OrbitalDebris Posted May 14, 2014 Share Posted May 14, 2014 As I said in Raster Prop thread no needs to use ObsessedWithKSP build for RPM integration. We just changed the build system for MJ and starting from dev #255 the dev builds should all works with the current RPM again.Thanks to OrbitalDebris for doing his best to keep up with our endless dev commit Hooray! Link to comment Share on other sites More sharing options...
sarbian Posted May 14, 2014 Share Posted May 14, 2014 I said current RPM but I don't know if it has the Orbit renamed to TargetOrbit change. Link to comment Share on other sites More sharing options...
BigD145 Posted May 14, 2014 Share Posted May 14, 2014 (edited) http://i61.tinypic.com/2ykb9qv.jpgWow. 255? That is not a very good deorbit burn. You're only.... 600km+ off target. This is from a 100km equatorial orbit.It's a basic craft with an upper stage skipper. http://i59.tinypic.com/fdynw5.jpg Edited May 14, 2014 by BigD145 Link to comment Share on other sites More sharing options...
Chris_C Posted May 14, 2014 Share Posted May 14, 2014 My intel i5 (hd4000 gfx) wont work any more in Linux, so I've had to revert to the previous version while I wait for another release (cross fingers)can anyone tell me what the last version of MJ was that will work properly with the previous version of KSP? Link to comment Share on other sites More sharing options...
OrbitalDebris Posted May 14, 2014 Share Posted May 14, 2014 http://i61.tinypic.com/2ykb9qv.jpgWow. 255? That is not a very good deorbit burn. You're only.... 600km+ off target. This is from a 100km equatorial orbit.It's a basic craft with an upper stage skipper. http://i59.tinypic.com/fdynw5.jpgHoly cow that's a lot of parachutes. How much does the capsule weigh? Link to comment Share on other sites More sharing options...
Kitspace Posted May 14, 2014 Share Posted May 14, 2014 Hello, everybody!Help me, please!How to make MechJeb work properly with Raster Prop Monitors mod?I have both of them installed in the game and placed on the command pod I am sitting in, and when I hit the autopilot key, I see a blank page with a single prompt saying 'No autopilot software installed'. I have tried many different links including both releases and development builds, so I think something might be messed up already. My module manager plugin and the core game itself are also the very latest versions. I get the same result on both Mac and Windows. What can I do with that?Not very sure, but I believe the very same thing to happen with ScanSAT mod and its connection to RPM.P.S And another question, this time regarding only the Jeb.How can I make get into orbit in a single continous burn, without coasting to apoapsis to circularize, like most real rockets do? Is it capable of getting into elliptical orbits?Thank you! Link to comment Share on other sites More sharing options...
BigD145 Posted May 14, 2014 Share Posted May 14, 2014 Holy cow that's a lot of parachutes. How much does the capsule weigh?The drills are over 2 tons. The only reason for two is balance. Link to comment Share on other sites More sharing options...
sarbian Posted May 14, 2014 Share Posted May 14, 2014 Kitspace : * read this post * don't build rocket with a stupidly high TWR Link to comment Share on other sites More sharing options...
Einarr Posted May 15, 2014 Share Posted May 15, 2014 So, Sarbian, have you managed to figure out the issues I was having with LTR and LTP that I posted an image of many pages ago now? Was from a launch from the Mun to an orbiting craft and when the two craft orbits were compared, a definite X was notable. IIRC the LAN was significantly off. Link to comment Share on other sites More sharing options...
sketchupguy Posted May 15, 2014 Share Posted May 15, 2014 Can someone please help? I have KSP 0.23.5 and the latest version of MechJeb from Curse, and one day it was fine, and the next day the UI no longer shows up. No matter what I do I can't get the UI to show up. I've seen a couple other people with the same question, but no answers. Link to comment Share on other sites More sharing options...
GoatRider Posted May 15, 2014 Share Posted May 15, 2014 Can someone please help? I have KSP 0.23.5 and the latest version of MechJeb from Curse, and one day it was fine, and the next day the UI no longer shows up. No matter what I do I can't get the UI to show up. I've seen a couple other people with the same question, but no answers.Did you install any other addons in the meantime? Link to comment Share on other sites More sharing options...
Galane Posted May 15, 2014 Share Posted May 15, 2014 Can someone please help? I have KSP 0.23.5 and the latest version of MechJeb from Curse, and one day it was fine, and the next day the UI no longer shows up. No matter what I do I can't get the UI to show up. I've seen a couple other people with the same question, but no answers.On Windows? Right click the MechJeb2.dll then click Properties. If it has the Unblock button on the General tab, click that. If you can unblock it, do the same for the Toolbar.dll and other dll files for other mods. Might need to unblock some of the stock KSP dll files too.If you don't get the Unblock button, open Properties on ksp.exe go to the Compatibility tab then check the "Run as an administrator" checkbox then OK. That automatically unblocks anything ksp.exe calls while its running. Some consider doing that risky or even dangerous, but we can trust the mod authors, right? Microsoft recently pushed out an update for Windows Vista, 7 and 8 that has tightened security, and caused havoc for some harmless software.When this happened on my KSP install, not only did MechJeb not work, I didn't have crew icons on the launchpad (the crew were there, I killed the orange suited trio trying to launch by individually activating engines and releasing launch clamps) and stock ships that come with the game had no stack of staging icons, but ships I built did. Module Manager didn't load either, so it couldn't patch MechJeb into all the pods.Running ksp.exe as an administrator (which is almost but not quite the Administrator account) fixed it all. Crazy thing is, this shouldn't happen with a normal User account that has administrator rights on Windows. Link to comment Share on other sites More sharing options...
sarbian Posted May 15, 2014 Share Posted May 15, 2014 Einarr : The_Duck fixed that one afaik.sketchupguy : Galane explained the problem well. His solution should work.Mine is : do not install KSP under "program files" and if you use steam either install steam somewhere else or use the steam fonction that let you choose where to install games. Use a directory like c:\Games or whatever works for youSteamTool to move your steam games without reinstall : http://www.stefanjones.ca/steam/Steam support on moving your steam install dir : https://support.steampowered.com/kb_article.php?ref=7710-tdlc-0426We can't add a warning that tells you that mod is not loading since ... it's not loading. I'll ask squad if they can sneak a small message that tells user plugins won't load. Link to comment Share on other sites More sharing options...
MrKeserian Posted May 15, 2014 Share Posted May 15, 2014 For all of those people who are having issues with Mechjeb, MAKE SURE that you have updated the toolbar addon as well. KSP Interstellar bundles what looks like a seriously outdated version of the Toolbar, and it looks like Mechjeb does not support that version. It took me about two hours of troubleshooting to figure it out, but once I updated the toolbar mod, it worked perfectly. Sarbian, might want to put that in your main post, and poke FractalUK about updating the version he ships Interstellar with. Link to comment Share on other sites More sharing options...
Kitspace Posted May 15, 2014 Share Posted May 15, 2014 (edited) Sorry, what TWR is a normal one for the rocket to get into orbit in a single continuous burn from launch?For the rockets that I usually build it is around one after the stage ignition and about three nearing the burnout...Do I need to set the end of the gravity turn to or close to my final orbit altitude, or set my final attitude a few degrees down from prograde?I have some rocket stages that do not have a second ignition in flight capability, so I need to make things the realistic way here... Edited May 15, 2014 by Kitspace Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 15, 2014 Share Posted May 15, 2014 Sorry, what TWR is a normal one for the rocket to get into orbit in a single continuous burn from launch?A variable one. Link to comment Share on other sites More sharing options...
AndreyATGB Posted May 15, 2014 Share Posted May 15, 2014 The heavier your payload the more ridiculous your final TWR will be, someone made one for RSS I think and it had something like 1.2 at liftoff and 35 final. Unless you're building a plane, there's little reason to only have one stage. Link to comment Share on other sites More sharing options...
softweir Posted May 15, 2014 Share Posted May 15, 2014 Sorry, what TWR is a normal one for the rocket to get into orbit in a single continuous burn from launch?For the rockets that I usually build it is around one after the stage ignition and about three nearing the burnout...Do I need to set the end of the gravity turn to or close to my final orbit altitude, or set my final attitude a few degrees down from prograde?I have some rocket stages that do not have a second ignition in flight capability, so I need to make things the realistic way here...Keep your thrust-to-weight ratio on liftoff to below 1.5.It may help to adjust your turn to start as low as possible and as sharp as possible.If you use action groups then you can shut off individual engines as the thrust-to-weight ratio climbs, similar to the way the Saturn 5 first stage inboard engine was shut down. Some of the stock engines can even be jettisoned to save weight! (Or at least - they could, last I looked.) Link to comment Share on other sites More sharing options...
Starwaster Posted May 16, 2014 Share Posted May 16, 2014 oKeep your thrust-to-weight ratio on liftoff to below 1.5.It may help to adjust your turn to start as low as possible and as sharp as possible.If you use action groups then you can shut off individual engines as the thrust-to-weight ratio climbs, similar to the way the Saturn 5 first stage inboard engine was shut down. Some of the stock engines can even be jettisoned to save weight! (Or at least - they could, last I looked.)Are you referring to the jettison contextual menu? that's for the engine fairing only. Link to comment Share on other sites More sharing options...
DavidHunter Posted May 16, 2014 Share Posted May 16, 2014 Hi folks,Currently using MJ build 255 on KSP 0.23.5 on OS X 10.9 with the latest version of the Toolbar add-on.Unfortunately, when I use the docking autopilot (after getting within 100m of another spacecraft and selecting the target docking port and the port from which to control the current spacecraft), MJ seems to just keep backing away from the target indefinitely.I have had this issue since - I think - build 220 or so(?).Am I doing something wrong?Thanks in advance for your help,Dave Link to comment Share on other sites More sharing options...
Galane Posted May 16, 2014 Share Posted May 16, 2014 MJ seems to just keep backing away from the target indefinitely.There's an option to disable its attempt to do a safe approach so it'll dock like it used to. Then it's up to you to get on the proper side of what you're docking to. Link to comment Share on other sites More sharing options...
DavidHunter Posted May 16, 2014 Share Posted May 16, 2014 There's an option to disable its attempt to do a safe approach so it'll dock like it used to. Then it's up to you to get on the proper side of what you're docking to.Do you mean to check the 'override safe distance' checkbox and set a safe distance? I did that with a 5m safe distance and it just took off into the never-ending cosmos again, despite being within 80m of the docking port. :/ Link to comment Share on other sites More sharing options...
Inconvenience Posted May 16, 2014 Share Posted May 16, 2014 I'm getting a 404 error when I click on the Curse link in the first post. It can't seem to find the download. Link to comment Share on other sites More sharing options...
Padishar Posted May 16, 2014 Share Posted May 16, 2014 Yes, they've changed the URLs on CurseForge again, the /ksp shouldn't be in there now. Just click the "Mods" button at the top of the forum, click the "Plugins" link and then sort the list by popularity (if it isn't already) and MJ is the first mod on the list... Link to comment Share on other sites More sharing options...
Motokid600 Posted May 16, 2014 Share Posted May 16, 2014 (edited) The 404 error is gone now, but I still cannot download this mod. I hit download it takes me to the page, but I never get a prompt. "click here" just takes me back to the same page. I don't remember curse giving me problems back when I played WoW..EDIT: Nevermind.. tried again just now and it worked. Edited May 17, 2014 by Motokid600 Link to comment Share on other sites More sharing options...
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