uncle natzer Posted May 19, 2014 Share Posted May 19, 2014 Sweet! Works now! Thanks a lot!!!! Link to comment Share on other sites More sharing options...
rosenkranz Posted May 19, 2014 Share Posted May 19, 2014 I have a feature request if I might. Would it be possible to render the landing prediction icon in the normal flight scene. It's already in the map scene, but for the directional challenged, it would ultra cool to have such a feature in the flight scene. Link to comment Share on other sites More sharing options...
Tanuis Posted May 19, 2014 Share Posted May 19, 2014 i am having a slight issue with Mechjeb 2.2.1 the accent guidance is not workingwhen it goes to make the turn it over compensates and then tries to correct it followed by it over compensating.. it dose the same thing whith my craft already in space when i try and do a maneuver. Link to comment Share on other sites More sharing options...
Tiron Posted May 20, 2014 Share Posted May 20, 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.Shouldn't need to in future, with the changes to the dev version numbering specifically to fix that problem. As soon as Mihara updates it with the TargetOrbit change I was talking about, it should work without any effort with all future dev versions (until they do another change like that anyway.)I did get a fixed, drop-in replacement for the MJRPM built and working, since I apparently put the fix in correctly. Link to comment Share on other sites More sharing options...
BARCLONE Posted May 20, 2014 Share Posted May 20, 2014 Sarbian and Duck (and anyone...),I know it's hard to explain what I'm seeing happen with some of my post issues, so I located a screen capture program for Linux that allowed me to capture a flight where I had the LGAP issue. I'm linking to a video of one of my LKO taxi ships going around for one orbit, from launch to splash, and it shows the odd behavior the LGAP puts the ship through during the decent.Strange, I landed a small craft on Mun just before this, and it was a picture-perfect touchdown.Set up for the video: Launch using the AGAP to 200 km. Initiate LGAP for a landing at KSC (Launch Pad). I tweak the Lon-Lat to something that brings me closer in than the generated numbers. Watch what the ship does after the initial de-orbit burn. I let the ship go for a while, to show that it is a continuous motion which has no apparent end, then abort and "fix" the target position manually. The remainder of the video shows my ship jettisoning the SM, hitting the atmosphere, deploying the chutes, and finally splashing a little over 20 km east of the center. Video Linky . The video is in OGG format.I hope at least one of you can recognize what's going on here. A couple of builds ago, this worked perfectly. Link to comment Share on other sites More sharing options...
ebaydan777 Posted May 20, 2014 Share Posted May 20, 2014 problem with my mechjeb, I am unable to get any craft I try into orbit because the craft sways back and forth so heavily it ends up losing control it all directions and Ive used several popular crafts like munraker from the Spacecraft Exchange...not sure why its occuring I have the settings right...I took a break from KSP since 0.21 so I know how to work everything but mechjeb is def off.. Link to comment Share on other sites More sharing options...
Galane Posted May 20, 2014 Share Posted May 20, 2014 How do I get ascent guidance to launch to the south? 0 launches east, 90 launches north, 180 launches west. Add another 90 degrees to 270 to advance another 1/4 around and it launches... north. Link to comment Share on other sites More sharing options...
DavidBowman Posted May 20, 2014 Share Posted May 20, 2014 Which version is compatible with 0.23.0.395? Link to comment Share on other sites More sharing options...
LameLefty Posted May 20, 2014 Share Posted May 20, 2014 How do I get ascent guidance to launch to the south? 0 launches east, 90 launches north, 180 launches west. Add another 90 degrees to 270 to advance another 1/4 around and it launches... north.Have you tried -90º? Link to comment Share on other sites More sharing options...
selfmade Posted May 20, 2014 Share Posted May 20, 2014 problem with my mechjeb, I am unable to get any craft I try into orbit because the craft sways back and forth so heavily it ends up losing control it all directions and Ive used several popular crafts like munraker from the Spacecraft Exchange...not sure why its occuring I have the settings right...I took a break from KSP since 0.21 so I know how to work everything but mechjeb is def off..same problem here ascent guidance just spins the craft uncontrollably as soon as it's coasting to the apoapsis. Spaceplane guidance seems to be the same. I have to clue what to do cause mechjeb has always worked perfeclty for me.. Link to comment Share on other sites More sharing options...
djnattyd Posted May 20, 2014 Share Posted May 20, 2014 Anybody got a clue what is up with the Landing Autopilot? (rambling description incoming) 1 craft, 10 tries, 3 different results. Result 1 is that the autopilot gets the predicted landing point within ~80m and then I get a timeout message on the window, MJ turns prograde and raises the periaps back into orbit (17km on the Mun). Result 2 is the same up until the timeout message, then MJ just continues burning retrograde unless I abort it. Result 3 is that everything goes smoothly but MJ doesn't start to decelerate in time which results in a +200m/s "landing". Just in case it's related, I'm using Real Fuels with the Realistic Mass set to false. Link to comment Share on other sites More sharing options...
sarbian Posted May 20, 2014 Share Posted May 20, 2014 (edited) Build #256 adds a debugging button to the Docking AP to track down the problem with the large bounding box. It may be specific to OSX.So if you have that bug press the new button and it will write a few lines in your log that starts with "[GetBoundingBox]". Copy them here and I'll see if I can spot a pattern.It looks looke that : [LOG 20:26:23.640] [GetBoundingBox] Start Untitled Space Craft[LOG 20:26:23.642] [GetBoundingBox] TALCapsule01 (Untitled Space Craft) 3.911[LOG 20:26:23.642] [GetBoundingBox] mumech.MJ2.AR202 1.601[LOG 20:26:23.643] [GetBoundingBox] SDHI.2.5.ServiceModule 4.297[LOG 20:26:23.644] [GetBoundingBox] solarPanels4 3.873[LOG 20:26:23.645] [GetBoundingBox] solarPanels4 3.873[LOG 20:26:23.645] [GetBoundingBox] solarPanels4 3.927[LOG 20:26:23.646] [GetBoundingBox] solarPanels4 3.927[LOG 20:26:23.647] [GetBoundingBox] SDHI.Rockomax.LV-909.NoFairing 3.501[LOG 20:26:23.648] [GetBoundingBox] SDHI.2.5.ServiceModuleAdapter 4.824[LOG 20:26:23.649] [GetBoundingBox] UpperTank 6.266[LOG 20:26:23.650] [GetBoundingBox] adapter25 7.400[LOG 20:26:23.651] [GetBoundingBox] LowerTank 8.342[LOG 20:26:23.652] [GetBoundingBox] HG10B 10.133[LOG 20:26:23.653] [GetBoundingBox] RCSBlock 2.564[LOG 20:26:23.654] [GetBoundingBox] RCSBlock 2.564[LOG 20:26:23.654] [GetBoundingBox] RCSBlock 2.564[LOG 20:26:23.655] [GetBoundingBox] RCSBlock 2.564[LOG 20:26:23.656] [GetBoundingBox] RC.stack 2.029[LOG 20:26:23.656] [GetBoundingBox] ssport1kso 1.864[LOG 20:26:23.657] [GetBoundingBox] End Untitled Space Craft[LOG 20:26:23.658] [GetBoundingBox] Start Untitled Space Craft[LOG 20:26:23.659] [GetBoundingBox] TALCapsule01 (Untitled Space Craft) 3.911[LOG 20:26:23.660] [GetBoundingBox] RC.stack 2.029[LOG 20:26:23.661] [GetBoundingBox] ssport1kso 1.864[LOG 20:26:23.661] [GetBoundingBox] mumech.MJ2.AR202 1.601[LOG 20:26:23.662] [GetBoundingBox] SDHI.2.5.ServiceModule 4.297[LOG 20:26:23.663] [GetBoundingBox] solarPanels4 3.918[LOG 20:26:23.664] [GetBoundingBox] solarPanels4 3.918[LOG 20:26:23.664] [GetBoundingBox] solarPanels4 3.861[LOG 20:26:23.665] [GetBoundingBox] solarPanels4 3.861[LOG 20:26:23.666] [GetBoundingBox] SDHI.Rockomax.LV-909.NoFairing 3.501[LOG 20:26:23.667] [GetBoundingBox] SDHI.2.5.ServiceModuleAdapter 4.824[LOG 20:26:23.667] [GetBoundingBox] UpperTank 6.266[LOG 20:26:23.669] [GetBoundingBox] adapter25 7.400[LOG 20:26:23.669] [GetBoundingBox] LowerTank 8.342[LOG 20:26:23.671] [GetBoundingBox] HG10B 10.133[LOG 20:26:23.672] [GetBoundingBox] RCSBlock 2.564[LOG 20:26:23.672] [GetBoundingBox] RCSBlock 2.564[LOG 20:26:23.673] [GetBoundingBox] RCSBlock 2.564[LOG 20:26:23.674] [GetBoundingBox] RCSBlock 2.564[LOG 20:26:23.674] [GetBoundingBox] End Untitled Space Craft Edited May 20, 2014 by sarbian Link to comment Share on other sites More sharing options...
Einarr Posted May 20, 2014 Share Posted May 20, 2014 And here I'm only having issues with the ÃŽâ€v calculations...In particular the calculations with engines that have a high ISP. For example, the DT Vista Inertial Fusion Engine from KSPI. Note that the ISP changes depending on throttle setting, not atmospheric pressure (low throttle, high ISP, high throttle, low ISP). On craft where the ÃŽâ€v window shows ~30km/sec at full throttle , it tends to show only ~10km/sec at minimum throttle (where the ÃŽâ€v should be increasing). I assume that there's a limit to the number of digits that the ÃŽâ€v calculations can display, and it seems as though that limit is 5 characters. Link to comment Share on other sites More sharing options...
CFIRickM Posted May 20, 2014 Share Posted May 20, 2014 Here's the log output from my system:LOG 14:47:36.072] [GetBoundingBox] Start Untitled Space Craft[LOG 14:47:36.073] [GetBoundingBox] TALCapsule01 3.911[LOG 14:47:36.073] [GetBoundingBox] mumech.MJ2.AR202 1.601[LOG 14:47:36.073] [GetBoundingBox] SDHI.2.5.ServiceModule 4.297[LOG 14:47:36.073] [GetBoundingBox] solarPanels4 3.872[LOG 14:47:36.073] [GetBoundingBox] solarPanels4 3.872[LOG 14:47:36.073] [GetBoundingBox] solarPanels4 3.928[LOG 14:47:36.073] [GetBoundingBox] solarPanels4 3.928[LOG 14:47:36.073] [GetBoundingBox] SDHI.Rockomax.LV-909.NoFairing 3.501[LOG 14:47:36.074] [GetBoundingBox] SDHI.2.5.ServiceModuleAdapter 4.824[LOG 14:47:36.074] [GetBoundingBox] UpperTank 6.266[LOG 14:47:36.074] [GetBoundingBox] adapter25 7.400[LOG 14:47:36.074] [GetBoundingBox] LowerTank 8.342[LOG 14:47:36.075] [GetBoundingBox] HG10B 10.133[LOG 14:47:36.075] [GetBoundingBox] RCSBlock 2.564[LOG 14:47:36.075] [GetBoundingBox] RCSBlock 2.564[LOG 14:47:36.075] [GetBoundingBox] RCSBlock 2.564[LOG 14:47:36.075] [GetBoundingBox] RCSBlock 2.564[LOG 14:47:36.076] [GetBoundingBox] RC.stack 360.850[LOG 14:47:36.076] [GetBoundingBox] ssport1kso 1.865[LOG 14:47:36.076] [GetBoundingBox] End Untitled Space CraftAll the numbers *look* the same as sarbian's earlier post *except* for this one that's from real chutes:[LOG 14:47:36.076] [GetBoundingBox] RC.stack 360.850Does this help? Link to comment Share on other sites More sharing options...
Stavell Posted May 20, 2014 Share Posted May 20, 2014 (edited) I have a question about buttons and GUI layout. I want to add the execute next node and abort execution buttons to the NODE EDITOR window. I have VS2012 and latest mechjeb source which complies fine. Looking in MechJebModuleManeuverPlanner.cs since it's the buttons on the Maneuver Planner I want to duplicate. I see the interaction with the buttons but not where is is initialized. wondering if I should be looking somewhere else. thanksAlright too funny just realized when I downloaded the updated source great minds think alight and there is a execute next node button on the node editor window now ) (Been compiling my own updates to dll for awhile.. must have been added in the past few months.... ) Edited May 20, 2014 by Stavell Link to comment Share on other sites More sharing options...
CFIRickM Posted May 20, 2014 Share Posted May 20, 2014 (edited) Here's the log output from my system:LOG 14:47:36.072] [GetBoundingBox] Start Untitled Space Craft[LOG 14:47:36.073] [GetBoundingBox] TALCapsule01 3.911[LOG 14:47:36.073] [GetBoundingBox] mumech.MJ2.AR202 1.601[LOG 14:47:36.073] [GetBoundingBox] SDHI.2.5.ServiceModule 4.297[LOG 14:47:36.073] [GetBoundingBox] solarPanels4 3.872[LOG 14:47:36.073] [GetBoundingBox] solarPanels4 3.872[LOG 14:47:36.073] [GetBoundingBox] solarPanels4 3.928[LOG 14:47:36.073] [GetBoundingBox] solarPanels4 3.928[LOG 14:47:36.073] [GetBoundingBox] SDHI.Rockomax.LV-909.NoFairing 3.501[LOG 14:47:36.074] [GetBoundingBox] SDHI.2.5.ServiceModuleAdapter 4.824[LOG 14:47:36.074] [GetBoundingBox] UpperTank 6.266[LOG 14:47:36.074] [GetBoundingBox] adapter25 7.400[LOG 14:47:36.074] [GetBoundingBox] LowerTank 8.342[LOG 14:47:36.075] [GetBoundingBox] HG10B 10.133[LOG 14:47:36.075] [GetBoundingBox] RCSBlock 2.564[LOG 14:47:36.075] [GetBoundingBox] RCSBlock 2.564[LOG 14:47:36.075] [GetBoundingBox] RCSBlock 2.564[LOG 14:47:36.075] [GetBoundingBox] RCSBlock 2.564[LOG 14:47:36.076] [GetBoundingBox] RC.stack 360.850[LOG 14:47:36.076] [GetBoundingBox] ssport1kso 1.865[LOG 14:47:36.076] [GetBoundingBox] End Untitled Space CraftAll the numbers *look* the same as sarbian's earlier post *except* for this one that's from real chutes:[LOG 14:47:36.076] [GetBoundingBox] RC.stack 360.850Does this help?Okay - more information. I removed real chutes from the same vehicle, launched two of them, and the bounding box is fixed and they docked "normally" the way MechJeb should.Looks like real chutes is the culprit on my system- Mac w/ latest Mavericks OS- 0.23.5 KSP- Latest Mechjeb Dev build - MechJeb2-2.2.1.256I wonder if it's picking up bounding box information presuming the real chutes are deployed when, in fact, they aren't?Update: I installed the latest and greatest real chutes release and the problem is gone. Bounding boxes are normal size and docking goes off with out a problem. Edited May 20, 2014 by CFIRickM Problem Solved w/ installation of latest version of real chutes. Link to comment Share on other sites More sharing options...
NathanKell Posted May 20, 2014 Share Posted May 20, 2014 Sounds like. FAR had this issue for a couple of novapunch chutes too, IIRC. Link to comment Share on other sites More sharing options...
ebaydan777 Posted May 21, 2014 Share Posted May 21, 2014 yaaaa so my aircraft is spinning out of control on mechjeb launch, no control at all while all settings are ticked....not sure whats happening. I used to be a veteran with this game up to 0.21, not sure if this is due to the new update?? Link to comment Share on other sites More sharing options...
Galane Posted May 21, 2014 Share Posted May 21, 2014 yaaaa so my aircraft is spinning out of control on mechjeb launch, no control at all while all settings are ticked....not sure whats happening. I used to be a veteran with this game up to 0.21, not sure if this is due to the new update??Quick check. When you send the rocket to the launch pad, is the navball all blue? If there's any brown showing you don't have control from here set to a part aimed straight up and MechJeb will do its best to align the flight vector to the part that is set to control. Link to comment Share on other sites More sharing options...
sojourner Posted May 21, 2014 Share Posted May 21, 2014 Is it an aircraft or a rocket? Link to comment Share on other sites More sharing options...
Stavell Posted May 21, 2014 Share Posted May 21, 2014 Was using warp helper. had 3days to a intercept. I set 3d in the warp helper and executed it. it warped for 12 days seems mechjeb has 24 hour days when kerbal is using 6 hour days. Link to comment Share on other sites More sharing options...
BARCLONE Posted May 22, 2014 Share Posted May 22, 2014 (edited) Sarbian and Duck,Major issue with the AGAP. I installed the latest DLL (256) last night and updated ModMgr to 2.1.4 today. What I'm seeing: As the ship reaches the end of the ascent burn and transitions to the circularization burn, the ship initiates the alignment to the thrust vector, then "hard locks" visually when it reaches the starting point. It doesn't rotate as it goes around the planet, it's frozen. The delta-V reading on the right side of the navball begins rising rapidly. In map view, the apoapsis is climbing as if the engine were burning at full throttle. The MJ Delta-V stats window shows no dV being used up. The throttle indicator on the left side of the navball is at the bottom.The logfile has hundreds of NREs each time it posts "Packing [ship name] Debris for orbit".The player.log has these entries for each of the NREs:NullReferenceException at (wrapper managed-to-native) UnityEngine.Transform:INTERNAL_CALL_TransformDirection (UnityEngine.Transform,UnityEngine.Vector3&) at UnityEngine.Transform.TransformDirection (Vector3 direction) [0x00000] in <filename unknown>:0 at ActiveJoint.getControlOrt (Vector3 refAxis, PartSpaceMode mode) [0x00000] in <filename unknown>:0 at ActiveJoint.applyCoordsUpdate () [0x00000] in <filename unknown>:0 at ActiveJoint.onPartPack (.Part p) [0x00000] in <filename unknown>:0 at EventData`1[Part].Fire (.Part data) [0x00000] in <filename unknown>:0 at Part.Pack () [0x00000] in <filename unknown>:0 at Vessel.GoOnRails () [0x00000] in <filename unknown>:0 at OrbitPhysicsManager.LateUpdate () [0x00000] in <filename unknown>:0 This text is repeated each NRE. Edited May 22, 2014 by BARCLONE Link to comment Share on other sites More sharing options...
sarbian Posted May 22, 2014 Share Posted May 22, 2014 It's not an MJ error. I'm guessing your ship has "the claw" on it ? Link to comment Share on other sites More sharing options...
DavidHunter Posted May 22, 2014 Share Posted May 22, 2014 My comment seems to have been ignored (other than Galane's comment, which I couldn't make sense of). Anyone else experiencing this glitch?It's not ignored but it's hard to fix when I don't get the same result.Is there any way I can try and figure out what the problem is...? Any useful logs I can post? Any detail you might need? This issue is still occurring. On another note, auto-ascent also has issues with going into a specific inclination or launching into the same plane as a target in orbit, too... but that's not a major problem for me so I'm not too worried about it...(I'm still using build 254)Ta. Link to comment Share on other sites More sharing options...
BARCLONE Posted May 22, 2014 Share Posted May 22, 2014 (edited) It's not an MJ error. I'm guessing your ship has "the claw" on it ?Guessing this was meant for me, the ship in question did not have a claw on it. It was a basic three-seat "taxi", using a Mk 1-2 pod. It's the same type of ship I posted in the video link earlier with the LGAP problem.I'll drop back to an earlier MM and dev255 and work forward, and see where it breaks.UPDATE: Staying with MM 2.1.4, I dropped back to 255, and the problem went away. Reinstalled 256, I'm not seeing the AGAP problem in the taxi test. Must have been a glitch in the first install. The LGAP issue remains, but I was able to recover from that. Even landed on the roof of the R&D building... Edited May 22, 2014 by BARCLONE Link to comment Share on other sites More sharing options...
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