Padishar Posted May 9, 2015 Share Posted May 9, 2015 Given that MJ uses the KER vessel simulation code to calculate deltaV and actually has a newer version of the code than the current version of KER, if this is really happening then I must have lost one of the recent fixes that Cybutek made to the KER code. I'll run some tests and see if the new code is ignoring the parts...Yes, it appears that I did lose one of Cybutek's fixes when doing some GIT merge shenanigans. I have now restored this fix so that physics insignificant parts are counted in the mass. I have also fixed it so that the mass is actually applied to the parent part so that the engine torque value is calculated correctly. Link to comment Share on other sites More sharing options...
daawgees Posted May 9, 2015 Share Posted May 9, 2015 Buy the guy a beer via PayPal, 5-10 bucks no biggie, he's earned it, just saying we all should not pressuringSoon as I get the first check from my new job I plan on doing exactly that. Link to comment Share on other sites More sharing options...
Virkon Posted May 9, 2015 Share Posted May 9, 2015 Yes, it appears that I did lose one of Cybutek's fixes when doing some GIT merge shenanigans. I have now restored this fix so that physics insignificant parts are counted in the mass. I have also fixed it so that the mass is actually applied to the parent part so that the engine torque value is calculated correctly.Great thanks! Link to comment Share on other sites More sharing options...
Galane Posted May 9, 2015 Share Posted May 9, 2015 Terminal Velocity throttle limiter is working very nicely now. Good and smooth! Link to comment Share on other sites More sharing options...
Toyotawolf Posted May 9, 2015 Share Posted May 9, 2015 Soon as I get the first check from my new job I plan on doing exactly that.Good man....err or woman? Link to comment Share on other sites More sharing options...
Galane Posted May 9, 2015 Share Posted May 9, 2015 Yes! Build 446 is definitely on the right track for atmosphere landing. Got the test craft on the surface, hot end down, no crashing and within walking distance of KSC. I got this module manager cfg from earlier in the thread but it's not working right. I get the MechJeb menu without Kerbals aboard but when I go to launch I get the no control warning and even though I have the menu, I cannot launch. I don't need to unlock everything since I only play in the sandbox mode.@PART[*]:HAS[@MODULE[ModuleCommand]]{ %MODULE[MechJebCore] { MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } }} Link to comment Share on other sites More sharing options...
prog Posted May 9, 2015 Share Posted May 9, 2015 sarbian, after the break look please at new version of FAR - it's released already with all that voxel-based calculations. Link to comment Share on other sites More sharing options...
Tex_NL Posted May 9, 2015 Share Posted May 9, 2015 Terminal Velocity throttle limiter is working very nicely now. Good and smooth!Oddly for me the limiter is NOT functioning.I completely removed all of MechJeb, booted up the game, shut it down again, installed the latest 447 dev build and restarted the game. During launch the limiter briefly flashed green and the throttle had a slight dip. And then it continued at full throttle. Link to comment Share on other sites More sharing options...
Fuel Posted May 9, 2015 Share Posted May 9, 2015 Indeed there are some compatibility issues with MechJeb 2.5 for me on KSP 1.02, i encounter a few issues the most common of which is that function like Delta-V status, orbit info, and surface info do not work after they were activated once I land on a planet and on my return to Kerbin they don't pop up any more, frankly this is the first time i encounter serious issues with MechJeb.If anyone has any advice it is more then welcome. Link to comment Share on other sites More sharing options...
CorBlimey Posted May 9, 2015 Share Posted May 9, 2015 No, he's French, send him a Merlot or Chardonnay or something There is a chance that he actually does like and drink beer though. If he does drink liquor.Stella Artois, seuleument pour les authentic Frenchies, si vous believer les adverts Link to comment Share on other sites More sharing options...
Tex_NL Posted May 9, 2015 Share Posted May 9, 2015 Stella Artois, seuleument pour les authentic Frenchies, si vous believer les adverts Too bad for you Stella Artois isn't French. It's Belgian. Link to comment Share on other sites More sharing options...
Padishar Posted May 9, 2015 Share Posted May 9, 2015 Yes, it appears that I did lose one of Cybutek's fixes when doing some GIT merge shenanigans. I have now restored this fix so that physics insignificant parts are counted in the mass. I have also fixed it so that the mass is actually applied to the parent part so that the engine torque value is calculated correctly.I ran some tests after reading reports that the mass is not counted if you mount an insignificant part on another insignificant part. This is not true but the mass is actually added to the closest ancestor part that is significant so I have fixed this fix appropriately. Link to comment Share on other sites More sharing options...
Jiraiyah Posted May 9, 2015 Share Posted May 9, 2015 I think i understood something wrong, i saw the part,1.0 on the title and thought it would work in ksp 1.0 and by extend 1.0.2? but the 1.0.2 on load says that mech jeb in not compatible, did i misunderstood something? Link to comment Share on other sites More sharing options...
Red Iron Crown Posted May 9, 2015 Share Posted May 9, 2015 I think i understood something wrong, i saw the part,1.0 on the title and thought it would work in ksp 1.0 and by extend 1.0.2? but the 1.0.2 on load says that mech jeb in not compatible, did i misunderstood something?Get the dev build from the link in the OP and you should be good to go. Link to comment Share on other sites More sharing options...
Jiraiyah Posted May 9, 2015 Share Posted May 9, 2015 Get the dev build from the link in the OP and you should be good to go.Thanks Link to comment Share on other sites More sharing options...
Kokanee Posted May 9, 2015 Share Posted May 9, 2015 Mechjeb isn't flipping my rockets anymore around 10km which is awesome, but it does slowly nosedive them into the ground on the gravity turn. Link to comment Share on other sites More sharing options...
LameLefty Posted May 9, 2015 Share Posted May 9, 2015 Mechjeb isn't flipping my rockets anymore around 10km which is awesome, but it does slowly nosedive them into the ground on the gravity turn.Both those problems are the fault of your design, not that of MechJeb. Your craft is too nose-heavy and doesn't have enough control authority. Add fins (preferably moveable fins) and gimbaling engines, or fly a different ascent profile. Link to comment Share on other sites More sharing options...
Kokanee Posted May 9, 2015 Share Posted May 9, 2015 Both those problems are the fault of your design, not that of MechJeb. Your craft is too nose-heavy and doesn't have enough control authority. Add fins (preferably moveable fins) and gimbaling engines, or fly a different ascent profile.Okay will do, thanks for the pointers. Link to comment Share on other sites More sharing options...
BARCLONE Posted May 9, 2015 Share Posted May 9, 2015 Sarbian (or anyone familiar with this),Dev 447...Mun landing...LGAP using "Land At Target" over-burns the de-orbit to a near vertical "suicide" drop that is nowhere near the desired target. I used the MJ Pod for the test, trying to keep the parts count as low as possible. When the de-orbit burn is completed, the pod starts "orbiting" around its Z-axis, burning the engines in spurts but never aligning to the retrograde attitude.After disengaging the LGAP and correcting the trajectory manually, I engaged "Land Somewhere" and the pod correctly followed the path all the way to a safe landing. Did the test twice with the same results.On the positive side, the crazy HDD activity issue seems to have disappeared with 447. LOGFILES HERE Link to comment Share on other sites More sharing options...
Kokanee Posted May 9, 2015 Share Posted May 9, 2015 Both those problems are the fault of your design, not that of MechJeb. Your craft is too nose-heavy and doesn't have enough control authority. Add fins (preferably moveable fins) and gimbaling engines, or fly a different ascent profile.Checked my design by flying it manually and it made it to orbit no problems. The issue isnt' a lack of control surfaces, mechjeb simply isn't using the CS i have on the craft to ensure proper alignment during ascent. Link to comment Share on other sites More sharing options...
FireWille Posted May 9, 2015 Share Posted May 9, 2015 Hello all.Is it normal that ALL mechjeb modules get unlocked once I unlock the AR202 in career mode ?Thx for your response. Link to comment Share on other sites More sharing options...
Sokar408 Posted May 9, 2015 Share Posted May 9, 2015 I have noticed when I add several MJ parts to a single rocket, the performance of the game dives significantly. I'm assuming this is because all the parts are doing their thing, so I was wondering, if there a way to (or could be easily added) to disable the MJ parts functionally until its needed? (basically, when I need to setup satellites with RT on a new planet/moon, I build a decent sized ship, with several detachable satellites that can be developed when at the destination, exact with a MJ part to reduce tedium ) Link to comment Share on other sites More sharing options...
sarbian Posted May 9, 2015 Share Posted May 9, 2015 BARCLONE : should be fixed in the last dev. Thanks for the logFireWille : it is a bug in the current official release. If you don't want to wait for the next official get a dev release here : http://jenkins.mumech.com/job/MechJeb2/Sokar408 : Strange, only one should work at the same time. I'll check.Padishar's last round of fix are in. Thanks Link to comment Share on other sites More sharing options...
Sokar408 Posted May 9, 2015 Share Posted May 9, 2015 BARCLONE : should be fixed in the last dev. Thanks for the logFireWille : it is a bug in the current official release. If you don't want to wait for the next official get a dev release here : http://jenkins.mumech.com/job/MechJeb2/Sokar408 : Strange, only one should work at the same time. I'll check.Padishar's last round of fix are in. Thanks I have no idea what is causing the added lag is that isn't it :/ If you can't find anything on your end, I'll fire up a clean KSP and see if it might be compatibility issues with other modes. Link to comment Share on other sites More sharing options...
FireWille Posted May 9, 2015 Share Posted May 9, 2015 Many thanx for the fast response. I "solved" the problem by editing the "show in flight=false" parameter on the MechJeb .cfg file but it was only a quick fix.Integration is ok now.Thanks again. Link to comment Share on other sites More sharing options...
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