skips Posted July 27, 2014 Share Posted July 27, 2014 First, if you are using Windows, make sure your KSP folder is NOT inside Program files or Program files (x86). ...I would like to point out that this issue applies to the Mac OS installs as well. It is unwise to install the KSP folder in your global Applications directory as Mac OS normally locks folders in that directory and makes them read only. It is wiser to create an Applications or Games directory in our home directory and install KSP there.just my opinion,skip Link to comment Share on other sites More sharing options...
Starwaster Posted July 27, 2014 Share Posted July 27, 2014 For those of us with multiple-harddrive setups, does this only apply to the Program Files folder on the drive where Windows itself is installed? My steam library defaults to a different hard drive with a folder that just happens to be called Program FilesYes, move it out of there; it can operate outside of the folder that Steam put it in. Link to comment Share on other sites More sharing options...
SilverlightPony Posted July 27, 2014 Share Posted July 27, 2014 Suggestion for everyone: the next time you install Steam (the program itself), use a custom install path of <drive-of-choice>:\Games\Steam or some such. Link to comment Share on other sites More sharing options...
Virtualgenius Posted July 27, 2014 Share Posted July 27, 2014 I moved my steam directory to C:\Games\Steam and it has cut down on a lot of random crashes so well worth doing Link to comment Share on other sites More sharing options...
Laie Posted July 28, 2014 Share Posted July 28, 2014 I'd like to file a bug report, but I don't want to create a github account...It's possible to radially attach an engine by means of a small tank. It is NOT necessary to connect the tank with a fuel line; as long as said tank has crossfeed disabled, it will draw fuel from it's radially-attached parant. If I understand it right, that's also what allows for fuel flow across many structural parts. However, Mechjeb doesn't know this.If I want Mechjeb to show me the actual stats, I need to attach a fuel line. I'd rather if I didn't have to. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted July 28, 2014 Share Posted July 28, 2014 I'd like to file a bug report, but I don't want to create a github account...It's possible to radially attach an engine by means of a small tank. It is NOT necessary to connect the tank with a fuel line; as long as said tank has crossfeed disabled, it will draw fuel from it's radially-attached parant. If I understand it right, that's also what allows for fuel flow across many structural parts. However, Mechjeb doesn't know this.http://ksp.schnobs.de/stuff/crossfeed.pngIf I want Mechjeb to show me the actual stats, I need to attach a fuel line. I'd rather if I didn't have to.That's new behavior, previously tanks would not draw through radial attachment without fuel lines. See here. Link to comment Share on other sites More sharing options...
sojourner Posted July 28, 2014 Share Posted July 28, 2014 That's odd. I use lots of axial mounted designs and haven't seen this. Most of my rockets were designed in 23.5 though, so maybe this "bug" only applies to new builds? Link to comment Share on other sites More sharing options...
Laie Posted July 28, 2014 Share Posted July 28, 2014 That's new behavior, previously tanks would not draw through radial attachment without fuel lines. See here.That's what gave me the idea in the first place. I'm behind a limited/metered connection right now and Kasuha's thread is quite picture-heavy, so forgive me for not loading the page and pointing you to the right post. But I assure you that Kasuha explicitly mentions this behaviour and has picture proof. Maybe search for "crossfeed disabled", as this seems to be the condition: with crossfeed disabled, it will tap it's radial parent. Enable crossfeed, and the engine shuts down. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted July 28, 2014 Share Posted July 28, 2014 That's what gave me the idea in the first place. I'm behind a limited/metered connection right now and Kasuha's thread is quite picture-heavy, so forgive me for not loading the page and pointing you to the right post. But I assure you that Kasuha explicitly mentions this behaviour and has picture proof. Maybe search for "crossfeed disabled", as this seems to be the condition: with crossfeed disabled, it will tap it's radial parent. Enable crossfeed, and the engine shuts down.Actually I posted about this in his thread, Padishar mentioned that it happens when the tank is disabled and linked the post you mention. When you said "crossfeed" I thought you meant the property that allows fuel to flow through a part, which is what confused me. Link to comment Share on other sites More sharing options...
Padishar Posted July 28, 2014 Share Posted July 28, 2014 Just to repeat what I posted in Kasuha's thread, this is not new, the effect is due to the fuel being disabled in the small tank and is explained in post #8.Doh! Bleedin' ninjas... Link to comment Share on other sites More sharing options...
sarbian Posted July 28, 2014 Share Posted July 28, 2014 Not sure I'll fix that one. I'm still behind on the added/changed flow mode form 23.5 and 24 and would like to do those first. And debugging those is a pain. Padishar is most patient for working on that for KER Link to comment Share on other sites More sharing options...
Padishar Posted July 28, 2014 Share Posted July 28, 2014 Yeah, I basically rewrote the GetSourceSet function to explicitly follow Kasuha's rules which took a bit of doing due to having to translate the rules into plugin code that accesses the data the game makes available. It took a bit of doing and I still have to make changes to how/when it decides to activate stages which is a whole other kettle of fish... Link to comment Share on other sites More sharing options...
Yuka Posted July 29, 2014 Share Posted July 29, 2014 Anyone having any problem with the GUI not loading at all?I have the latest MJ installed (v2.3.1). I attach the MJ part to my rocket and I get nothing.I have tried deleting the PluginData folder (only contained MJ files) thinking it was a placement error but it didn't change anything.I have other mods installed. Here is a screenshot of my GameData directory. All mods have been updated as of 2 days ago. MJ is the only one giving problems. Link to comment Share on other sites More sharing options...
Wanderfound Posted July 29, 2014 Share Posted July 29, 2014 Hey all... so I have updated to the newest KSP 0.24.2 (7/27/14) and build 270 of mechjeb. I too have had some pretty severe over-corrections. Video: http://youtu.be/El0jwN8O3VM Sorry for the vertical video and potato quality. Not sure whats going on... even with autopilot off and no inputs my craft still moves around on its own. I turn SAS on, and again the craft gets wonky.Smart A.S.S. has been going haywire for me as well. Previously I could use it in surface mode as a cruise control on my planes. Now, if I engage Smart A.S.S. the plane starts an oscillating roll that increases the longer you keep Smart A.S.S. on. The plane flies fine on its own, and the roll quickly dampens if you turn Smart A.S.S. off.I don't think the problem is in the plane. The behaviour of Smart A.S.S. seems to have changed dramatically with the latest version (2.3.1.0). Link to comment Share on other sites More sharing options...
sarbian Posted July 29, 2014 Share Posted July 29, 2014 Yeah, I basically rewrote the GetSourceSet function to explicitly follow Kasuha's rules which took a bit of doing due to having to translate the rules into plugin code that accesses the data the game makes available. It took a bit of doing and I still have to make changes to how/when it decides to activate stages which is a whole other kettle of fish...When I get a bit more time I'll have a look at how hard it would be to use your simulation instead of MJ's.Smart A.S.S. has been going haywire for me as well. Previously I could use it in surface mode as a cruise control on my planes. Now, if I engage Smart A.S.S. the plane starts an oscillating roll that increases the longer you keep Smart A.S.S. on. The plane flies fine on its own, and the roll quickly dampens if you turn Smart A.S.S. off.I don't think the problem is in the plane. The behaviour of Smart A.S.S. seems to have changed dramatically with the latest version (2.3.1.0)..24 added roll on engine gimbal and I did not add it in MJ code yet, so MJ think there is less roll torque available than the plane actually has and you get oscillation. It's on the top of my list, I wanted to refactor some code first but I may do a quick hack. Link to comment Share on other sites More sharing options...
Wanderfound Posted July 29, 2014 Share Posted July 29, 2014 .24 added roll on engine gimbal and I did not add it in MJ code yet, so MJ think there is less roll torque available than the plane actually has and you get oscillation. It's on the top of my list, I wanted to refactor some code first but I may do a quick hack.Cool, thanks. Link to comment Share on other sites More sharing options...
CSA Posted July 29, 2014 Share Posted July 29, 2014 Currently version 2.3.1. It does not support KSP 0.24.2. That is the message that I get when I start the game, but the truth is that it works but the game is now a bit unstable and I not sure if it's because of MechJeb. Link to comment Share on other sites More sharing options...
A Goose Posted July 29, 2014 Share Posted July 29, 2014 HiI have a problem in that mechjeb loads into the game fine, there are no error messages shown and the parts load too but in sandbox mode (and also in the other modes the mechjeb plugin simply doesn't show up, there is no icon on the right side anymore. It was working fine in 0.23.5 with the previous version of mechjeb but 2.3.1 doesn't seem to work in 0.24 for me. Is there a fix to this issue?Thanks Link to comment Share on other sites More sharing options...
Alexli14 Posted July 29, 2014 Share Posted July 29, 2014 Anyone having any problem with the GUI not loading at all?I have the latest MJ installed (v2.3.1). I attach the MJ part to my rocket and I get nothing.I have tried deleting the PluginData folder (only contained MJ files) thinking it was a placement error but it didn't change anything.I have other mods installed. Here is a screenshot of my GameData directory. All mods have been updated as of 2 days ago. MJ is the only one giving problems.http://cdn.thelonegamers.com/wp-content/uploads/2014/07/kspgamedatadir1.pngive ben having this same problem, other mods will work but mechjeb's gui wont show up Link to comment Share on other sites More sharing options...
sonicsst Posted July 29, 2014 Share Posted July 29, 2014 Would you consider adding fuel cost to the vessel display options? Link to comment Share on other sites More sharing options...
randyre Posted July 29, 2014 Share Posted July 29, 2014 Could we also get some new buttons on the auto land window. Seems that the closer you land to the runway the more funds you recover, I would also like to have the option to land on the pads on top of the VAB not just the Launchpad Link to comment Share on other sites More sharing options...
deepfield Posted July 29, 2014 Share Posted July 29, 2014 Not sure why you have the title containing "[Part, 0.24.2]" when many of the functions clearly do not work in the 0.24.2 update. Doesn't correctly execute nodes (fires engines as soon as it lands on the blue mark regardless of node position). Launch to rendezvous just waits for the target to be directly above it then it launches. Link to comment Share on other sites More sharing options...
Fyrem Posted July 29, 2014 Share Posted July 29, 2014 "Launch to rendezvous just waits for the target to be directly above it then it launches. "yeah, that IS what it will do the FIRST time (per rocket). Once it launches , let it get to the Alt and then let it Circ... and finish. THEN it will know the proper Lead Angle that this rocket needs.ESC- Revert to Launch. Now when you select your target, you will see a NUMBER other than Zero, in the Angle box. Click Launch to rendezvous. All will be well. Link to comment Share on other sites More sharing options...
sarbian Posted July 29, 2014 Share Posted July 29, 2014 Not sure why you have the title containing "[Part, 0.24.2]" when many of the functions clearly do not work in the 0.24.2 update. Doesn't correctly execute nodes (fires engines as soon as it lands on the blue mark regardless of node position). Launch to rendezvous just waits for the target to be directly above it then it launches.Because it works fine here where I don't have 20 others mods, half of them not updated and the other half not supported by MJ. But feel free to write you own autopilot or contribute to the dev of MJ in any other way than that post. Link to comment Share on other sites More sharing options...
Pecan Posted July 29, 2014 Share Posted July 29, 2014 Could we also get some new buttons on the auto land window. Seems that the closer you land to the runway the more funds you recover, I would also like to have the option to land on the pads on top of the VAB not just the LaunchpadVAB is an option on the landing assistance window. For the runway trying planting a flag on the 'taxiway' from the SPH and set that as target for landing ;-0 (Don't put it ON the runway or KSP will complain whenever you want something to take off from there). Flags marking the beginning of and approach to the runway also make good targets for planes coming in to land.ETA: Oh, and MJ is working fine for me in 0.24.2 with 24 mods. Link to comment Share on other sites More sharing options...
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