Dorak Posted October 26, 2014 Share Posted October 26, 2014 I have downloaded the latest version of both KSP and Mechjeb, Installed KSP and only the Mechjeb addon and still no flyout menu...I am attaching images of my KSP folder, Gamedata folder and a game screenshot of pod with MechJeb 2 AR202 case attached and no flyout menu...I love my MechJeb and I am dying here KSP FOLDERKSP GAMEDATA FOLDERKSP SCREENSHOT Link to comment Share on other sites More sharing options...
Spyre2000 Posted October 26, 2014 Share Posted October 26, 2014 How do I get MechJeb so show the CORRECT current Delta-V?I am currently trying to build a lander that has parts for my Mun base on it. Except I want those parts to decouple after the ship is landed. But MechJeb shows me what the Delta-V is for Stage 0, as in AFTER they have decoupled. But I want to know what the Delta-V is for Stage 1 while they are still attached so I know if I have enough fuel to successfully land but instead it shows 0 Delta-V for that stage. I also have this problem when in flight as non-fuel related parts which are set to decouple in the following stages as MechJeb just assumes them to be acceptable to dispose off so it shows the Delta-V of the stages after you have ejected them, thus you don't know how much Delta-V you really have left in the tank. Link to comment Share on other sites More sharing options...
nukeboyt Posted October 26, 2014 Share Posted October 26, 2014 start with a clean install and only add the mechjeb folder and report backI notice that the toolbar button "MJ" is also missing from the lower right corner. Probably a stupid question, but on your clean install, did you use a freshly downloaded copy of KSP and MechJeb? If not, give that a try Link to comment Share on other sites More sharing options...
Dorak Posted October 26, 2014 Share Posted October 26, 2014 Yes I downloaded a new copy last night of both Mechjeb 2 (2.4.0) and ksp 0.25, I have also just installed kerbal engineer and the menu for that one does not show either?? I am stumped and pissed that I update ksp and now my addons that require a flyout menu do not work anymore.... Link to comment Share on other sites More sharing options...
komodo Posted October 26, 2014 Share Posted October 26, 2014 I notice that the toolbar button "MJ" is also missing from the lower right corner. Probably a stupid question, but on your clean install, did you use a freshly downloaded copy of KSP and MechJeb? If not, give that a tryIs this maybe the 'helpful' windows feature of disabling foreign DLL file execution from the program files domain? Try moving KSP_win out onto your desktop and running it from there, and see if the situation changes. Link to comment Share on other sites More sharing options...
Padishar Posted October 26, 2014 Share Posted October 26, 2014 It sounds like the plugin DLLs just aren't loading. Try copying (not moving) your whole KSP folder to somewhere else on your hard disk (e.g. C:\Games\KSP_win) and running it from there. If it still doesn't work then upload your output_log.txt file (in KSP_Data) somewhere (any filesharing service that will handle the file size) and include a link... Link to comment Share on other sites More sharing options...
Dorak Posted October 26, 2014 Share Posted October 26, 2014 Is this maybe the 'helpful' windows feature of disabling foreign DLL file execution from the program files domain? Try moving KSP_win out onto your desktop and running it from there, and see if the situation changes.Thanks, that did the trick, I figured it was a dll that wasn't working as none of my addons that use the flyout menus would not load, but I had never heard of windows not allowing unknown dll's to load, fricking windows! I just got a new win8 alienware laptop and did not have this issue with my old win7 xps laptop...so what is the fix for the "helpful" windows feature? Do I need to run it from my desktop for now on or is there a setting that I need to change in windows 8? Link to comment Share on other sites More sharing options...
Padishar Posted October 26, 2014 Share Posted October 26, 2014 You may be able to right-click on the DLLs and select properties and then click the "Unblock" button (or something like that) but it is easier to just have it installed somewhere outside of Program Files instead... Link to comment Share on other sites More sharing options...
Red Iron Crown Posted October 26, 2014 Share Posted October 26, 2014 How do I get MechJeb so show the CORRECT current Delta-V?I am currently trying to build a lander that has parts for my Mun base on it. Except I want those parts to decouple after the ship is landed. But MechJeb shows me what the Delta-V is for Stage 0, as in AFTER they have decoupled. But I want to know what the Delta-V is for Stage 1 while they are still attached so I know if I have enough fuel to successfully land but instead it shows 0 Delta-V for that stage. I also have this problem when in flight as non-fuel related parts which are set to decouple in the following stages as MechJeb just assumes them to be acceptable to dispose off so it shows the Delta-V of the stages after you have ejected them, thus you don't know how much Delta-V you really have left in the tank.Connect them with a single docking port instead of a decoupler and it will calculate correctly for the scenario you describe. It is doing the proper thing, it assumes that you would decouple any dead weight stages before burning (which is the much more common scenario). By using a docking port instead of a decoupler, the decouple action is removed from the staging list and the calculation. Link to comment Share on other sites More sharing options...
Pecan Posted October 27, 2014 Share Posted October 27, 2014 Is this maybe the 'helpful' windows feature ...Oh man; I'm an ex-professional software guy and the people here always laugh when I shout at the computer (approved technique) "Stop being HELPFUL! I KNOW what I want you to do just just do it!" At least the buggers can't take over the world as long as we can still turn them off ^^. Link to comment Share on other sites More sharing options...
Galane Posted October 27, 2014 Share Posted October 27, 2014 Thanks, that did the trick, I figured it was a dll that wasn't working as none of my addons that use the flyout menus would not load, but I had never heard of windows not allowing unknown dll's to load, fricking windows! I just got a new win8 alienware laptop and did not have this issue with my old win7 xps laptop...so what is the fix for the "helpful" windows feature? Do I need to run it from my desktop for now on or is there a setting that I need to change in windows 8?You can right click the KSP executable and run as administrator, but then any files created during the run (logs, persistent and saves) will be "owned" by a non-existent administrator user and you won't be able to edit them directly. You can make copies, delete the originals then rename the copies to the same names as the originals. Then you may edit them. (It's like locking a door then hanging a key to the lock next to the door.)But next time you run KSP as an administrator (note, this is NOT the capital A Administrator, analogous to Root in Linux) Windows will "helpfully" change ownership of all those files. Windows 7 and 8 do this, even when the user account you are logged into has administrator rights. If you later do not want to run KSP as an administrator, you'll need to do the copy/delete/rename dance on the persistent, save and log files or KSP will likely complain about being unable to use them.XP didn't play such silly games. If you had to run a program as an administrator, all files created by it were tagged as being owned by the logged in account, or at least didn't have write access locked. Link to comment Share on other sites More sharing options...
Mystique Posted October 27, 2014 Share Posted October 27, 2014 (edited) Got similiar strange problem here:From log I see that all usual buttons should be there, but no delta-v window if showing and if I launch that craft, none of my previously configured window will show up. It worked before, I remember only updating Kerbal Alarm Clock and installing Fine Print since last normal launch. I'll try to disable them for a test, but maybe anyone got any ideas what's going on and also what's that issue with NEAR module (using NEAR 1.3, don't know if it may cause error in log)?Disabling KAC and FP didn't help. I have win7 and previously it worked fine, so above suggestion is probably not my case also =\ Edited October 27, 2014 by Mystique Link to comment Share on other sites More sharing options...
Padishar Posted October 27, 2014 Share Posted October 27, 2014 Well, MJ is getting an exception in its OnStart function which is likely stopping it from initialising correctly. I would suggest removing NEAR and trying it again. If that works then try reinstalling NEAR but make sure you have the latest version and you aren't trying to use it on the Windows x64 version of KSP as it will deliberately disable itself.Also, uploading your output_log.txt file (or player.log on Mac/Linux) will make it much easier for people to give you support... Link to comment Share on other sites More sharing options...
Mystique Posted October 27, 2014 Share Posted October 27, 2014 (edited) Well, MJ is getting an exception in its OnStart function which is likely stopping it from initialising correctly. I would suggest removing NEAR and trying it again. If that works then try reinstalling NEAR but make sure you have the latest version and you aren't trying to use it on the Windows x64 version of KSP as it will deliberately disable itself.Also, uploading your output_log.txt file (or player.log on Mac/Linux) will make it much easier for people to give you support...Disabled NEAR, removed NEAR module dll from MJ folder, started game specifically from KSP.exe - same result except there was no error regarding NEAR (which isn't that important when I'm still missing all the windows).Here is output_log.txt:https://www.dropbox.com/s/4yppqvur4zzh9od/output_log.txt?dl=0Could it be also something wrong with mechjeb_settings_global.cfg?Here are its contents, though from list of windows in debug window it feels like it's trying to load exactly my preset.MechJebModuleJoke{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleMenu{ windowStat = NORMAL windowProgr = 1 windowVPos = -185 hideButton = False useAppLauncher = True windowVector = 1910,1070,0,0 windowVectorEditor = 1720,85,200,95 showInFlight = True showInEditor = True enabled = True}MechJebModuleRoverWindow{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleSmartASS{ autoDisableSmartASS = True windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleSettings{ useOldSkin = False skinId = 0 dontUseDropDownMenu = False hideBrakeOnEject = False windowVector = 10,40,0,0 windowVectorEditor = 300,265,293,269 showInFlight = True showInEditor = True enabled = False UIScale { _val = 1 _text = 1 }}MechJebModuleRoverController{ terrainLookAhead { _val = 1 _text = 1 } hPIDp { _val = 0.5 _text = 0.5 } hPIDi { _val = 0.0005 _text = 0.0005 } hPIDd { _val = 0.0025 _text = 0.0025 } sPIDp { _val = 2 _text = 2 } sPIDi { _val = 1 _text = 1 } sPIDd { _val = 0.001 _text = 0.001 }}MechJebModuleRendezvousAutopilot{ desiredDistance { _val = 100 _text = 100 } maxPhasingOrbits { _val = 5 _text = 5 }}MechJebModuleRCSBalancerWindow{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleRendezvousGuidance{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleRendezvousAutopilotWindow{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleWarpHelper{ warpTarget = Periapsis windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False leadTime { _val = 0 _text = 0s } phaseAngle { _val = 0 _text = 0 }}MechJebModuleTranslatron{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleWaypointWindow{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False MohoMapdist { _val = 5000 _text = 5000 } EveMapdist { _val = 5000 _text = 5000 } GillyMapdist { _val = -500 _text = -500 } KerbinMapdist { _val = 500 _text = 500 } MunMapdist { _val = 4000 _text = 4000 } MinmusMapdist { _val = 3500 _text = 3500 } DunaMapdist { _val = 5000 _text = 5000 } IkeMapdist { _val = 4000 _text = 4000 } DresMapdist { _val = 1500 _text = 1500 } EelooMapdist { _val = 2000 _text = 2000 } JoolMapdist { _val = 30000 _text = 30000 } TyloMapdist { _val = 5000 _text = 5000 } LaytheMapdist { _val = 1000 _text = 1000 } PolMapdist { _val = 500 _text = 500 } BopMapdist { _val = 1000 _text = 1000 } VallMapdist { _val = 5000 _text = 5000 }}ModExtensionDemo{}MechJebModuleWaypointHelpWindow{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleSpaceplaneGuidance{ runwayIndex = 0 windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleSpaceplaneAutopilot{}MechJebModuleStageStats{}MechJebModuleThrustWindow{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleTargetController{ targetLatitude { negative = False degrees { _val = 0 _text = 0 } minutes { _val = 0 _text = 0 } seconds { _val = 0 _text = 0 } } targetLongitude { negative = False degrees { _val = 0 _text = 0 } minutes { _val = 0 _text = 0 } seconds { _val = 0 _text = 0 } }}MechJebModuleDockingGuidance{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleDockingAutopilot{ speedLimit { _val = 1 _text = 1 }}MechJebModuleInfoItems{ showInitialMass = False showFinalMass = False showInitialTWR = True showAtmoInitialTWR = False showMaxTWR = False showVacDeltaV = True showVacTime = True showAtmoDeltaV = True showAtmoTime = True TWRbody = 1}MechJebModuleAscentAutopilot{ desiredInclination = 0 autoThrottle = True correctiveSteering = True forceRoll = True _autostage = False limitAoA = False ascentPath { autoPath = True autoTurnPerc = 0.1 turnStartAltitude { _val = 5000 _text = 5 } turnEndAltitude { _val = 70000 _text = 70 } turnEndAngle { _val = 0 _text = 0 } turnShapeExponent { _val = 0.4 _text = 40 } } desiredOrbitAltitude { _val = 100000 _text = 100 } maxAoA { _val = 5 _text = 5 } aoALimitFadeoutPressure { _val = 1000 _text = 1000 } launchPhaseAngle { _val = 0 _text = 0 } warpCountDown { val = 11 _text = 11 }}MechJebModuleAscentPathEditor{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleAscentGuidance{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleCustomWindowEditor{ itemCategory = Orbit windowVector = 10,40,0,0 windowVectorEditor = 10,40,200,540 showInFlight = True showInEditor = True enabled = False}MechJebModuleAttitudeAdjustment{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleJokeObscurePanel{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleNodeExecutor{ autowarp = True tolerance { _val = 0.1 _text = 0.1 }}MechJebModuleManeuverPlanner{ windowVector = 10,40,300,216 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleNodeEditor{ windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False progradeDelta { _val = 0 _text = 0 } radialPlusDelta { _val = 0 _text = 0 } normalPlusDelta { _val = 0 _text = 0 } timeOffset { _val = 0 _text = 0s }}MechJebModuleLandingAutopilot{ deployGears = True deployChutes = True touchdownSpeed { _val = 0.5 _text = 0.5 } limitGearsStage { val = 0 _text = 0 } limitChutesStage { val = 0 _text = 0 }}MechJebModuleLandingGuidance{ landingSiteIdx = 0 windowVector = 10,40,0,0 windowVectorEditor = 10,40,0,0 showInFlight = True showInEditor = False enabled = False}MechJebModuleLandingPredictions{ makeAerobrakeNodes = False}MechJebModuleWarpController{}MechJebModuleThrustController{ limitToTerminalVelocity = False limitToPreventOverheats = False smoothThrottle = False throttleSmoothingTime = 1 limitToPreventFlameout = False manageIntakes = False limitAcceleration = False flameoutSafetyPct { _val = 5 _text = 5 } maxAcceleration { _val = 40 _text = 40 }}MechJebModuleRCSController{ conserveFuel = False rcsThrottle = True Tf { _val = 1 _text = 1 }}MechJebModuleRCSBalancer{ smartTranslation = False rcsForRotation = True advancedOptions = False overdrive { _val = 1 _text = 100 } overdriveScale { _val = 0.9 _text = 0.9 } tuningParamFactorTorque { _val = 1 _text = 1 } tuningParamFactorTranslate { _val = 0.005 _text = 0.005 } tuningParamFactorWaste { _val = 1 _text = 1 }}MechJebModuleAttitudeController{ Tf_autoTune = True Tf = 0.3 TfMin = 0.1 TfMax = 0.5 kpFactor = 3 kiFactor = 6 kdFactor = 0.5 useSAS = False}MechJebModuleStagingController{ autostagePreDelay { _val = 0.5 _text = 0.5 } autostagePostDelay { _val = 1 _text = 1 }}MechJebModuleFlightRecorder{}Update: so I just removed old mechjeb_settings_global.cfg set up all those windows again as I need them and that fixed main issued with MJ windows, but NEAR exception is still there for some reason, even though NEAR seems to be working. Maybe it has something to do with NEAR version 3.0 while optional dll officially supports NEAR 1.2.1? Edited October 27, 2014 by Mystique Link to comment Share on other sites More sharing options...
phemark Posted October 27, 2014 Share Posted October 27, 2014 Hi,I have just came back after 6 months break, deleted all mods and reinstalled KSP. Then I copy/pasted MechJeb to GameData folder. However, when I start the career, RnD is empty of MechJeb, and I cant put a piece of it on my ship.Is there anything Im missing? Link to comment Share on other sites More sharing options...
Mystique Posted October 27, 2014 Share Posted October 27, 2014 Hi,I have just came back after 6 months break, deleted all mods and reinstalled KSP. Then I copy/pasted MechJeb to GameData folder. However, when I start the career, RnD is empty of MechJeb, and I cant put a piece of it on my ship.Is there anything Im missing?You must research MJ first, it's not available right from the start. Few pages ago nodes containing MJ modules were highlighted, IIRC. Link to comment Share on other sites More sharing options...
phemark Posted October 27, 2014 Share Posted October 27, 2014 You must research MJ first, it's not available right from the start. Few pages ago nodes containing MJ modules were highlighted, IIRC.Aaa, thanks for the info. Link to comment Share on other sites More sharing options...
GabeTeuton Posted October 28, 2014 Share Posted October 28, 2014 I'm trying to find an autopilot that can hold altitude and heading... the only one that seems to work is mj, though it does a terrible job... I'm just trying to have a pleasure level low-altitude flight at around 3000m ASL without having to adjust the trim every couple of minutes 'cause it goes +/- 5m/s vertical speed... and mj is the only autopilot that can hold altitude but it makes my plane wobble in every possible way, therefore not maintaining anything... the plane is very basic, have lots of pitch authority, lots of lift and with FAR guidances it flies perfectly... though that +/- 5m/s VS... any idea on how to reduce the wobble? or anyone know any other mod i could use??? (i've been searching for 2 hours and i can't find anything else that can do this job... tried kOS but i don't know any programming so i don't know how to configure it... regardless of trying to understand the tutorials...) Link to comment Share on other sites More sharing options...
Mystique Posted October 28, 2014 Share Posted October 28, 2014 I'm trying to find an autopilot that can hold altitude and heading... the only one that seems to work is mj, though it does a terrible job... I'm just trying to have a pleasure level low-altitude flight at around 3000m ASL without having to adjust the trim every couple of minutes 'cause it goes +/- 5m/s vertical speed... and mj is the only autopilot that can hold altitude but it makes my plane wobble in every possible way, therefore not maintaining anything... the plane is very basic, have lots of pitch authority, lots of lift and with FAR guidances it flies perfectly... though that +/- 5m/s VS... any idea on how to reduce the wobble? or anyone know any other mod i could use??? (i've been searching for 2 hours and i can't find anything else that can do this job... tried kOS but i don't know any programming so i don't know how to configure it... regardless of trying to understand the tutorials...)Are you using NEAR or FAR? If yes, then take a look at these - http://forum.kerbalspaceprogram.com/threads/60933-Optional-MechJeb-Modules-for-FAR-NEAR-km_Gimbal-(Oct-19)If not or it doesn't help, then you have a problem with this quite known issue. Perhaps it may help to turn off all reaction wheels to control plane using only control surfaces and/or try to adjust number of control surfaces so they don't give too much control, which, as I can see, also causes a bit too fast MJ's autopilot to make you plane wobble. Link to comment Share on other sites More sharing options...
GabeTeuton Posted October 28, 2014 Share Posted October 28, 2014 Are you using NEAR or FAR? If yes, then take a look at these - http://forum.kerbalspaceprogram.com/threads/60933-Optional-MechJeb-Modules-for-FAR-NEAR-km_Gimbal-(Oct-19)If not or it doesn't help, then you have a problem with this quite known issue. Perhaps it may help to turn off all reaction wheels to control plane using only control surfaces and/or try to adjust number of control surfaces so they don't give too much control, which, as I can see, also causes a bit too fast MJ's autopilot to make you plane wobble. Thank you Mystique, i also asked for help in the kOS thread and they told me how to raw control a ship with commands, i'm gonna try if that helps... that optional module seems like a good idea as well... but now it's outdated and the devs is on vacation, so 4th of november i'll check back! Link to comment Share on other sites More sharing options...
Silver Posted October 28, 2014 Share Posted October 28, 2014 Hi all...I'm lookin at http://jenkins.mumech.com/job/MechJeb2/ for better MechJeb2 version to use with KSP 0.24.2 but I don't know how to find it, there are a lot of updates!Can someone help me please?Thanks! Link to comment Share on other sites More sharing options...
sarbian Posted October 28, 2014 Share Posted October 28, 2014 #335 is the last 0.24. 2 version. Hi all, I'm still away in NYC but I see you manage fine without me so far. BARCLONE you'll have post a save so I can duplicate it easily after I am back Link to comment Share on other sites More sharing options...
Silver Posted October 28, 2014 Share Posted October 28, 2014 #335 is the last 0.24. 2 version.Thank you! works perfect... Link to comment Share on other sites More sharing options...
GregA Posted October 28, 2014 Share Posted October 28, 2014 First things first... FANTASTIC MOD!!!! Second. Landings are really hot. Some warning here would be really nice. Also, a message in the dialog that points out there are no activated rockets would go a long way.Third, someone more clever than me could mash up the code between launch guidance, and landing to make a sub-orbital navigation wizard. I am able to use the two together to make my sub orbital jumps. However a point to point launch and descent navigation aid would be amazing. no research would need to be done, just use the code from those two wizards, and a new dialog.Fourth, the rover autopilot only works on flat featureless terrain. It gets confused and drives around in circles in hilly areas.Finally, I really like the Chatter mod beeps. It just seems like a space ship control terminal needs beeps. Would be really neat, if rather than having random beeps, something like MechJeb would integrate beeping into its various autopilots.This mod is must have. Especially if you want to land your space crane... With enough fuel to get back to orbit. Link to comment Share on other sites More sharing options...
shibdib Posted October 29, 2014 Share Posted October 29, 2014 So having an issue.. Seeing multiple copies of the module, some missing textures in both the research and build screens Link to comment Share on other sites More sharing options...
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