, 2014 Is there anyway that MechJeb can be integrated into the command pods without using the external part?Check out this post, and the one right after it.How to do this should probably be added to the OP, it certainly is a common question.Edit: Ninjas! Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 19, 2014 Share Posted May 19, 2014 How to do this should probably be added to the OP, it certainly is a common question.From memory, it's either in the OP or first post of the MM thread. Link to comment Share on other sites More sharing options...
uncle natzer Posted May 19, 2014 Share Posted May 19, 2014 Is there anything else that I need to do?I put-@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final{ MODULE { name = MechJebCore }}in a txt doc and changed the file type to a cfg but none of the toolbars came up. I no nothing about coding so sorry if I sound like a noob at this. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted May 19, 2014 Share Posted May 19, 2014 You must have Module Manager installed, and the .cfg file must be in your GameData folder. Link to comment Share on other sites More sharing options...
Recommended Posts