Guest Posted February 7, 2014 Share Posted February 7, 2014 I can confirm the roll control oddness during ascent with the latest dev version. Vehicles that have been stable on ascent to date have begun rolling, usually just before start of the gravity turn. Link to comment Share on other sites More sharing options...
Virtualgenius Posted February 7, 2014 Share Posted February 7, 2014 Sarbian have you managed to identify why mechjeb decouples some side boosters and not others as the new KSO mod suffers from this as well wont detach the liquid boosters from the main tank and the soyuz stuff still refuses to decouple automatically Link to comment Share on other sites More sharing options...
OmegaCenti Posted February 7, 2014 Share Posted February 7, 2014 Sarbian: Reminder for Delta-V issue with Docked Tanks. IRC message has the persistent.sfs you requested (I was told that is what is meant by including a save) Link to comment Share on other sites More sharing options...
Starwaster Posted February 7, 2014 Share Posted February 7, 2014 (edited) Sarbian have you managed to identify why mechjeb decouples some side boosters and not others as the new KSO mod suffers from this as well wont detach the liquid boosters from the main tank and the soyuz stuff still refuses to decouple automaticallyMaybe MJ doesn't know what a 'ModuleAnchoredDecoupler' is.Hell, *I* don't know what that is. I think it's a new stock module in 0.23 but I see no stock parts that use it. Maybe they (Helldiver / Nazari) should have stuck with ModuleDecoupler.Bah, that's my bout of idiocy for the day. Resume your regularly scheduled rocket launches. Edited February 7, 2014 by Starwaster Link to comment Share on other sites More sharing options...
Capt. Hunt Posted February 7, 2014 Share Posted February 7, 2014 No. If you're in a higher orbit it's catching up to you. (it has less distance to travel for one thing)Orbital Mechanics are confusing, in any case, it does the same thing regardless of the difference in orbital altitude, aren't there still situations where it should lower it rather then raise it? Link to comment Share on other sites More sharing options...
drtedastro Posted February 7, 2014 Share Posted February 7, 2014 It would seem that some instances would dictate that a lower catching orbit would be preferential to a higher one. I am guessing that the choice could be made depending on choice of min delta V (fuel) expenditure versus higher delta V for faster rendezvous. Link to comment Share on other sites More sharing options...
darkstrike Posted February 7, 2014 Share Posted February 7, 2014 Hi guys,I have an issue with MechJeb massively overcompensating when trying to correct my direction using Autopilot. For example, when I try to enter orbit around the Mun and tell MechJeb to execute the next node to circularize my orbit, it will "overshoot" the node EVERY time, and then try to swing back, "overshoot," try to swing back, "overshoot" repeatedly. The only way it will execute is if I manually point the ship in the right direction, and even then, after I hit execute, MechJeb will (for no reason) start "over-rolling" my ship left, then right, then left, then right repeatedly.....it's incredibly frustrating!This happens on multiple and completely different ship designs with a fresh install of the absolute latest build of MechJeb and a fresh install of the game. They are old ship designs I copied over from my old save before I update, but everything else is fresh.....any ideas? I tried the trick of disabling some of the Reaction Wheels and locking engine gimbals too, but to no avail.... Link to comment Share on other sites More sharing options...
BigD145 Posted February 7, 2014 Share Posted February 7, 2014 Yeah, latest dev version is back to chasing its tail. Link to comment Share on other sites More sharing options...
darkstrike Posted February 7, 2014 Share Posted February 7, 2014 Is there a version I can download for now that DOESN'T have this issue...? Link to comment Share on other sites More sharing options...
Starwaster Posted February 8, 2014 Share Posted February 8, 2014 Orbital Mechanics are confusing, in any case, it does the same thing regardless of the difference in orbital altitude, aren't there still situations where it should lower it rather then raise it?Possibly. 90% of the time, I'm happy withs its decisions. Link to comment Share on other sites More sharing options...
sarbian Posted February 8, 2014 Share Posted February 8, 2014 Sarbian have you managed to identify why mechjeb decouples some side boosters and not others as the new KSO mod suffers from this as well wont detach the liquid boosters from the main tank and the soyuz stuff still refuses to decouple automaticallyWhen I had a look at the soyuz it was a problem with small amount of oxidiser left in the tank, and the current code somehow think the engine can get more fuel. I'll have an other look at it when I'm done with the docking AP. Link to comment Share on other sites More sharing options...
Virtualgenius Posted February 8, 2014 Share Posted February 8, 2014 Thats awesome thanks for taking the time to have a look Link to comment Share on other sites More sharing options...
dr_jt Posted February 8, 2014 Share Posted February 8, 2014 (edited) I noticed what seems to be a bug with Build #169 (Feb 3, 2014 9:17:23 PM). The Accent AP doesn't want to disengage. When it either disengages automatically or manually it keeps turning on thrust to a very small amount and tumbles the rocket. No matter how many times I hit X to kill thrust it gets turned back on even with the accent ap disengaged. This does not happen with the previous version.**Update**Don't look at this yet. I just had the same problem with Build #168 (Jan 17, 2014 2:12:24 AM) so something else may be going on. I'll drop back to Build #167 (Jan 11, 2014 6:53:11 PM) and see what happens. Hold on. I have to bring the dog out for a walk.Ignore all of that. The problem wasn't MJ related. Edited February 8, 2014 by dr_jt Link to comment Share on other sites More sharing options...
sojourner Posted February 8, 2014 Share Posted February 8, 2014 ^What was it? Link to comment Share on other sites More sharing options...
BloodyRain2k Posted February 8, 2014 Share Posted February 8, 2014 RemoteTech, I know that weird behaviour and I never had it until I also had RT2.Though I'm still not sure if it's just RT2 not noticing the kill thrust call or if it's MJ interpreting something wrong. Link to comment Share on other sites More sharing options...
OrbitalDebris Posted February 9, 2014 Share Posted February 9, 2014 This happens to me when I use engines with a very high TWR. If you use the thrust limiter the problem goes away, and in any case unless you need rapid acceleration you should try to use the engine with the lowest TWR that will do the job - more powerful engines tend to also be heavier, so you need more fuel to loft them up. Link to comment Share on other sites More sharing options...
SomeGuy12 Posted February 9, 2014 Share Posted February 9, 2014 So, has anyone else been having problems with the translatron? I have attempted building a simple test craft with just an engine, rcs, and probe core. I would try to hover over KSC. Before, it worked perfectly and I could land vertically right on to the engine bell. Now, the translatron over corrects and I go into bigger and bigger Oscillations Is it just me or is something wrong? Link to comment Share on other sites More sharing options...
Starwaster Posted February 9, 2014 Share Posted February 9, 2014 So, has anyone else been having problems with the translatron? I have attempted building a simple test craft with just an engine, rcs, and probe core. I would try to hover over KSC. Before, it worked perfectly and I could land vertically right on to the engine bell. Now, the translatron over corrects and I go into bigger and bigger Oscillations Is it just me or is something wrong?Does not work anymore. Link to comment Share on other sites More sharing options...
dr_jt Posted February 9, 2014 Share Posted February 9, 2014 ^What was it?For some reason my joystick throttle went out of calibration or KSP was detecting it incorrectly. It's a Saitek X52 and I've never seen it do that before but when I disabled the stick in KSP the problem went away. It seemed to be random because sometimes MJ worked fine and other times not. Link to comment Share on other sites More sharing options...
brusura Posted February 9, 2014 Share Posted February 9, 2014 Would it be possible add information about rotation speed of vessel for the 3 axis ? Link to comment Share on other sites More sharing options...
NathanKell Posted February 9, 2014 Share Posted February 9, 2014 That would actually be really helpful!I.e. Pitch: 90 (+1.2dps) Link to comment Share on other sites More sharing options...
RoboRay Posted February 9, 2014 Share Posted February 9, 2014 I'd love to get back the separate N/S and E/W ground velocity that MJ1 had. Makes landings a little easier than just a combined surface velocity without any indication of which way it's moving. Link to comment Share on other sites More sharing options...
cy-one Posted February 9, 2014 Share Posted February 9, 2014 Does somebody know if there's an (easy) way to add something to the "Misc" items of the Custom Window Mode?I'd like to have something that's just like "---" or doesn't display text at all, just a Seperator (the item "Seperator" does display exactly that, which is text that kinda confuses me, because I read it before noticing "ah, just a seperator"). Link to comment Share on other sites More sharing options...
Payload Posted February 10, 2014 Share Posted February 10, 2014 I just recently installed the latest dev version. Every thing I tried seems to work perfectly. Nice work fellas.Some advice for people having problems. Make sure you clear out the old files. I decided to clear out all the old stuff this go around just to be sure I had no conflicting problems from older builds. I normally just clean out the craft related settings and keep all the globals but this this time I cleared the whole lot.It may or may not help you, but it certainly can't hurt. I haven't had any of the hunting problems that others have been reporting. Just rock solid control. YMMV. Link to comment Share on other sites More sharing options...
Itsdavyjones Posted February 10, 2014 Share Posted February 10, 2014 I've been having troubles with the smartass and manover planer/editor with probes that were radially attached to a lifter or the KSO shuttle. Neither smartass or the planners would work. I found a temporary workaround for that by turning off the attitude adjustment to using the stock ASAS, for others having trouble with this bug. Link to comment Share on other sites More sharing options...
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