jimos Posted October 24, 2013 Share Posted October 24, 2013 (edited) I dont seem to be near the mun but i pressed land some where anyway do i press engage auto pliot to make it land or is it automatic, for some reason the mun keeps detargeting and it wont auto land..Ive done it i made it to the mun! Edited October 24, 2013 by jimos Link to comment Share on other sites More sharing options...
FellipeC Posted October 24, 2013 Share Posted October 24, 2013 Here after installing 2.1 KSP loads very very very slowly. Somebody knows why? Link to comment Share on other sites More sharing options...
Hellbrand Posted October 24, 2013 Share Posted October 24, 2013 IT'S LOOKING AT ME! STOP LOOKING AT ME MECH JEB! it's like it knows all the kerbals I've killed in the past... Link to comment Share on other sites More sharing options...
Ringkeeper Posted October 24, 2013 Share Posted October 24, 2013 Once you have selected the landed target vessel, its coordinates are entered automatically in the coordinates boxes. Just edit those by a few degree minutes ( or even seconds) to plop your lander right next to it, without the need of panically steering yourself or hitting "Land somewhere" during descent, which can cause you to end up really far from your target.Found this tip in another thread: Use Flags. Put a flag at the point where all your vehicle should land and target that. If it gets destroyed while landing, plant just a new one Link to comment Share on other sites More sharing options...
Kosmic Debris Posted October 24, 2013 Share Posted October 24, 2013 Loading MechJeb 2.1 (Hooray!) the parts are there, but there's no UI for it - am I missing something basic? Link to comment Share on other sites More sharing options...
rosenkranz Posted October 24, 2013 Share Posted October 24, 2013 I think it's an issue with installing 2.1 with a tech tree that has already been partially researched. It'll work fine on a new save but, apparently does not detect which tech nodes have already been researched.Now I've noticed, after installing a mod that already has it's tech node researched but would be greyed out in the VAB with the message that the part hasn't been researched yet. Going into the R&D and find the node it's in and it won't be selected (i.e. purchased). Just click on it and it will ask if you wish to research it. Doing this doesn't cost anything (yet).It appears that the intention is that the tech node costs SCIENCE! to gain access to the parts, but each part will cost 'c' to purchase to make them available to the VAB.But I digress. You could try to check out the tech nodes you've already researched and see if you can unlock the bits of MJ that need unlocking. (i would but i'm at work) Link to comment Share on other sites More sharing options...
sarbian Posted October 24, 2013 Share Posted October 24, 2013 Here after installing 2.1 KSP loads very very very slowly. Somebody knows why?Do you use my MMSarbianExt or have a mod that use ModuleManager to do a lot of edit ? Link to comment Share on other sites More sharing options...
mwlue Posted October 24, 2013 Share Posted October 24, 2013 Do you use my MMSarbianExt or have a mod that use ModuleManager to do a lot of edit ?I do, and have the same low fps with new MJ... Link to comment Share on other sites More sharing options...
sarbian Posted October 24, 2013 Share Posted October 24, 2013 Go to GameData\MechJeb2\Parts\MechJeb2_Pod\part.cfg and remove those lines near the end : //MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom }I just pushed a dev version with this fix if you want the full zip. Link to comment Share on other sites More sharing options...
a__gun Posted October 24, 2013 Share Posted October 24, 2013 Do you use my MMSarbianExt...I hadn't seen that before! Just downloaded and written a cfg to add a MechJeb module to all command pods, unlocking modules with the tech tree in the same way as the MechJeb parts do.Can you please just check I've done it right..? Settings are copied and pasted from MechJeb pod btw@PART[*]:HAS[@MODULE[ModuleCommand]]{ !MODULE[MechJebCore] MODULE { name = 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...
FellipeC Posted October 24, 2013 Share Posted October 24, 2013 Do you use my MMSarbianExt or have a mod that use ModuleManager to do a lot of edit ?MMSarbianExt no, but I have module manager, but not for lot of edit. Just add MJ in defaults pods and B9 too. Link to comment Share on other sites More sharing options...
sidfu Posted October 24, 2013 Share Posted October 24, 2013 Here after installing 2.1 KSP loads very very very slowly. Somebody knows why?i know the reason. due to way he wrote teh cfg for the mj pod if u use anything that adds stuff with the mm using the code to add to command part the mj pod causes a exception and forces mm to restarthe might need to redo th4e .cfg for the mj pod to fix that issue Link to comment Share on other sites More sharing options...
animism Posted October 24, 2013 Share Posted October 24, 2013 is it intended that the automated flight/burn etc features are disabled in career mode?and if so do you know that you can still get them to work? Link to comment Share on other sites More sharing options...
Borr Posted October 24, 2013 Share Posted October 24, 2013 Somehow gui is not working for me in any mod. First KAS, now MJ... Link to comment Share on other sites More sharing options...
sarbian Posted October 24, 2013 Share Posted October 24, 2013 MMSarbianExt no, but I have module manager, but not for lot of edit. Just add MJ in defaults pods and B9 too.The fix is on the previous page : http://forum.kerbalspaceprogram.com/threads/12384-PART-0-22-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-1?p=726754&viewfull=1#post726754 Link to comment Share on other sites More sharing options...
Galane Posted October 24, 2013 Share Posted October 24, 2013 Ohhhhhhhhhhhhhhhhhhhhhhhhhhh! hehehe how long after the hohman transfer burn is finished do i use fine tune approach ?See the circle at the end of the blue orbit path? That's the point where you enter Mun Sphere Of Influence. Fine tune closest approach should be used some time before you get to that point. That will keep you from slamming into the Mun, but you'll still have to circularize after you enter Mun SOI or you'll fly past.If the Hohmann transfer puts you on a collision course with the Mun, that's a great time to dump any pieces of the ship that you won't need later, such as extra engines and fuel tanks emptied after the burn. Pop them loose before doing other maneuvers and they'll continue on to self-disposal by Mun impact.If you don't intend on an inclined and/or retrograde Mun orbit it's best to circularize somewhat higher than your final orbit. Seems to be easier to adjust the inclination at higher altitudes. Link to comment Share on other sites More sharing options...
darkstrike Posted October 24, 2013 Share Posted October 24, 2013 Hi guys,Since installing the latest version of MechJeb, I've got the new MJ Pod, but I was unable to select the AR202 case in the VAB as it claimed I hadn't purchased it in the R&D Facility yet...? I thought this was a glitch, so I checked the Research center and found that it said I DIDN'T have the Pod unlocked but DID have the AR202 unlocked....so I used some science to unlock the MJ Pod....that still didn't solve the problem, so I edited my persistence file again to re-lock the MJ Tech Tree, and then used more science to re-unlock it....but after I re-unlocked it, I only had the MJ Pod, and no mention of the AR202....any ideas why the AR202 isn't working anymore and how to get it back...? Thanks! Link to comment Share on other sites More sharing options...
Virtualgenius Posted October 25, 2013 Share Posted October 25, 2013 I cant fly rockets for **** I build them ok and launch them ok without mechjeb I am screwed is it possible to get another version which doesnt require me to unlock all the modules because it sucks in career mode having to unlock the full functionality Link to comment Share on other sites More sharing options...
BigD145 Posted October 25, 2013 Share Posted October 25, 2013 You can just edit the cfg file of the basic mechjeb part. Make its tech "basic" instead of "flightControl". Link to comment Share on other sites More sharing options...
Galane Posted October 25, 2013 Share Posted October 25, 2013 (edited) @Ringkeeper function unlock as you research node in the tree. For exemple Advanced Flight Control will unlock the Maneuver Planner (and others)@Galane For the roll on start I did not find a way to reproduce each time, so it's not easy to debug. Most likely some var is not reset between flight."Smart A.S.S. and Docking Autopilot have their degrees for force roll 180 degrees out of phase" : Good catch. It seems I align with Vector3d.back for docking and Vector3d.forward for target. I'll look into it.Thank for the zip, it's the kind of thing that really help to fix bugs. Can you check if the "Use Stock SAS" in the Attitude Adjustment window is active or not ?Nope, not checked, and in the instance of KSP just launched, the meters aren't pegging to the right with the same rocket, which I left on the pad when I quit last night.Edit: Missed this part in the mod list file in the zip. Kommit Stockalike Struts and Truss Bits http://kerbalspaceprogram.com/stockalikestruts/ Large Rover uses this. The square, six node girder block needs a bit of debugging. Try rotating it before attempting to stick it to things. Edited October 25, 2013 by Galane Link to comment Share on other sites More sharing options...
mwlue Posted October 25, 2013 Share Posted October 25, 2013 Go to GameData\MechJeb2\Parts\MechJeb2_Pod\part.cfg and remove those lines near the end : //MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = bottom }I just pushed a dev version with this fix if you want the full zip.hmmm, my fps problem happen on MJ part, instead of the pod. Link to comment Share on other sites More sharing options...
sarbian Posted October 25, 2013 Share Posted October 25, 2013 Check your log for error message and post them Link to comment Share on other sites More sharing options...
drtedastro Posted October 25, 2013 Share Posted October 25, 2013 @Sarbian.Have you had a chance to look at info in post #3444cheers, Link to comment Share on other sites More sharing options...
FellipeC Posted October 25, 2013 Share Posted October 25, 2013 The fix is on the previous page : http://forum.kerbalspaceprogram.com/threads/12384-PART-0-22-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-1?p=726754&viewfull=1#post726754Worked like a charm! Thanks Link to comment Share on other sites More sharing options...
sarbian Posted October 25, 2013 Share Posted October 25, 2013 @drtedastro not yet, I was busy with the module manager patch. I look into it tonight. Link to comment Share on other sites More sharing options...
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