Odyssey Posted September 8, 2014 Share Posted September 8, 2014 It's still there in my (current) version; looks a bit nicer now, too.It's a long way up the tech tree if you're playing career, though.I've got (what I thought at least) is the current version and I'm not seeing it. I'm in sandbox mode and I can't find it. There is a conical MJ command probe, but it's not like the spherical one I mentioned, nor do I have the engines, legs and shield. Link to comment Share on other sites More sharing options...
ArcFurnace Posted September 8, 2014 Share Posted September 8, 2014 The MJ pod should have an integrated reaction wheel, RTG, RCS, engines, and landing legs. No heat shield, though. Link to comment Share on other sites More sharing options...
sojourner Posted September 8, 2014 Share Posted September 8, 2014 I've got (what I thought at least) is the current version and I'm not seeing it. I'm in sandbox mode and I can't find it. There is a conical MJ command probe, but it's not like the spherical one I mentioned, nor do I have the engines, legs and shield.The multipiece command probe your refering to hasn't been part of MJ since before Mechjeb 2.0. Link to comment Share on other sites More sharing options...
gilbr0ther Posted September 8, 2014 Share Posted September 8, 2014 I reduced the textures and create a animation to the light called light_emissive.I want to use as the basis Mechjeb AR202, but know nothing about how to create an API. I paste the Mechjeb AR202 code to the MonoDevelop, but do not know the comand to run the animation.I wish that when the green light AR202 turn on, initiates light_emissive animation and when the red light activates the animation stops.Thanks in advance and sorry for my english:sealed:hello people I made this model to replace the current model of the mech, but do not know how to configure it. if someone can help me? The download file has the model, difuse , normal and emissive texturesDONWLOADhttp://i.imgur.com/4vS4teC.jpg Link to comment Share on other sites More sharing options...
Odyssey Posted September 8, 2014 Share Posted September 8, 2014 The multipiece command probe your refering to hasn't been part of MJ since before Mechjeb 2.0.Thanks for the heads up. Is it still available anywhere, even as a relic? Do the files exist in any form that would be useful for 0.24.2? Link to comment Share on other sites More sharing options...
Donziboy2 Posted September 8, 2014 Share Posted September 8, 2014 Anyone had issues with or know how to fix the FTmN engines not showing accelerations, Mechjeb gets the DV and TWR right but cant seem to figure out how to show the Acceleration. Link to comment Share on other sites More sharing options...
sarbian Posted September 9, 2014 Share Posted September 9, 2014 I m getting tired of asking the same question each time : which version of MJ2 do you use ? Link to comment Share on other sites More sharing options...
Donziboy2 Posted September 9, 2014 Share Posted September 9, 2014 I m getting tired of asking the same question each time : which version of MJ2 do you use ?Build 312 right now, I have seen it with older builds also. It only seems to happen with those engines. Link to comment Share on other sites More sharing options...
sarbian Posted September 9, 2014 Share Posted September 9, 2014 I have fixed a few errors in my work on gimbal that may be related to this in the devs version after 312. Try with #317 and tell me if it's any better.If not then I'll have a look, but you ll have to wait tomorrow since I won't have time today. Link to comment Share on other sites More sharing options...
Dante Montana Posted September 9, 2014 Share Posted September 9, 2014 HelloFirst off all, nice mod. Thanks for doing this. I´m using it in all of my installs.Since I found out that there is an ongoing dev version, I installed it (dev317).Now I have a question. The return from a moon option behave diffrent than 2.3.1 I think. Tested with a ship orbiting Minmus at 10km with an eccentricity of 0.000. Took the return from a moon option and adjusted the approximate final periapsis around Kerbin to 0km. Mech Jeb showed then the warning text: Recommended starting moon returns.... eccentricity <0.2 .....Planned return is startind from an orbit with eccentricity 3.05.....After ignoring the warning (with 2.3.1 I have had the right starting conditions) and hitting execute next node button Mech Jeb started boosting at manoveur node but the eccentricity at the end of the manoveur was then 3.05 as it stood in the warning text as starting eccentricity. In addition the final periapsis around Kerbin wasn´t 0km. It was about 2100km.So now, am I doing something wrong?Dante Link to comment Share on other sites More sharing options...
forsaken1111 Posted September 9, 2014 Share Posted September 9, 2014 HelloFirst off all, nice mod. Thanks for doing this. I´m using it in all of my installs.Since I found out that there is an ongoing dev version, I installed it (dev317).Now I have a question. The return from a moon option behave diffrent than 2.3.1 I think. Tested with a ship orbiting Minmus at 10km with an eccentricity of 0.000. Took the return from a moon option and adjusted the approximate final periapsis around Kerbin to 0km. Mech Jeb showed then the warning text: Recommended starting moon returns.... eccentricity <0.2 .....Planned return is startind from an orbit with eccentricity 3.05.....After ignoring the warning (with 2.3.1 I have had the right starting conditions) and hitting execute next node button Mech Jeb started boosting at manoveur node but the eccentricity at the end of the manoveur was then 3.05 as it stood in the warning text as starting eccentricity. In addition the final periapsis around Kerbin wasn´t 0km. It was about 2100km.So now, am I doing something wrong?DanteI could be wrong but I believe that warning is because Minmus itself has an eccentric orbit which throws it off a bit. Link to comment Share on other sites More sharing options...
sarbian Posted September 9, 2014 Share Posted September 9, 2014 Are you sure you did not have a node set up before using the menu ? Link to comment Share on other sites More sharing options...
Dante Montana Posted September 9, 2014 Share Posted September 9, 2014 Thanks for your replies@sarbianYes I´m sure no second node.Did a small test with 317 from Duna and then with 2.3.1 (always deleted old folder during install).- 317 eccentricity warning 4.27ecc for start eccentricity -> after manoveur escape trajectory is about 4.27.- 2.3.1. no warning, business a usualDante Link to comment Share on other sites More sharing options...
sarbian Posted September 9, 2014 Share Posted September 9, 2014 (edited) Ah, I think I see the problem with the new code. Unity GUI is a bit special and GUI code is called twice. With the new dev code it may mess up things a bit. I ll have to look into it more tomorrowThanks for the reportEdit : more precision since it may be interesting to other. OnGUI is called once per GUI event. the common even are Layout and repaint, so you have at least 2 call per frame but you can have one for each of the events. You can know the current active event with Event.current, and to make sure you have something called on once you can make sure it s equal to EventType.Repaint Edited September 9, 2014 by sarbian Link to comment Share on other sites More sharing options...
MinorInconvenience Posted September 9, 2014 Share Posted September 9, 2014 I noticed a little bug in the dev version of MJ2 (#317 + the option FAR and Gimbal dlls). When using the B9 2.5m SABRE engine, MJ accurately computes the thrust and TWR in the VAB/SPH, but in flight it seems to only count one of the 4 nozzles (thus giving a few inaccurate readings). Is this a known bug or am I just doing something wrong? Thanks. Link to comment Share on other sites More sharing options...
sarbian Posted September 9, 2014 Share Posted September 9, 2014 No, I don't know about this one. one more to check. I think I know what the problem is ( I guess there is 2 gimbals module ) Link to comment Share on other sites More sharing options...
GoatRider Posted September 9, 2014 Share Posted September 9, 2014 I noticed the return from moon issue awhile ago, but just assumed I was being an idiot. Usually a pretty safe bet. Link to comment Share on other sites More sharing options...
forsaken1111 Posted September 9, 2014 Share Posted September 9, 2014 I noticed the return from moon issue awhile ago, but just assumed I was being an idiot. Usually a pretty safe bet.I assumed the inaccuracies were due to MJ being bad at timing when to stop the burn. If it's due to maths then I'll welcome better accuracy. Link to comment Share on other sites More sharing options...
xytovl Posted September 9, 2014 Share Posted September 9, 2014 Ah, I think I see the problem with the new code. Unity GUI is a bit special and GUI code is called twice. With the new dev code it may mess up things a bit. I ll have to look into it more tomorrowThanks for the reportEdit : more precision since it may be interesting to other. OnGUI is called once per GUI event. the common even are Layout and repaint, so you have at least 2 call per frame but you can have one for each of the events. You can know the current active event with Event.current, and to make sure you have something called on once you can make sure it s equal to EventType.RepaintActually the problem is even worse, the warning is computed on each frame, as soon as you create the maneuver it is updated because you are now hyperbolic.I will check the other operations and submit a fix Link to comment Share on other sites More sharing options...
Ratzap Posted September 9, 2014 Share Posted September 9, 2014 I noticed something just now doing a rendezvous with an asteroid. The ship was thrust limited to 50% but MechJeb didn't seem to take it into account and smashed it straight into the rock. Is this a known problem? Link to comment Share on other sites More sharing options...
MinorInconvenience Posted September 9, 2014 Share Posted September 9, 2014 No, I don't know about this one. one more to check. I think I know what the problem is ( I guess there is 2 gimbals module )If it helps, I could have sworn that it had been fixed in one of the prior dev builds (#313 maybe)? I can check after work. Link to comment Share on other sites More sharing options...
Athlonic Posted September 9, 2014 Share Posted September 9, 2014 I noticed something just now doing a rendezvous with an asteroid. The ship was thrust limited to 50% but MechJeb didn't seem to take it into account and smashed it straight into the rock. Is this a known problem?So, the rendezvous was actually successful, didn't it ? Link to comment Share on other sites More sharing options...
LameLefty Posted September 9, 2014 Share Posted September 9, 2014 So, the rendezvous was actually successful, didn't it ? That rendezvous was successful, but I'd say any extended PROXOPS (proximity operations) weren't very satisfactory. Link to comment Share on other sites More sharing options...
Donziboy2 Posted September 9, 2014 Share Posted September 9, 2014 I have fixed a few errors in my work on gimbal that may be related to this in the devs version after 312. Try with #317 and tell me if it's any better.If not then I'll have a look, but you ll have to wait tomorrow since I won't have time today.Just checked it does not seem to have helped, any other engines I put on a craft show up, but for some reason it does not like the FTmN engines. Link to comment Share on other sites More sharing options...
sarbian Posted September 10, 2014 Share Posted September 10, 2014 I fixed a few things for the engines and merged xytovl fix for the orbital maneuver warning message.The MechJebKMGimbalExt was updated too since it had the same error, so if you use it then get it again. Link to comment Share on other sites More sharing options...
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