Melcom Posted May 2, 2015 Share Posted May 2, 2015 Thanks. Isn't it great to learn something new every day? ^^ Link to comment Share on other sites More sharing options...
SemMaxim Posted May 2, 2015 Share Posted May 2, 2015 Current version not work?https://yadi.sk/i/Yz1BWYUEgPcB4 Link to comment Share on other sites More sharing options...
GraviTykillz Posted May 2, 2015 Share Posted May 2, 2015 But to do anything otherwise is nearly impossible. I wish Squad would acknowledge the importance of this mod and work with Sarbian to make it an option for KSP. We see and understand the work that you do Sarbian. We wait patiently for your masterpiece.I have to agree with you.Well said. perhaps we should start a petition (much like the save round 8 )Thanks peace out Link to comment Share on other sites More sharing options...
Golden Cow Posted May 2, 2015 Share Posted May 2, 2015 So when I use the Ascent Guidance I run into an issue. When MechJeb begins to turn for the gravity turn, it will just flip out of control and start turning to much and end up just going crazy. I'm using KSP version 1.0.0 btw. Link to comment Share on other sites More sharing options...
Tex_NL Posted May 2, 2015 Share Posted May 2, 2015 So when I use the Ascent Guidance I run into an issue. When MechJeb begins to turn for the gravity turn, it will just flip out of control and start turning to much and end up just going crazy. I'm using KSP version 1.0.0 btw.You're going too fast and turn too hard.Edit your ascent profile to start the gravity turn ASAP. Limit your acceleration to 20m/s2. Above 25km remove the acceleration restriction.P.S.I wonder how many people have asked this same question. My guess is on about a dozen per day. Link to comment Share on other sites More sharing options...
Melcom Posted May 2, 2015 Share Posted May 2, 2015 (edited) I want to add something important here. use control surfaces / winglets. Especially while the gravity turn is a bit hard, the wings help drasticly to keep control. Edited May 2, 2015 by Melcom Link to comment Share on other sites More sharing options...
nuclearping Posted May 2, 2015 Share Posted May 2, 2015 Current version not work?https://yadi.sk/i/Yz1BWYUEgPcB4Yes, getting the same message with latest KSP 1.0.2. Link to comment Share on other sites More sharing options...
AndreyATGB Posted May 2, 2015 Share Posted May 2, 2015 Message doesn't matter, it works fine anyway. Link to comment Share on other sites More sharing options...
barfing_skull Posted May 2, 2015 Share Posted May 2, 2015 Message doesn't matter, it works fine anyway.Mostly. I just ran into a problem where, having had Delta-V stats and Vessel Info last night, they're suddenly not available today, even though I'm at the same level in the tech tree. I suppose I can try removing the ModuleManager caches, or re-installing MechJeb, but it was disheartening to see these just disappear.Any known way to get these back?Also, yes, don't fully trust the limit to terminal velocity. It sorta works.Cheers,-BS Link to comment Share on other sites More sharing options...
Cunicularius Posted May 2, 2015 Share Posted May 2, 2015 I'm having issues getting this version of mechjeb: http://www.curse.com/ksp-mods/kerbal/220221-mechjebTo work with KSP 1.02.I've heard that despite being the version for 1.00, it can work anyway, but I haven't had any success. The parts appear in game, but have no functionality. I put the mechjeb2 folder in my gamedata folder. plis halpPlease? Link to comment Share on other sites More sharing options...
CleverLikeMe Posted May 2, 2015 Share Posted May 2, 2015 Please?Well for starters you might want to download the latest dev version instead. Just because it fixes a few things regarding terminal velocity (even though I'm told it's not 100 percent yet), and adds some other stuff you might want.Then, delete the mechjeb2 folder from gamedata, make sure you are looking at the right gamedata folder (if using a steam install, steam\steamapps\common\Kerbal Space Program\gamedata or something like thatThen put the new mechjeb2 folder in gamedata, the one you got from latest dev version.Also, since I dont use curse, make sure the folder you are dropping into gamedata is the one that contains icons, parts, plugins under the main folderTL;DR it's an install issue on your end, somewhere, somehow. Mechjeb is currently plenty functional in the latest version of ksp (1.0.2), though there is some occasional and very understandable wonkiness Link to comment Share on other sites More sharing options...
s'Mike Posted May 2, 2015 Share Posted May 2, 2015 It is obvious that turning too suddenly starting out the gravity turn causes big problems. Adding fins as some have suggested, or limiting the correction angle are great fixes. In reality, this may be closer to actual physics than represented in 0.9.0. BIG changes for me from 1.01 to 1.02 - frame rate is so much faster in 1.02 Link to comment Share on other sites More sharing options...
AndreyATGB Posted May 2, 2015 Share Posted May 2, 2015 In case anyone is annoyed by the 1.0.2 warning, I made a quick and dirty fix for it. Fixes no bugs, I also changed the pressure unit to kPa as that's what's being returned instead. This is based off the (as of now) latest source code. Link to comment Share on other sites More sharing options...
Druaga Posted May 2, 2015 Share Posted May 2, 2015 I am having an issue where Smart A.S.S. keeps turning on when I bring a Kerbal back in from EVA to an orbital base. I haven't been able to track down under what conditions it happens, because it doesn't happen all the time. I was wondering if anyone else was experiencing this issue? I'm using the latest dev build 439. Link to comment Share on other sites More sharing options...
smjjames Posted May 2, 2015 Share Posted May 2, 2015 (edited) I am having an issue where Smart A.S.S. keeps turning on when I bring a Kerbal back in from EVA to an orbital base. I haven't been able to track down under what conditions it happens, because it doesn't happen all the time. I was wondering if anyone else was experiencing this issue? I'm using the latest dev build 439.Hm, does it happen in 438?Edit: Unrelated to Druagas post, I'm noticing that I get this exception on exit from VAB/SPH after first starting the game. It doesn't appear again, even after switching saves. Seems harmless though. Dev build 439NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebCore.Update () [0x00000] in <filename unknown>:0 Edited May 2, 2015 by smjjames Link to comment Share on other sites More sharing options...
Toyotawolf Posted May 2, 2015 Share Posted May 2, 2015 Message doesn't matter, it works fine anyway.There are parts that aren't working, for example landing guidance, so to say it works just fine is in error, HOWEVER having said that Sarbian is working on a fix. Link to comment Share on other sites More sharing options...
Galane Posted May 3, 2015 Share Posted May 3, 2015 Build 440 is better at landing. Using the same craft, it didn't do the flipping back and forth with erroneous "corrections" or drastic changes to the orbit. Still went quite a ways long past KSP.That could be due to the lander needing a redesign to somehow pack in some more fuel so it won't run out at about 500 meters. Might also need something to increase drag. I'll try some of those deployable air brakes. Alan Aerospace Recycling and Packaging is determined to continue its tradition on not relying on flimsy cloth for landings. Link to comment Share on other sites More sharing options...
Toyotawolf Posted May 3, 2015 Share Posted May 3, 2015 Build 440 is better at landing. Using the same craft, it didn't do the flipping back and forth with erroneous "corrections" or drastic changes to the orbit. Still went quite a ways long past KSP.That could be due to the lander needing a redesign to somehow pack in some more fuel so it won't run out at about 500 meters. Might also need something to increase drag. I'll try some of those deployable air brakes. Alan Aerospace Recycling and Packaging is determined to continue its tradition on not relying on flimsy cloth for landings. Lol, if its that i need more fuel to land that is pretty lame because i would need close to double if not 3 times the fuel to land as i did before, i like you have landers that don't rely on parachutes, they are there only in case something goes horribly wrong Link to comment Share on other sites More sharing options...
johnsonwax Posted May 3, 2015 Share Posted May 3, 2015 Hey, if Elon Musk can land spacecraft without parachutes*, then damn right we will too.*for varying definitions of 'land' Link to comment Share on other sites More sharing options...
Toyotawolf Posted May 3, 2015 Share Posted May 3, 2015 Hey, if Elon Musk can land spacecraft without parachutes*, then damn right we will too.*for varying definitions of 'land'lol, yeah dont think we can call that last one a land, however it was very Kerbal of them Link to comment Share on other sites More sharing options...
GeneCash Posted May 3, 2015 Share Posted May 3, 2015 Lol, if its that i need more fuel to land that is pretty lame because i would need close to double if not 3 times the fuel to land as i did before, i like you have landers that don't rely on parachutes, they are there only in case something goes horribly wrongNah, Sarbian is still dealing with the *massive* change in aerodynamics in 1.0. As it gets closer to the target, it'll get better on fuel consumption.However, I did manage to target KSC really well by accident, and I noticed after re-entry you are still moving like a bat out of hell due to the fact it's not a high-drag souposphere any more, so the terminal landing burn *is* longer and harder. Not 2X or 3X harder but more like 1.5X.I'm going to go play with airbrakes on my Re-entry Test Vehicle and see how that goes. Link to comment Share on other sites More sharing options...
Toyotawolf Posted May 3, 2015 Share Posted May 3, 2015 Nah, Sarbian is still dealing with the *massive* change in aerodynamics in 1.0. As it gets closer to the target, it'll get better on fuel consumption.However, I did manage to target KSC really well by accident, and I noticed after re-entry you are still moving like a bat out of hell due to the fact it's not a high-drag souposphere any more, so the terminal landing burn *is* longer and harder. Not 2X or 3X harder but more like 1.5X.I'm going to go play with airbrakes on my Re-entry Test Vehicle and see how that goes.Yeah i know Sarbian is fixing MJ2, so happy about that Link to comment Share on other sites More sharing options...
Golden Cow Posted May 3, 2015 Share Posted May 3, 2015 You're going too fast and turn too hard.Edit your ascent profile to start the gravity turn ASAP. Limit your acceleration to 20m/s2. Above 25km remove the acceleration restriction.P.S.I wonder how many people have asked this same question. My guess is on about a dozen per day.I'd read the whole thread if I could but there's nearly 1000 pages Thank you, I appreciate it. Link to comment Share on other sites More sharing options...
Frostiken Posted May 3, 2015 Share Posted May 3, 2015 Yeah i know Sarbian is fixing MJ2, so happy about thatSarbian probably just smashed his computer because of Squad's random knee-jerk atmosphere changes. Link to comment Share on other sites More sharing options...
Railgunner2160 Posted May 3, 2015 Share Posted May 3, 2015 I know I'll probably get yelled at for asking, but can anyone point me to a mechjeb for command pods MM patch that works correctly in 1.0??I'll let you guys know how 440 works once I start unlocking modules & putting it through it's paces..... Link to comment Share on other sites More sharing options...
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