justadude Posted July 1, 2013 Share Posted July 1, 2013 The Problems with the spinning out of control persist with a fresh install. I am unsure it its Mechjeb or another part. I did get this message when undocking my stack:MechJeb module MechJebModuleThrustController threw an exception in Drive: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.CelestialBodyExtensions.RealMaxAtmosphereAltitude (.CelestialBody body) [0x00000] in <filename unknown>:0 at MuMech.VesselState.TerminalVelocity () [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleThrustController.TerminalVelocityThrottle () [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleThrustController.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
Gary_P Posted July 1, 2013 Share Posted July 1, 2013 It seems that if I delete the reference and the part that I need to figure out where the next part should be connected. It looks like it's an XYZ coord. in the .craft file. Link to comment Share on other sites More sharing options...
sarbian Posted July 1, 2013 Share Posted July 1, 2013 justadude : can you list the mods you use ? I had a similar error yesterday. When I looked into it I found out that sometime the onStart of a module is not called, which does not make sense. So I think this may be a conflict with an other mod. Link to comment Share on other sites More sharing options...
1of6Billion Posted July 1, 2013 Share Posted July 1, 2013 Kethane and Ore pockets are almost never in the same spot. I would *love* to take some predictable hops from one to another. On Kerbin it would be the quickest way to get anywhere (KSC2, anomalies) too.Is there an easy way to do this with Mechjeb? Link to comment Share on other sites More sharing options...
Smoke Posted July 1, 2013 Share Posted July 1, 2013 Hi, I have a small feature request for the maneuver node editor:Add a "Substract" buttons next to "Add" button. That would make moving the values back and forth much easier, since you don't have to add and remove the minus-sign in the text box all the time. Instead you could adjust all values with your mouse only. I mostly wish for that feature when i plan a correction burn to get the right periaps at my target planet. Link to comment Share on other sites More sharing options...
Climberfx Posted July 1, 2013 Share Posted July 1, 2013 (edited) Ramon and Duck. In trying to make a new model for the part Mechjeb, a more voluptuous that match the amazing utility of Mj.So, i see your have the light on/off. How can i make mine interact with Mj to have such type os light on/off?Thank you! Edited July 1, 2013 by Climberfx Link to comment Share on other sites More sharing options...
JoeDiamond Posted July 1, 2013 Share Posted July 1, 2013 I made a new version : www.sarbian.com/sarbian/MechJeb2.dll2 included patch : - Attitude controller Improvement (ASAS / Docking / Ascent Guidance ) by Raf04. This is the best part of this patch. Give him feedback : https://github.com/MuMech/MechJeb2/pull/152 - Allow to force Roll for ASAS and Docking mode by me. And all other dev patch up to MechJeb2-2.0.8.0-68 ( Jun 23 )Source : https://github.com/sarbian/MechJeb2/tree/Raf04_SarbianThe new attitude controller works great, a huge improvement. Link to comment Share on other sites More sharing options...
justadude Posted July 1, 2013 Share Posted July 1, 2013 justadude : can you list the mods you use ? I had a similar error yesterday. When I looked into it I found out that sometime the onStart of a module is not called, which does not make sense. So I think this may be a conflict with an other mod.I was able to ascertain that a Novapunch pod was buggy. However I am still experiencing trouble and it might be due to other parts.I use following mods:KSPXKWRockertyAIES (some)Circular Solar Panels from Lion Aerospace(?)KLFPartCatalogI recently addedMapSatFASA Gemini PackNovapunch (mainly parachutes)i believe the trouble started with Novapunch parts, but I am not sure. While I am reviewing my designs, I get the impression that they are not it.YOur updated version is a great improvement with the docking and attitude control, but it seems not to initiate the Gravity turn on launch and cant seem to land on the mun, crashing into it by never initiating the braking maneuver. Link to comment Share on other sites More sharing options...
sarbian Posted July 1, 2013 Share Posted July 1, 2013 I'll look into the console error, but I think the main dev will be far better than me here. I don't know the KSP event system much yet. For the spinning thing you can you post a .craft, or even better a save and step to reproduce ? I'll get your mods to test ( what is/link to KLF ?)About "my" version : the real improvement is from Raf04. Don't thanks me for his work, I just do minor patch Link to comment Share on other sites More sharing options...
Troberg Posted July 1, 2013 Share Posted July 1, 2013 In the MechJeb Wiki, I found this documentation for the MechJeb API: http://wiki.mechjeb.com/index.php?title=Autom8Now, this is extremely cool, as it allows me to automate launches. Why would I want to do that? Well, once I've got a stable launch platform for, say, a refueling station or an interplanetary return stage, I could automate launches so that when I don't use the computer for anything else, I'll just let it launch a mission to, for example, put an interplanetary return stage in orbit around Eve. This would take some of the tedious boring missions out of the game, and let me focus on the glorious missions. Also, it would, with very little work, allow me to set up an extensive support network all over the Kerbol system. One mission every night, one mission when I go to work and so on.However, the last edits to the documentation is almost a year old, and the API does not seem to reflect the full capabilities of a modern MechJeb.So, at last, my question: Is the documentation up to date, or is it missing something? Is there any newer documentation? Link to comment Share on other sites More sharing options...
BloodyRain2k Posted July 1, 2013 Share Posted July 1, 2013 It's missing that this isn't a part of MJ2 yet. They are working on Autom8 for MJ2 but it's not really a top priority I think. Link to comment Share on other sites More sharing options...
Superseaslug Posted July 2, 2013 Share Posted July 2, 2013 Personally, I like the old mechjeb better. Would there be any possibility of an update to it? When I put it on my KSP games, most of the parts bug out and no longer work. It seems mechjeb 2 overcompensates and tends to wobble around when attempting to face a certain direction. Also, it is absolutely terrible at ascent autopilot. Link to comment Share on other sites More sharing options...
Good_Apollo Posted July 2, 2013 Share Posted July 2, 2013 The new attitude controller works great, a huge improvement.Yes, now Mechjeb doesn't use 10 tonnes of monopropellent in 10 seconds. It's quite a major improvement. It's functionally more realistic too. Link to comment Share on other sites More sharing options...
Leveller Posted July 2, 2013 Share Posted July 2, 2013 If i got a lander already landed on the mun. At what phase/time/distance ( ? ) do i input coords for landing in mechjeb at that specific point? And how much distance is it in meters if you change the last number in long or lat? Is there a simpler way to land near my existing lander? Link to comment Share on other sites More sharing options...
Slickit Posted July 2, 2013 Share Posted July 2, 2013 The newest version is 2.0.8.66 and it has been changed quite a bit since the build you are using. If that was a known bug it's long since squashedThank you it seems to work so far. Link to comment Share on other sites More sharing options...
Benie Posted July 2, 2013 Share Posted July 2, 2013 (edited) I got several complaints about Mechjeb's Rendezvous Autopilot. I'm not sure of this feature is still in BETA or not, but twice it has failed to get me up to my space station, and to a point where I can use Docking Autopilot. It goes under it, then when it tries to correct itself, it repeats the process it took to get there.The third time, it bugs out after doing the Hohmann Transfer. What I mean is the Delta-V shows: -68v, 35d, 3h and stays there. This also causes my computer to have horrible framerate. I can have 7 to nearly 3 FPS. Disabling the autopilot, makes my FPS go back to normal.Also, MechJeb seems to disable Quicksave. My ship would be not moving at all. I hit F5, nothing shows up.I'm testing the mod with a drone-powered rover/lander combo rocket (with ingame cheats). All stock parts. Edited July 2, 2013 by Benie Link to comment Share on other sites More sharing options...
Hyomoto Posted July 2, 2013 Share Posted July 2, 2013 I've only use MechJeb for the sake of getting easy delta-v measurements. However, if you don't use a command pod for your first piece, it appears to be unable to understand your rockets at all. I can't help but wonder if this isn't related to the problems other users have with it behaving oddly in flight. Link to comment Share on other sites More sharing options...
Gary_P Posted July 2, 2013 Share Posted July 2, 2013 Was I wrong or was there a window in the old version that let you hover, and kept an altitude? Link to comment Share on other sites More sharing options...
Climberfx Posted July 2, 2013 Share Posted July 2, 2013 (edited) MechJeb Concept Model i'm planning to do.But i still need to know how to link the green/red light to the model... Edited July 2, 2013 by Climberfx Link to comment Share on other sites More sharing options...
togfox Posted July 2, 2013 Share Posted July 2, 2013 Was I wrong or was there a window in the old version that let you hover, and kept an altitude?Translatron. Its still there. Set verticle speed to 0 m/s and you'll hover. Link to comment Share on other sites More sharing options...
Climberfx Posted July 2, 2013 Share Posted July 2, 2013 (edited) Underconstruction...Now going to UVMap and Texturing...Then lights, but still don't have return from the developers... Edited July 2, 2013 by Climberfx Link to comment Share on other sites More sharing options...
HoY Posted July 2, 2013 Share Posted July 2, 2013 Climber you'll get a faster reply if you post on github Link to comment Share on other sites More sharing options...
Climberfx Posted July 2, 2013 Share Posted July 2, 2013 Climber you'll get a faster reply if you post on githubThank you Hoy! I'll try it! Link to comment Share on other sites More sharing options...
sarbian Posted July 2, 2013 Share Posted July 2, 2013 The light code is the MechJebAR202.cs file. It seems to check for transform named "light_green" and "light_red" . ( https://github.com/MuMech/MechJeb2/blob/master/MechJeb2/MechJebAR202.cs )And you ll need to add the MechJebAR202 module to your part Link to comment Share on other sites More sharing options...
Climberfx Posted July 2, 2013 Share Posted July 2, 2013 The light code is the MechJebAR202.cs file. It seems to check for transform named "light_green" and "light_red" . ( https://github.com/MuMech/MechJeb2/blob/master/MechJeb2/MechJebAR202.cs )And you ll need to add the MechJebAR202 module to your partThank you Sarbian. and to make it work, i will need to add this Transform on Unity model preparation, i believe, yes? Link to comment Share on other sites More sharing options...
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