Holyvision Posted December 17, 2014 Share Posted December 17, 2014 I completly deleted the Mechjeb2folder in my gamedata folder, then I replaced it with the 363 version. Then I started up a game I had in progress. In that game I have both flight control and advanced flight control unlocked, and the tracking center fully upgraded. However when I launched a brand new craft. (Just a fuel tank with the AR-202 on it I made really quick) I noticed that the maneuver planner was not unlocked, even though I was able to use it when I had the 362 version installed.I tried re-installing the 363 version 3 times. I have also tried shutting down KSP, deleting the MechJeb global settings .cfg then re-starting KSP. However I never got the maneuver planner to show up.So I reverted back to the version 362 and now I have it back again.I can provide logs if necessary. I haven't had any problems with the 362 build, so I think I will stick with that for a bit. I just figured I would let you know about this problem.Edit: I did not try starting a brand new game, could my old save be the cause?captainradishI'm having an issue where mostly everything works properly, but my maneuver planner window is missing. When I click on the button it just opens a little tiny square with nothing in it. I am running pure stock with just Mechjeb (installed from page 1) installed and nothing else.Same issues as both. New game doesn't work for me either. KSP.90, the BREAK ALL THE MODS edition! Link to comment Share on other sites More sharing options...
captainradish Posted December 17, 2014 Share Posted December 17, 2014 Parts mods seem to work just fine. I'm running FASA and a handful of others which seem to work properly. The only one I'm having issues with is Mechjeb. It also won't do the final burn on ascent, but I think that's related to the missing maneuvering. Link to comment Share on other sites More sharing options...
Temeter Posted December 17, 2014 Share Posted December 17, 2014 Same issues as both. New game doesn't work for me either. KSP.90, the BREAK ALL THE MODS edition! Frankly, i'm totally suprised how many mods still work, considering this is probably the biggest update KSP ever got. Link to comment Share on other sites More sharing options...
Galane Posted December 17, 2014 Share Posted December 17, 2014 Frankly, i'm totally suprised how many mods still work, considering this is probably the biggest update KSP ever got.Any mod that depends on absolute paths to stock parts got broken, again. (IIRC this is the third time in the last three releases.) I'm digging through ReStock Reloaded Ninety* tracking down all the path changes, plus the splitting of Propulsion into Engine and FuelTanks categories, and whatever other sabots SQUAD has thrown into the works.*If they can rename things, so can I. Link to comment Share on other sites More sharing options...
barfing_skull Posted December 17, 2014 Share Posted December 17, 2014 So, in order to get rid of the problem with MechJeb not correctly computing delta-v for asparagus staged rockets (I had another issue with fuel lines not being honored for craft built pre-0.90), I downloaded the 363 build.However, there's another problem with that. I used a previously built-out Science campaign to start with. Under vanilla 2.4.1, I had all the MechJeb capabilities. However, on the 363 build, it took away a number of my abilities, like Maneuver Node Planner to name just one. It says I need to upgrade the tracking station (you can't upgrade in Science mode, right?) or that I needed to fill out the tech tree (which is already filled out). The vanilla build didn't have this problem.Any way to get both working? Should I await another build?Cheers,-BS Link to comment Share on other sites More sharing options...
sarbian Posted December 17, 2014 Share Posted December 17, 2014 Dev build #364 should fix the maneuver planner problem. Link to comment Share on other sites More sharing options...
Rabada Posted December 17, 2014 Share Posted December 17, 2014 Dev build #364 should fix the maneuver planner problem.I updated the Mechjeb to the 364 .dll and it looks like I am still having the maneuver planner issue. So I quit KSP, I deleted the entire Mechjeb2 folder. I replaced it with the whole 364 mechjeb2 folder. Loaded up my current save game, and the maneuver planner was still missing. I have the Tracking center fully upgraded in that install and I definetely have the maneuver planner tech thingy paid for and unlocked. The maneuver planner shows up if I use dev build #362I didn't have time to try if a completely clean install and fresh save game. #362 seems to work great for me, I have had no issues with it, so I am going to stick with it for now.If it helps here is my output log. I was getting some error messages near the end. Link to comment Share on other sites More sharing options...
AlphaAsh Posted December 17, 2014 Share Posted December 17, 2014 The maneuver planner is sorta there - it's just an odd looking unusable box near the warp control atm. Probably just a GUI problem sarbian needs to look at. Not sure what 0.90 changed to cause that though. The main issue I'm having at the moment is that Ascent Guidance is refusing to circularize an orbit.EDIT - I'd guess MJ is having a brain-fart on something parsing the GUI window, so it doesn't show anything in the window except the odd four corners thang. Link to comment Share on other sites More sharing options...
Dante Montana Posted December 17, 2014 Share Posted December 17, 2014 HelloTo them who are having window issues - are you using a custom landingsites.cfg? If yes, post it, please (you can mess up things with it). Otherwise just post a log. So we can have a look what mechjeb is logging about the issue.Dante Link to comment Share on other sites More sharing options...
sarbian Posted December 17, 2014 Share Posted December 17, 2014 Yes, I m not doing anything more until you both post your <KSP>\KSP_Data\output_log.txt Link to comment Share on other sites More sharing options...
Tank420 Posted December 17, 2014 Share Posted December 17, 2014 Hi, thanks for the work on this, and I understand you probably bug hunting at the moment, but I would like to make request for a later change, I think it's only minor but I don't really know.What I'm requesting, is to be able to add 'RCS auto mode' and 'Use stock SAS' options to custom window information. If this is already possible, would you kindly point out what I'm missing. Link to comment Share on other sites More sharing options...
Dante Montana Posted December 17, 2014 Share Posted December 17, 2014 For RCS helper look for the thrust section in the Custom Window Editor. Or the use of RCS Balancer helps you. For the second look for the vessel section in the CWE. There is an option "use stock SAS". Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted December 17, 2014 Share Posted December 17, 2014 The dev version is updated with the fuel line fix. I also fixed the problem with the base tracking station. Some module will be hidden until you upgrade the station and some will disable some functions. Ascent AP will not circularize if the station is not upgraded. I added a message to the menu but I ll need to improve a bit on that. But that was a mess to fix and it is 1AM already here.Is it possible to enable these anyway? Launching rockets manually gets tedious after the first one or so. I'm all for the game progression, but that doesn't mean I want to worry about manually circularizing every single rocket. Link to comment Share on other sites More sharing options...
undercoveryankee Posted December 17, 2014 Share Posted December 17, 2014 Is it possible to enable these anyway? Launching rockets manually gets tedious after the first one or so. I'm all for the game progression, but that doesn't mean I want to worry about manually circularizing every single rocket.The parts of the programs that get disabled are the ones that are implemented by creating maneuver nodes and executing them. If MJ tries to call those functions while maneuver nodes are locked, the resulting failures are worse than disabling the function. The only way to have functions that are implemented in terms of nodes available before nodes are available would be to give MechJeb its own internal maneuver node system that it can use instead. That's unlikely to happen any time soon. Link to comment Share on other sites More sharing options...
sarbian Posted December 17, 2014 Share Posted December 17, 2014 No, I explained it before : node are disabled in KSP code until you upgrade the station. I'm not fighting against this kind of game code.And no, I will not code a system that is already in game. Link to comment Share on other sites More sharing options...
biohazard15 Posted December 17, 2014 Share Posted December 17, 2014 Okay, I've installed dev #364, and it's displaying "some modules blahblahblah". Thing is, I'm in sandbox mode...Also, would there be a problem if I'm using MM config that adds MJ to all command pods and disables gradual unlocking of MJ functions? (The config is pre-0.90). Link to comment Share on other sites More sharing options...
Foxster Posted December 17, 2014 Share Posted December 17, 2014 (edited) Okay, I've installed dev #364, and it's displaying "some modules blahblahblah". Thing is, I'm in sandbox mode...Also, would there be a problem if I'm using MM config that adds MJ to all command pods and disables gradual unlocking of MJ functions? (The config is pre-0.90).Yup, getting the same thing. I'm in sandbox and modules are disabled. Nothing to research to enable them.#362 was OK BTW. Seems to be an issue since then. Edited December 17, 2014 by Foxster Link to comment Share on other sites More sharing options...
captainradish Posted December 17, 2014 Share Posted December 17, 2014 BTW, you probably don't get much credit for troubleshooting and fixing problems when new versions come out and probably don't get enough credit for Mechjeb in general.All I can say is keep up the good work! Mechjeb is a wonderful add-on and the only single add-on to be installed with my ksp every single time I wipe my install and re-install it. Mechjeb is always the first. It makes KSP play in a way that's fun for me. I love it and always have. Link to comment Share on other sites More sharing options...
Kebra Posted December 17, 2014 Share Posted December 17, 2014 No, I explained it before : node are disabled in KSP code until you upgrade the station. I'm not fighting against this kind of game code.And no, I will not code a system that is already in game.#364Station is upgraded and i can create nodes manually.MechJeb does not have a Maneuver Planner despite Advanced Flight Control being researched successfully.The feature does not require additional purchase either. Link to comment Share on other sites More sharing options...
BruceT000 Posted December 17, 2014 Share Posted December 17, 2014 I have a quick question, I'm sorry if it's been asked and answered before... How can I set the Default setting to auto stage to yes? I have looked in the config file without luck Link to comment Share on other sites More sharing options...
Prismatech Posted December 17, 2014 Share Posted December 17, 2014 Please post the aktuell cfg file to implant mj2 in all command pods and functional at careere start. Link to comment Share on other sites More sharing options...
Holyvision Posted December 17, 2014 Share Posted December 17, 2014 Yup, getting the same thing. I'm in sandbox and modules are disabled. Nothing to research to enable them.#362 was OK BTW. Seems to be an issue since then.Exact same thing to report here. I'm getting the maneuver planner disabled in my career game as well, nothing left to make it unlock again. Link to comment Share on other sites More sharing options...
Prismatech Posted December 17, 2014 Share Posted December 17, 2014 idee is the new pilot system the problem? no star pilot have no spezial power a 5 star can use all. like a command in cfg all pilots at 0 star can use mj2. Link to comment Share on other sites More sharing options...
sarbian Posted December 17, 2014 Share Posted December 17, 2014 I changed the code for the Station Unlock a bit. It works fine for me in career and in sandbox mode. Get #365 and test.If you report an other bug without a log don't expect an answer. Link to comment Share on other sites More sharing options...
Mystique Posted December 17, 2014 Share Posted December 17, 2014 Seems like MJ is not splitting node burn time in half before and after node's time and instead starts burn exactly at the node, at least when craft is equipped only with RCS thrusters. Is it normal behavior? Link to comment Share on other sites More sharing options...
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