sojourner Posted September 1, 2013 Share Posted September 1, 2013 I'm using mechjeb 1.9.8 I just closed the window to show the stats of my rocket and now it wont reopen. It doesn't appear anymore. any fixes for this? Upgrade to the latest version: http://forum.kerbalspaceprogram.com/showthread.php/47317-MechJeb-2-Patch-test-bed-release-%28August-31-Ter%29 Link to comment Share on other sites More sharing options...
Radam Posted September 1, 2013 Share Posted September 1, 2013 I built a thing with about a hundred intakes. Problem is that manager doesnt seem to manage them all. As at launch I dont get enough air to the engines. Is it either that its limited to max intake air it can manage, max intakes that it can manage or some intakes arent working right? Link to comment Share on other sites More sharing options...
triffid_hunter Posted September 2, 2013 Share Posted September 2, 2013 I built a thing with about a hundred intakes. Problem is that manager doesnt seem to manage them all. As at launch I dont get enough air to the engines. Is it either that its limited to max intake air it can manage, max intakes that it can manage or some intakes arent working right?Every single time I've tried MechJeb's "manage air intakes", it closes ALL of them causing instant flameout Link to comment Share on other sites More sharing options...
Radam Posted September 2, 2013 Share Posted September 2, 2013 (edited) tiffid, you use part clipping? Or overlap any intakes or toggle surface attachment with editor extensions? As it worked perfectly for me before I tried latest build which used some shortcuts...Actually, it seems it doesnt figure out how to toggle intakes that are built out in this way:Some radial intakes on an external tank then coply the whole part a few times. MJ will not toggle intakes that are copied with Alt-click... Edited September 2, 2013 by Radam Link to comment Share on other sites More sharing options...
triffid_hunter Posted September 3, 2013 Share Posted September 3, 2013 MJ will not toggle intakes that are copied with Alt-click...Problem isn't that it won't toggle them, problem is it toggles them ALL to 'closed' :/ Link to comment Share on other sites More sharing options...
maluscaleb Posted September 4, 2013 Share Posted September 4, 2013 Ok, I got some problem and maybe you guys and gal can help me! (Btw I'm a French Canadian so I am sorry if I make some mistake.)First, I have KSP 0.21.276 and I got no other Mods. I've download Mechjeb 2.0.9. and I've only downloaded that one, never the 1.x.x. I installe it. There where it got tricky.- 1 I can see the MechJeb part. (thats a good sign, right?)- 2 I am making a new rocket, nothing fancy, just a engine, fuel and command pod WITH the Mechjeb pod Version 2 on it (the blue eye looking one) to see if it wok.- 3 I launch it.SO right now its suppose to work but te problem is the MechJeb2 clear(transparent) tab dosent appear at all, instead i have a tab in the middle right side that say mechjeb so i open it and then a the top its says: Mechjeb 1.9.8 In yellow taunting letters. I've NEVER download it... WTH is wrong with:1Mechjeb2KSP3Me???Thanks!! Link to comment Share on other sites More sharing options...
DerekL1963 Posted September 4, 2013 Share Posted September 4, 2013 - 2 I am making a new rocket, nothing fancy, just a engine, fuel and command pod WITH the Mechjeb pod Version 2 on it (the blue eye looking one) to see if it wok.If you've only got MJ installed, the command pod should be a box with a green light... so if you have 'blue eyes' you have a different mod. Link to comment Share on other sites More sharing options...
sojourner Posted September 4, 2013 Share Posted September 4, 2013 (edited) Ok, I got some problem and maybe you guys and gal can help me! Uniinstall anything related to mechjeb that you have already. Get the latest build of mechjeb from this thread and install it: http://forum.kerbalspaceprogram.com/showthread.php/47317-MechJeb-2-Patch-test-bed-release-%28August-31-Ter%29 The mechjeb part will be in the control tab and has a dim green light. Edited September 4, 2013 by sojourner Link to comment Share on other sites More sharing options...
synik4l Posted September 5, 2013 Share Posted September 5, 2013 also the part is called the AR202 Link to comment Share on other sites More sharing options...
Potterus Posted September 5, 2013 Share Posted September 5, 2013 Having an issue with Mechjeb 2.0.9 landing guidance when trying to land on Duna. This only seems to apply to Duna, works fine on the Mun, Minmus and Eeloo (other places I've been too with this mod so far).If I choose "Land at Target", and I've tried this at different places, then Mechjeb sets up a seriously odd eccentric orbit (over 900km at one point) before correcting it and doing a near vertical descent to the landing coordinates. So it makes it there, right on the bulls-eye, but spends a huge amount of fuel doing so.Tonight I tried an experiment where I flew a craft that was basically a fuel tank, engine, probe and power systems to see what the difference would be between landing at a target I chose and using the "Land Somewhere" option which seems to work fine.Both times were from a 100km equatorial orbit. For "Land at Target" I chose the deep valley near the equator.Land at Target - expended 2820 m/sLand Somewhere - expended 1162 m/sAfter the "Land Somewhere" option I used Ascent Guidance to put the probe back into a 100km orbit, which used 1473 m/s. So if I'm not fussed about where I land, I can put a craft on Duna and back into orbit for a total of 2635 m/s which is a saving of 185 m/s over just landing on Duna at a site of my choosing.Anyone else encountered this and know if there is a fix? Maybe a different start altitude or orbital setup? Link to comment Share on other sites More sharing options...
RabidMonkey Posted September 5, 2013 Share Posted September 5, 2013 Having an issue with Mechjeb 2.0.9 landing guidance when trying to land on Duna. This only seems to apply to Duna, works fine on the Mun, Minmus and Eeloo (other places I've been too with this mod so far).If I choose "Land at Target", and I've tried this at different places, then Mechjeb sets up a seriously odd eccentric orbit (over 900km at one point) before correcting it and doing a near vertical descent to the landing coordinates. So it makes it there, right on the bulls-eye, but spends a huge amount of fuel doing so.Tonight I tried an experiment where I flew a craft that was basically a fuel tank, engine, probe and power systems to see what the difference would be between landing at a target I chose and using the "Land Somewhere" option which seems to work fine.Both times were from a 100km equatorial orbit. For "Land at Target" I chose the deep valley near the equator.Land at Target - expended 2820 m/sLand Somewhere - expended 1162 m/sAfter the "Land Somewhere" option I used Ascent Guidance to put the probe back into a 100km orbit, which used 1473 m/s. So if I'm not fussed about where I land, I can put a craft on Duna and back into orbit for a total of 2635 m/s which is a saving of 185 m/s over just landing on Duna at a site of my choosing.Anyone else encountered this and know if there is a fix? Maybe a different start altitude or orbital setup?In my use of the 'jeb, it seems like "Land somewhere" puts a priority on survival. "Land at Target" puts all priority on the location, happily either slamming me into mountains or sending me out on an escape trajectory after burning all remaining fuel trying to get the landing point *just* right. This has been true for both the 2.0.9 and the patched versions. Not saying this as a complaint, because I treat MechJeb more like the AGC/PGNCS from the Apollo days: I give it a program ("land at these coordinates"), and it will do its best to do exactly what I told it to do, no matter what. I still have to keep one hand on the "disengage" just in case it decides that a particular part of the landscape is permeable to spacecraft. Link to comment Share on other sites More sharing options...
sojourner Posted September 5, 2013 Share Posted September 5, 2013 Anyone else encountered this and know if there is a fix? Maybe a different start altitude or orbital setup?First step, get the latest build from this thread:http://forum.kerbalspaceprogram.com/showthread.php/47317-MechJeb-2-Patch-test-bed-release-%28August-31-Ter%29 Link to comment Share on other sites More sharing options...
Mocha2007 Posted September 7, 2013 Share Posted September 7, 2013 (edited) Am I seriously the only one getting these bugs?! Mechjeb completely breaks the VAB. You con't launch rockets. At least in the patch you can launch them, albeit mechjeb does jack to stabilize them. .21 IS the latest version, right? What am I missing?! And yes, this is completely vanilla other then mechjeb.EDIT: Also you can't save or quicksave, you never "Launch", the clock is broken, and it doesn't display your craft right in the map view. Edited September 7, 2013 by Mocha2007 Link to comment Share on other sites More sharing options...
sojourner Posted September 7, 2013 Share Posted September 7, 2013 Am I seriously the only one getting these bugs?! Mechjeb completely breaks the VAB. You con't launch rockets. At least in the patch you can launch them, albeit mechjeb does jack to stabilize them. .21 IS the latest version, right? What am I missing?! And yes, this is completely vanilla other then mechjeb.EDIT: Also you can't save or quicksave, you never "Launch", the clock is broken, and it doesn't display your craft right in the map view.Get the latest Mechjeb here:http://forum.kerbalspaceprogram.com/showthread.php/47317-MechJeb-2-Patch-test-bed-release-%28August-31-Ter%29uninstall whatever version you have first.Also, it sound like you're issue may be more than mechjeb. Are you running KSP from \program files or a folder on your desktop? if so these can both lead to strange errors in games due to rights issues with the files. Try moving the game to something like c:\games Link to comment Share on other sites More sharing options...
jpkerman Posted September 7, 2013 Share Posted September 7, 2013 Mocha2007 wrote "Am I seriously the only one getting these bugs?!" MJ is working fairly Ok for me. No VAB breaks and stuff and I run it from my downloads folder. It seems to me that many of the MJ problems posted have a bit to do with certain other mods in addition to MJ's weak areas. I really only use the Ascend, Orbital information, rendezvous, docking and landing functions. My most common problem is getting within 100 meters to select a docking port but that is probably because I do not properly set my orbits but just launch when I want to. The twitchy/stability issues seem to come when MJ and the new reaction wheel/input 'set' period are interacting. MJ is either 'on or off' while the reaction wheel SAS has a period after keyboard input (which is how the .21 setup will interpret MJ commands) to determine what headings you want it to hold. Pre .21 when MJ turned 'off' the capsule SAS was immediately applied. Now there seems to be a period of reduced control. Rendezvous to other planets always need a periapsis correction and autoland needs to be watched in case manual takeover is needed. (but happened to the first moon landing IRL) While the other attempt to fix MJ is notable and needed, it is having it's own problems and the lead for that attempt has stated they "...can do some minor patch and use patch from others.", so I do not know if high level re-coding will be possible. My greatest fear is since Squad has alluded that an autopilot will not be in the final release and with MJ being the only comprehensive assisted control mod, that further game improvement will not be concerned at all in not breaking MJ and it will become deprecated. It may become needed that rather than patched a 'light' version of MJ basic functions needs to be coded that works in .21 and a 2nd generation MJ be created. For me, the last build of KSP that works (even if buggy) with MJ will be where I stop with KSP. Link to comment Share on other sites More sharing options...
sojourner Posted September 7, 2013 Share Posted September 7, 2013 This IS the second generation of Mechjeb, hence the Mechjeb2. But, yeah, If mechjeb ever stops working, I too will be stuck on whatever the last compatible version of the game is. I just am not interested in all that manual flying. Link to comment Share on other sites More sharing options...
Mr.Rocket Posted September 7, 2013 Share Posted September 7, 2013 i got mechjeb to help me with orbital rendevous, but that seems to be the only part that doesnt work. how do i toggle autopilot on rendevous? is there a newer version of mechjeb that does this? Link to comment Share on other sites More sharing options...
Guest Capt_wheelchair Posted September 7, 2013 Share Posted September 7, 2013 Yes, It's called your keyboard and your fingers. Link to comment Share on other sites More sharing options...
AbuMaia Posted September 7, 2013 Share Posted September 7, 2013 What version are you using? Link to comment Share on other sites More sharing options...
sojourner Posted September 7, 2013 Share Posted September 7, 2013 You can get the latest version of mechjeb here:http://forum.kerbalspaceprogram.com/showthread.php/47317-MechJeb-2-Patch-test-bed-release-%28August-31-Ter%29But it has included docking for quite a few versions now. From the mechjeb tab there should be a "docking autopilot" window you can open. Before activating docking autopilot, first rightclick the docking port on the active vehicle and select "control from here" and then while the docking vehicle is active, move the view around till you can see the port on the destination craft, rightclick on that port and select "set target". You are now ready to activate the docking autopilot. Link to comment Share on other sites More sharing options...
Salanio Posted September 8, 2013 Share Posted September 8, 2013 nice reference to portal 2 Link to comment Share on other sites More sharing options...
fedemotta3 Posted September 8, 2013 Share Posted September 8, 2013 I'll try this. Thank you! Link to comment Share on other sites More sharing options...
lipatden Posted September 9, 2013 Share Posted September 9, 2013 Mocha2007 wrote "Am I seriously the only one getting these bugs?!" My greatest fear is since Squad has alluded that an autopilot will not be in the final release and with MJ being the only comprehensive assisted control mod, that further game improvement will not be concerned at all in not breaking MJ and it will become deprecated. It may become needed that rather than patched a 'light' version of MJ basic functions needs to be coded that works in .21 and a 2nd generation MJ be created.Funny, my biggest concern is that there will be game modes that do include some of the automation MJ provides and do it better, meaning I'll have to juggle more interfaces.If Squad have no intention of providing MJ-style autopilot, I can't see a reason why this would break MJ at all - MJ doesn't use any built-in autopilot feature that the developers are likely to remove, just the programmatic inputs on position, velocity, orbit etc and a ton of its' own math and algorithms. Squad have huge interest in keeping the (sandbox) game as fun as possible, and I think they're unlikely to deprecate features without a path forward for all the mod users that are their fan base right now. Link to comment Share on other sites More sharing options...
HGGundamReviews Posted September 17, 2013 Share Posted September 17, 2013 So has anyone figured out how to prevent MJ from glitching out the Map view camera? Link to comment Share on other sites More sharing options...
Donziboy2 Posted September 17, 2013 Share Posted September 17, 2013 My biggest annoyance is how MJ bounces the throttle during maneuvers.. Ive had several large craft disintegrate due to the on-off-on-off BS. Link to comment Share on other sites More sharing options...
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