ptaylor25 Posted August 20, 2012 Share Posted August 20, 2012 Its awesome plugin but i have some problems with it, I made space debris clearing vessel with laser and when I blast debris rendezvois module targeted on, mechjeb windows dissapear and I can't control it anymore, its a bug?I've noticed this issue too, it seems to have been introduced by improvements made in ver 1.9. For now, the workaround (at least this works for me) is to return to the Tracking center and reacquire your laser ship. Link to comment Share on other sites More sharing options...
WillTheConqueror Posted August 20, 2012 Share Posted August 20, 2012 Is there any chance we could get an MCP (Mode Control Panel) for aircraft? Having controls such as heading, altitude, climb rate and speed control, as toggles on one panel?Example Link to comment Share on other sites More sharing options...
WillTheConqueror Posted August 21, 2012 Share Posted August 21, 2012 Posted the suggestion on the UserEcho, Disregard. Link to comment Share on other sites More sharing options...
Crass Posted August 21, 2012 Share Posted August 21, 2012 I'm pretty sure something like this is going to be implemented in the next release by C7 with the internal views. But I agree an interactive panel like this would be glorious. Link to comment Share on other sites More sharing options...
Caroliano Posted August 21, 2012 Share Posted August 21, 2012 I was going to report it in the KSP bugs, but as it only happens with mechjeb enabled, I will post here first. If it isn't a problem in mechjeb's code, I may post in the general bug reports.The game turns into a slide show whenever I activate mechjeb's SASS on a relaunch in this craft. The debug console is then flooded with the message: "icons sorted: xxx elements in x groups" (example). If I turn SASS off, things return to normal. If it is the first launch since the last restart (the throttle starts at the middle position), things also works normally (no sorting loop).Steps to reproduce:- Load the provided Maxmus Min2 craft, and flight with it one time. - End that flight and click on restart flight.- Activate SASS (for example, kill rotation).- Now it will be a slideshow.Note: I'm using the setting 0 max persistent debris right now (this craft generates lots of debris...)BTW, why the thrust on launch is set to the middle of the scale, and in relaunches it is set to zero? Link to comment Share on other sites More sharing options...
Rvg5 Posted August 21, 2012 Share Posted August 21, 2012 I see to always have a over correcting issue with mech jeb, when i use it to orbit, or transfer, anything to do with RCS and manuvering it does not count in the factor that in space it drifts, so it just has RCS on full blast until it hits the mark and then it goes flying past and has to correct back, it ends up over correcting and doing it back again, by the time it finally gets into position its already falling back into the planet and is hopeless. so i'm hoping in the next update of this mod something will have been done about this, or is it a problem with my settings? any help will be great thanks! Link to comment Share on other sites More sharing options...
baked_by_oven Posted August 21, 2012 Share Posted August 21, 2012 I've noticed one very minor thing wrong with this: Instruments titled "X speed" with negative values. Speed can never be negative, that's like having a negative distance. Change it to "Velocity".Also the auto pilot loves abusing RCS, on many of mine it will constantly fire all thrusters in all directs and do nothing but burn fuel. Link to comment Share on other sites More sharing options...
heikkik Posted August 21, 2012 Share Posted August 21, 2012 Also the auto pilot loves abusing RCS, on many of mine it will constantly fire all thrusters in all directs and do nothing but burn fuel.I think the base game ASAS does the same sometimes, mostly on larger, more wobbly crafts Link to comment Share on other sites More sharing options...
Taverius Posted August 21, 2012 Share Posted August 21, 2012 r4m0n thinks RCS is lolbroken and basically treats it as if it did not exist. That's why there's been no work done on not making it waste RCS fuel. Link to comment Share on other sites More sharing options...
MrMoog Posted August 22, 2012 Share Posted August 22, 2012 It's not broken. MechJeb's role is to constantly correct your ship orientation during flight. RCS's role is to assist in orientation correction. If you let your RCS on, MechJeb will use them, that's what they're for. Link to comment Share on other sites More sharing options...
Gusty Posted August 22, 2012 Share Posted August 22, 2012 I was going to report it in the KSP bugs, but as it only happens with mechjeb enabled, I will post here first. If it isn't a problem in mechjeb's code, I may post in the general bug reports.The game turns into a slide show whenever I activate mechjeb's SASS on a relaunch in this craft. The debug console is then flooded with the message: "icons sorted: xxx elements in x groups" (example). If I turn SASS off, things return to normal. If it is the first launch since the last restart (the throttle starts at the middle position), things also works normally (no sorting loop).Steps to reproduce:- Load the provided Maxmus Min2 craft, and flight with it one time. - End that flight and click on restart flight.- Activate SASS (for example, kill rotation).- Now it will be a slideshow.Note: I'm using the setting 0 max persistent debris right now (this craft generates lots of debris...)BTW, why the thrust on launch is set to the middle of the scale, and in relaunches it is set to zero?i can confirm this behavior exactly... Link to comment Share on other sites More sharing options...
r4m0n Posted August 22, 2012 Author Share Posted August 22, 2012 I was going to report it in the KSP bugs, but as it only happens with mechjeb enabled, I will post here first. If it isn't a problem in mechjeb's code, I may post in the general bug reports.The game turns into a slide show whenever I activate mechjeb's SASS on a relaunch in this craft. The debug console is then flooded with the message: "icons sorted: xxx elements in x groups" (example). If I turn SASS off, things return to normal. If it is the first launch since the last restart (the throttle starts at the middle position), things also works normally (no sorting loop).Steps to reproduce:- Load the provided Maxmus Min2 craft, and flight with it one time. - End that flight and click on restart flight.- Activate SASS (for example, kill rotation).- Now it will be a slideshow.Note: I'm using the setting 0 max persistent debris right now (this craft generates lots of debris...)BTW, why the thrust on launch is set to the middle of the scale, and in relaunches it is set to zero?Found it. That message (and the slowdown) are caused by the ASAS parts (you have 12 ASAS modules in the craft ) getting turned on and off repeatedly by MechJeb. This should improve a bit as I'm changing how MechJeb works with SAS, but you really shouldn't use ASAS with MechJeb.Also, you can reproduce this problem without MechJeb by restarting the flight and pounding in the T key. Link to comment Share on other sites More sharing options...
maxpanic Posted August 22, 2012 Share Posted August 22, 2012 I was going to report it in the KSP bugs, but as it only happens with mechjeb enabled, I will post here first. If it isn't a problem in mechjeb's code, I may post in the general bug reports.??? In any case, do you really have <i>12 ASAS</i> modules? You only need one without MechJeb, and none with it. Link to comment Share on other sites More sharing options...
heikkik Posted August 22, 2012 Share Posted August 22, 2012 Apparently Maxmus Min2 had the engineed plugin & part found here Link to comment Share on other sites More sharing options...
EdisonTrent Posted August 22, 2012 Share Posted August 22, 2012 Maybe its just me but I would like a accent or smart a.s.s option of keeping a constant T/W for my beasts to to rip themselves apart using mechjeb. Link to comment Share on other sites More sharing options...
Caroliano Posted August 22, 2012 Share Posted August 22, 2012 Thanks r4m0n! Removing the ASAS modules indeed fixed the problem. Sorry for the trouble.In any case, do you really have <i>12 ASAS</i> modules? You only need one without MechJeb, and none with it.I thought it would increase the maximum SAS torque, but it seems that only the regular SAS module has this attribute... Link to comment Share on other sites More sharing options...
Xaito Posted August 22, 2012 Share Posted August 22, 2012 Installed KSP 0.16 and now tried to add mechjeb 1.9.1the dll is in the plugin folder, the parts are in the parts folder.When I start the game only a few parts like some tank or something are usable - the main parts like the capsules are grey and say they're not compatible with this version of KSP.Installing other 0.16 compatible mods works problem free.Tried moving around my KSP folder to the desktop and my user folder in case it's some windows role problem.Please help. Link to comment Share on other sites More sharing options...
maxpanic Posted August 22, 2012 Share Posted August 22, 2012 Installed KSP 0.16 and now tried to add mechjeb 1.9.1the dll is in the plugin folder, the parts are in the parts folder.When I start the game only a few parts like some tank or something are usable - the main parts like the capsules are grey and say they're not compatible with this version of KSP.Installing other 0.16 compatible mods works problem free.Tried moving around my KSP folder to the desktop and my user folder in case it's some windows role problem.Please help.You're sure you have KSP 0.16 (the paid version) and not the free demo version?The important parts are in the Command & Control section, like the radial pod, the AR202 case, and the 1m and .5m MechJeb units. You can't select those? Link to comment Share on other sites More sharing options...
Xaito Posted August 23, 2012 Share Posted August 23, 2012 You're sure you have KSP 0.16 (the paid version) and not the free demo version?The important parts are in the Command & Control section, like the radial pod, the AR202 case, and the 1m and .5m MechJeb units. You can't select those?yes I'm fairly sure I have KSP 0.16 - I've downloaded it from the KSP store only a couple of days ago and when I unzip the game the foldername indicates 0.16 version as well. No I can't select the pods - instead I see them in some other cathegory where they shouldn't be if it installs correctly - there their picture is dark-grey and says the version isn't compatible.I've read a good part of this thread and some people seemed to have similar problems but I didn't find a solution yet. Link to comment Share on other sites More sharing options...
purple100 Posted August 23, 2012 Share Posted August 23, 2012 That should only happen if you didn't install MuMechLib.dll in the right place. Double check that you put it in "Plugins". Link to comment Share on other sites More sharing options...
Aaron1818 Posted August 23, 2012 Share Posted August 23, 2012 i crash with 16.0 what am i doing wrong Link to comment Share on other sites More sharing options...
Somnimental Posted August 23, 2012 Share Posted August 23, 2012 Will MechJeb 1.9.1 be compatable with 0.17? It's really the only way I'll get to see the new planets. MechJeb makes KSP the game I've always wanted to play. Basically when I can train kerbals to fly for me and gain experience there is no need for me to buy any other game. I will be complete Link to comment Share on other sites More sharing options...
Xaito Posted August 23, 2012 Share Posted August 23, 2012 That should only happen if you didn't install MuMechLib.dll in the right place. Double check that you put it in "Plugins".I've double checked again. The MuMechLib.dll is in the Plugins folder. I really don't know what else to do. Link to comment Share on other sites More sharing options...
mooop12 Posted August 23, 2012 Share Posted August 23, 2012 I have a suggestion. It would be nice if you added a function to ditch a specific stage before circularizing in the Ascent autopilot. This is to prevent random debris from floating around in space forever Link to comment Share on other sites More sharing options...
ptaylor25 Posted August 24, 2012 Share Posted August 24, 2012 I have a suggestion. It would be nice if you added a function to ditch a specific stage before circularizing in the Ascent autopilot. This is to prevent random debris from floating around in space forever A great many rocketeers find it part of the challenge to build their craft so as not to leave debris floating all over space. Link to comment Share on other sites More sharing options...
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