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[PART, 1.0.2] Anatid Robotics / MuMech - MechJeb - Autopilot - Historical thread


r4m0n

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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?

captainradish

I'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! :sticktongue:

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Same issues as both. New game doesn't work for me either. KSP.90, the BREAK ALL THE MODS edition! :sticktongue:

Frankly, i'm totally suprised how many mods still work, considering this is probably the biggest update KSP ever got.

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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.

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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

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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 #362

I 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.

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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.

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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.

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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.

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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.

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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.

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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).

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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 by Foxster
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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.

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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.

#364

Station 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.

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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.

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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.

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