therealcrow999 Posted November 26, 2013 Share Posted November 26, 2013 If in career mode, additional features unlock through out career unlocking.Why i donty have all of those menus, i cant set anything in MJ, i just have this: Link to comment Share on other sites More sharing options...
Virtualgenius Posted November 26, 2013 Share Posted November 26, 2013 If your like me and cant fly rockets manually set the tech requirements to start Link to comment Share on other sites More sharing options...
123nick Posted November 26, 2013 Share Posted November 26, 2013 i tried the dev build you sent me but i still get the same bug, but with different log: [Error]: MechJeb module MechJebModuleTargetController threw an exception in OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at MuMech.CelestialBodyExtensions.TerrainAltitude (.CelestialBody body, Double latitude, Double longitude) [0x00000] in <filename unknown>:0 at MuMech.PositionTarget.Update (.CelestialBody body, Double latitude, Double longitude) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleTargetController.OnFixedUpdate () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 also 2 null reference exceptions. also when using acsent autopilot it didnt circularize, did nothing, and landing autopilot didnt de-orbit and adjust trajectory. Link to comment Share on other sites More sharing options...
kbkline Posted November 26, 2013 Share Posted November 26, 2013 If your like me and cant fly rockets manually set the tech requirements to start Wait what? Where do you set this? I to have an issue as I can not fly to anywhere else but an orbit around Kerbin. I have the mechjeb and the ASS but I do not have the guidance for the auto pilot. (neither do I have auto docking) Anyone know what part of teh tech tree you unlock to get this? This is the only mod I'm using cause I just can't fly lol Link to comment Share on other sites More sharing options...
Starwaster Posted November 26, 2013 Share Posted November 26, 2013 I'm starting to think all main menu items should be present at all times but when you click on one that's not researched a popup warns you that it needs researching. With maybe the name of what needs researching along with its icon. (If you want to get fancy) Link to comment Share on other sites More sharing options...
sojourner Posted November 26, 2013 Share Posted November 26, 2013 I think there should just be an option in settings to turn off the tech requirements. Link to comment Share on other sites More sharing options...
sonicsst Posted November 26, 2013 Share Posted November 26, 2013 I think its called sandbox. Link to comment Share on other sites More sharing options...
Starwaster Posted November 26, 2013 Share Posted November 26, 2013 I concur. Don't want tech requirements, sandbox. Link to comment Share on other sites More sharing options...
Virtualgenius Posted November 26, 2013 Share Posted November 26, 2013 Different strokes for different folks some of us excel where others fail, thats why you can edit the file and replace tech requirements with a lower level if you wish Link to comment Share on other sites More sharing options...
Galane Posted November 26, 2013 Share Posted November 26, 2013 My ship is all refueled at Duna and ready to go back to Kerbin - but now it's stuck there because I cannot get it to pop up Kerbin to target. It will only allow me to select Mun as a target from Duna orbit. I warped time to 1000x for a few seconds to see if perhaps Mun was blocking line of sight to Kerbin, but nope, can only set Mun as target.Maneuver Planner won't plot a course from a planetary orbit to a moon orbiting another planet or from moon to moon. I had to go back to Duna orbit from Ike orbit, then had some fun making another Kethane run from Ike to top off the tanks.Is this targeting being handled by KSP or MechJeb? If it's MechJeb's bailiwick then it shouldn't be popping up things or places it can't plot courses to. If the only thing in the Kerbin/Mun system it can plot a course to from another planet is Kerbin, then Kerbin is the only thing it should pop up to set as target.Another possibility is instead of just having one option, put up a list of what's close to the pointer so the proper target can be selected. That would be extremely helpful when doing a rendezvous to a ship that's real close to another, and it keeps popping up the wrong one, even when at maximum zoom in.Or how about for the transfer to another planet function, put a list of the planets in the UI to select from so the player doesn't have to try to get it to set the proper target while zoomed way out. Link to comment Share on other sites More sharing options...
kbkline Posted November 26, 2013 Share Posted November 26, 2013 I'm starting to think all main menu items should be present at all times but when you click on one that's not researched a popup warns you that it needs researching. With maybe the name of what needs researching along with its icon. (If you want to get fancy)Agreed. I have another mechjeb that's grayed out saying it need more research but I have no idea where to research it at. I'm hoping once that's unlocked it will give me all of the things I need to use mechjeb with. Kind of useless when it doesn't do ascent and docking Link to comment Share on other sites More sharing options...
sarbian Posted November 26, 2013 Share Posted November 26, 2013 @Galane Targeting is done by KSP. MJ should not interfere, unless there is an error (check the output log under KSP_DATA). And yes selecting target can be annoying. I use haystack to target ship, but I don't know anything to target planet from a menu. I considered adding such thing but adding a module that copy the function of an other mod disturb me.Yes, having the menu grayed may lower the number of post about missing menu ... Link to comment Share on other sites More sharing options...
Estel Posted November 26, 2013 Share Posted November 26, 2013 there is a big problem with this release:sme ship , same quantity of rcs fuel (54/60), no timewarpwith the dll from the first link of this thread, the ship run out of rcs fuel while moving towards the docking axiswith the dll from the full zip from here http://forum.kerbalspaceprogram.com/threads/47317-MechJeb-2-Patch-test-bed-release-%28September-9%29, the ship dock with around 49 rcs to spare, someone else noticed this? Link to comment Share on other sites More sharing options...
Starwaster Posted November 26, 2013 Share Posted November 26, 2013 Sarbian, in build 114 and as of at least build 106. (or earlier) thrust stats are not showing up for several KW Rocketry engines. I can't test them all at this time but the Griffon XX and several others I tried are affected. Anything that depends on knowing thrust or acceleration will fail, such as throttle limits. I'd think it would affect landing too but I cannot try that right now.if I had to guess, I'd suspect the thrust vector transform which is named differently in KW Rocketry since its re-release a while back. Created an issue for this on Github. Link to comment Share on other sites More sharing options...
sarbian Posted November 26, 2013 Share Posted November 26, 2013 (edited) Strange. I use some KW engine myself and never saw that, but I restarted my career mode a few days ago so I may not have used those engine with the last versions. Looking into it. No other mods ?Edit : Ok, It does that here too. Working on itEdit 2 : fixed in #115. The problem was with engine with more than 1 thrustTransforms. At one point I divide 1 by the number of transform, but I used an int : 1/4 => 0. Edited November 26, 2013 by sarbian Link to comment Share on other sites More sharing options...
Starwaster Posted November 26, 2013 Share Posted November 26, 2013 (edited) Strange. I use some KW engine myself and never saw that, but I restarted my career mode a few days ago so I may not have used those engine with the last versions. Looking into it. No other mods ?Confirmed with only KWR, MJAlso confirmed not to be present in last September's unofficial release. Haven't tried 2.10 official. Staying off computer right now due to stormy weather. Edited November 26, 2013 by Starwaster Link to comment Share on other sites More sharing options...
sarbian Posted November 26, 2013 Share Posted November 26, 2013 It was there since the October 29 build. As I said in my edit it's now fixed in last build.Those of you that use engine with multiple exhaust (some of NP, KW, AIES, ...) were impacted by this. This may be the origin of some landing and other module problem. Link to comment Share on other sites More sharing options...
Starwaster Posted November 26, 2013 Share Posted November 26, 2013 Strange. I use some KW engine myself and never saw that, but I restarted my career mode a few days ago so I may not have used those engine with the last versions. Looking into it. No other mods ?Edit : Ok, It does that here too. Working on itEdit 2 : fixed in #115. The problem was with engine with more than 1 thrustTransforms. At one point I divide 1 by the number of transform, but I used an int : 1/4 => 0.ok looks good so far. Link to comment Share on other sites More sharing options...
sarbian Posted November 26, 2013 Share Posted November 26, 2013 And I fixed the long standing "Smart ASS does not switch to auto when other module need to turn the ship". You can still disturb the attitude controller by running 2 modules other than the ASAS that turn the ship at the same time but I don't expect me to fix that ^^ Link to comment Share on other sites More sharing options...
Galane Posted November 26, 2013 Share Posted November 26, 2013 So it'll automatically go to auto from TGT+ when enabling docking autopilot? Link to comment Share on other sites More sharing options...
Starwaster Posted November 26, 2013 Share Posted November 26, 2013 @Galane Targeting is done by KSP. MJ should not interfere, unless there is an error (check the output log under KSP_DATA). And yes selecting target can be annoying. I use haystack to target ship, but I don't know anything to target planet from a menu. I considered adding such thing but adding a module that copy the function of an other mod disturb me.Yes, having the menu grayed may lower the number of post about missing menu ...Sorry for replying to this out of order; the other issue had my attention. The reason suggested making them still clickable with a warning about needing research is that if you just gray them out, you'll still have just as many posts but they'll be about why they're grayed out instead of missing. But if the player gets feedback from the UI as to why he2zhe can't click then they'll be less likely to come here and ignore 69,105 posts explaining that he had to research. (Trust me I've done tons of tech/customer support) Link to comment Share on other sites More sharing options...
goldenpeach Posted November 27, 2013 Share Posted November 27, 2013 Is there a way to prevent mechjeb from forcing roll during the lift-off?Sorry if it has already been asked(and/or answered). Link to comment Share on other sites More sharing options...
MOARdV Posted November 27, 2013 Share Posted November 27, 2013 With build 115, I notice that roll is not always stopped when using Smart ASS to face directions (prograde, for instance). It seems a slight roll persists until I tap 'Q' or 'E', and then it suddenly stops rolling. I was previously using 2.10 official version, and it did not have this behavior. Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 27, 2013 Share Posted November 27, 2013 I notice that, its in a version while back. It doesn't snap to its end position, it kind of slows down towards end of roll and slowly goes into place. I didn't find it a bug, but its noticeable when a player is use to that snap into place. I know on my game I didn't have to Q or E, it got where it was going, in a matter of time. With build 115, I notice that roll is not always stopped when using Smart ASS to face directions (prograde, for instance). It seems a slight roll persists until I tap 'Q' or 'E', and then it suddenly stops rolling. I was previously using 2.10 official version, and it did not have this behavior. Link to comment Share on other sites More sharing options...
Galane Posted November 27, 2013 Share Posted November 27, 2013 There's a balance between the size/mass of a ship and the amount of control authority you've built in - reaction wheels and/or RCS. Not enough control capability will make the ship slow to maneuver and will have MechJeb overshooting corrections during ascent, and being late on close together engine burns because it can't turn in time.Being a little short on RCS does seem to make docking go smoother, as long as you start with good alignment then have the target set to kill rotation. My initial Duna mission plan involved sideways docking two stacked 64's, with a Skipper, four FL-T800 and four LV-T30's on the lower one, to a clampotron jr halfway up the upper 64, with only four ReStock 5-way RCS blocks on the upper 64. MechJeb's docking autopilot handled that far off center load perfectly, but slowly.On the other hand, having too much RCS for the mass can make docking very jittery with every correction overshooting the docking axis. If the autopilot is instantly applying counter thrust to every RCS thrust, you've too much RCS.On the subject of force roll, it looks to me as if that function in SASS is now aligning to the current SOI instead of the target. I noticed that when refueling my Duna ship in Ike orbit that SASS would align the landers with the moon's equator, ending up at some odd angle in relation to the ship they were aimed at, but force roll in docking autopilot always aligns to the docking port's orientation.For example, if you don't have a target set, have SASS on OBT and prograde then enable force roll, it'll roll ship to 0 degrees of whatever part is set as control. Type in 90 and it'll roll 90 degrees. Set control to a docking port then set a docking port on another ship as target and SASS doesn't align the roll axis to the targeted port. SASS force roll to target alignment would be a useful option, especially when manually docking a ship with an overabundance of RCS thrust such as the small RTG power pods I added to my Duna ship at the last minute. One more radio button on the SASS window... representing some more code behind the scenes. ;-) Nearly impossible for docking autopilot to manage. I did the second one manually in a few seconds simply by TGT+ on both then thrusting forwards while controlling roll with Q and E. Used only a few units of fuel where DA nearly used the whole 100 by the time it managed to dock the lightweight module. Link to comment Share on other sites More sharing options...
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