randyre Posted June 16, 2013 Share Posted June 16, 2013 Had this problem with other versions as well, and can't figure out what's causing it. Mechjeb launches rocket just fine, Get to orbit at height I request, sets the node for circularizing the orbit, counts down, but never fires the engines,Use maneuver editor and create any number of maneuvers, and same issue, it won't throttle up or fire engines.Now the only thing I can see its happening on large complex rockets, if I build a simple rocket it works as it should.Any ideas? Once I thought I was running out of electrical power, but added a bunch of batteries and still did not fix it.RandyOk found out a little more about the issue. When there's not enough fuel to complete the required burn in the stage, it seems sometime Mechjeb just won't fire the motor, but if I manually drop the stage, the next stage comes to life and fires. so it seems that if there's not enough in the current stage (unless the motor is already firing, then it will drop the stage and continue) that Mechjeb considers it an empty stage.Anyone else see this issue? Link to comment Share on other sites More sharing options...
randyre Posted June 16, 2013 Share Posted June 16, 2013 How do you get Mechjeb to use RCS without leaving it on all the time? I've never seen it come on by itself, would like to see Mechjeb turn it on just before a maneuver to help get it into position, then turn it back off. Link to comment Share on other sites More sharing options...
onlinegamesz Posted June 16, 2013 Share Posted June 16, 2013 Thanks for making this plugin! without this, I never managed to land on Minimus and other planets. Link to comment Share on other sites More sharing options...
GavinZac Posted June 16, 2013 Share Posted June 16, 2013 Idea: At the moment, Mechjeb does a good job of preventing Jet flameout. Jet flameout can cause spins and so on, especially on craft with more than 1 engine (i.e. all of them), so stopping all the engines before air intake reaches 0 is important.I am currently using 2 ion engines to do a 14 MINUTE burn. It takes a long time, but it's very efficient and hey, space is big. However, my craft doesn't have enough solar panels or generators to keep the rate of electricity constant, and so before the 14 minutes is up (i.e within 30 seconds) the electricity runs out. This results in 1 of the 2 engines shutting down, and the craft spinning. Also, just like a jet engine wasting liquid fuel, the ion engine wastes Xenon if 'flames out', bleeding it until the power builds up enough for it to switch on or off. The result is that it is twice as efficient (probably more, since the spinning from running lopsided on 1 engine is bad) for me to watch the burn, using an action group to turn off both engines before the electricity runs out, let it build up again, and start them up again, until it gets low again... and repeat... for 28 minutes.If Mechjeb could handle electricity 'flame out' just as it handles jet burnout, i could spend those 28 minutes doing something productive fun. Could this happen? It seems like it would require almost the exact same mechanics as jet control. Link to comment Share on other sites More sharing options...
HoY Posted June 16, 2013 Share Posted June 16, 2013 I think someone mentioned this one before, but why are you using a ship that wasn't designed to use both engines at full throttle? Full throttle is more efficient, since both engines will be firing their full 0.5kN and not be dead weight. If you run out of power in 30 seconds at full it would probably only take one more extendable solar panel to get 100% throttle full time. Alternatively, dropping down to one ion engine. It won't be half the burn time it will be lower due to decreased mass (and fewer solar panels needed) Link to comment Share on other sites More sharing options...
NeoMorph Posted June 16, 2013 Share Posted June 16, 2013 guess what...it seems that the game just needed a little warmup... frustrated of the 2 hours of trying to install this mod i just played it vanilla for 5 hours this night (gmt+1).after waking up and reading the answers on my post i decided to just extract the mechjeb data again into the GameData folder (i extracted all the files again outside of c:\ onto my data-hd).clicking into the KSP_win folder left short a confused staring in my face. IT WAS ALL THERE! you may remember from the brackets that i missed the "Plugins" folder and others from stock. now they are there...i also changed the access rights on the .dll . i dont really know if it should make a difference due i only have one access which has all rights. and now finally i went ingame, but the AR202 onto a rocket and BAM: MechJeb just popped up. very nice.allthough it crashed my rocket which i took to an orbit by hand i think it works well right now. ^^for the history: MechJeb2 2.0.8.0 is working on my KSP 0.20.2 on Win7 64bit.Thx for the help.I'm using Win7 64bit too. Strange you had probs getting it installed because it's just dropping it into the directory and bam!... it should work... but great that you go it sorted now. Link to comment Share on other sites More sharing options...
GavinZac Posted June 16, 2013 Share Posted June 16, 2013 I think someone mentioned this one before, but why are you using a ship that wasn't designed to use both engines at full throttle?Because I am not very clever and accidentally put 2 ions and 1 nuke instead of 2 nukes and 1 ion - but I'm already (almost) captured by Duna so I can't quite turn back. I can improve the next one though, and Franklin Kerman will be happy to have given his life for science.However, even with 1 electric engine, the ability to have MechJeb cut out before leaking Xenon everywhere would be beneficial for those unexpected solar eclipses/unscheduled-atmospheric-solar-panel-dismissals Link to comment Share on other sites More sharing options...
loppnessmonsta Posted June 17, 2013 Share Posted June 17, 2013 i agree that it would be nice to have mechjeb control ion burnout as well. Link to comment Share on other sites More sharing options...
TBryson2 Posted June 17, 2013 Share Posted June 17, 2013 This has been mentioned before, and I thought the latest dev build(?) was supposed to fix it. I intermittently get a serious lag and time states "68 years..." I just downloaded the "latest"(?) build of MechJeb2 (2.0.8.0-66) Is this supposed to fix this issue? Or is there another work around? Issue is intermittent when I use rendezvous to target. Sometimes it works beautifully, other times I get the serious lag.Thanks!TB Link to comment Share on other sites More sharing options...
clinically_cynical Posted June 17, 2013 Share Posted June 17, 2013 The autostage feature of the ascent guidance seems to continue to function even if the autopilot is disengaged in version 2.0.8. Is this a bug or intentional? Link to comment Share on other sites More sharing options...
nothke Posted June 17, 2013 Share Posted June 17, 2013 Is there a way to "launch into plane of target" and "Launch to rendezvous" without automatic time warp?? Even if you turn autowarp off it will still auto warp.. I like how it says T-xxx seconds so I'd really like to wait instead of autowarp Link to comment Share on other sites More sharing options...
Mr Shifty Posted June 17, 2013 Share Posted June 17, 2013 The autostage feature of the ascent guidance seems to continue to function even if the autopilot is disengaged in version 2.0.8. Is this a bug or intentional?This is fixed in the latest dev build: http://jenkins.mumech.com/job/MechJeb2/66/ Link to comment Share on other sites More sharing options...
viperwolf Posted June 18, 2013 Share Posted June 18, 2013 This has been mentioned before, and I thought the latest dev build(?) was supposed to fix it. I intermittently get a serious lag and time states "68 years..." I just downloaded the "latest"(?) build of MechJeb2 (2.0.8.0-66) Is this supposed to fix this issue? Or is there another work around? Issue is intermittent when I use rendezvous to target. Sometimes it works beautifully, other times I get the serious lag.Thanks!TBThis has been happening to me also, i thought it was something i was doing wrong. i was hoping someone could point me in the right direction to fix this. Also is there a way to make it stop freaking out at the end of a burn? Link to comment Share on other sites More sharing options...
Gary_P Posted June 18, 2013 Share Posted June 18, 2013 (edited) I clicked Activate Camera on the nose of my mechjeb and I can't get back to normal view. LOLCan anyone please help me turn the camera off. It's not listed in the wiki. I'm in camera view so I can no longer see the ship.Thanks so much. Edited June 18, 2013 by Gary_P Link to comment Share on other sites More sharing options...
HoY Posted June 18, 2013 Share Posted June 18, 2013 I think it's f6 or f8 or something to turn off the camera. The camera never made sense to me... Assuming your talking about the old mechjeb probe core cameras ? Link to comment Share on other sites More sharing options...
Gary_P Posted June 18, 2013 Share Posted June 18, 2013 Yes I am.Thanks I'll try that. Link to comment Share on other sites More sharing options...
viperwolf Posted June 18, 2013 Share Posted June 18, 2013 this is getting so aggravating, anything i try with rendezvous is just freaking out. everything starts blinking and the nav ball is just everywhere. im running the latest dev version. How are you doing this? Link to comment Share on other sites More sharing options...
Montieth Posted June 18, 2013 Share Posted June 18, 2013 (edited) And to note autopilot if it's in landing mode and has time compression on, will keep time compression on if you abort the autoland. Edited June 18, 2013 by Montieth Link to comment Share on other sites More sharing options...
Slickit Posted June 18, 2013 Share Posted June 18, 2013 Hello, This question may have already been answered in this thread but i have a very very slow connection right now and cant search the whole thing. I am using mechJeb 1.9.8 (at least that what the tab says) and the auto pilot "auto throttle" will not work every time. It seem to work on some ships but not others. I havent been unable to see a connection that might show something that is causing this but i think its related to what parts im using together. Some times i can just engage auto pilot and hit space bar and the thing flys away perfectly, sometimes i have to engage then throttle up and then hit space and it flys away perfectly. Other times it doesnt matter what i do or what order i do it in it doesnt take control of the throttle. has anyone else had this issue or know of something that may be causing it? Perhaps even a fix. I have already tried wiping everything including all mod files and ship files and save files but nothing seems to work. ideas??? Link to comment Share on other sites More sharing options...
HoY Posted June 18, 2013 Share Posted June 18, 2013 this is getting so aggravating, anything i try with rendezvous is just freaking out. everything starts blinking and the nav ball is just everywhere. im running the latest dev version. How are you doing this?Try starting from a less circular orbit. Ie; raise your apoapsis by 10-50m and give it a try again Link to comment Share on other sites More sharing options...
HoY Posted June 18, 2013 Share Posted June 18, 2013 Hello, This question may have already been answered in this thread but i have a very very slow connection right now and cant search the whole thing. I am using mechJeb 1.9.8 (at least that what the tab says) and the auto pilot "auto throttle" will not work every time. It seem to work on some ships but not others. I havent been unable to see a connection that might show something that is causing this but i think its related to what parts im using together. Some times i can just engage auto pilot and hit space bar and the thing flys away perfectly, sometimes i have to engage then throttle up and then hit space and it flys away perfectly. Other times it doesnt matter what i do or what order i do it in it doesnt take control of the throttle. has anyone else had this issue or know of something that may be causing it? Perhaps even a fix. I have already tried wiping everything including all mod files and ship files and save files but nothing seems to work. ideas???The newest version is 2.0.8.66 and it has been changed quite a bit since the build you are using. If that was a known bug it's long since squashed Link to comment Share on other sites More sharing options...
Palec Posted June 18, 2013 Share Posted June 18, 2013 Hi,I'm using Mechjeb 2.0.7 and I'm missing "steering error" info in Smart SAS, which was there in 1.9 version. Is there any way how to show this info again?Thanks. Link to comment Share on other sites More sharing options...
NicoH Posted June 18, 2013 Share Posted June 18, 2013 I have a very annoying problem with the auto landing function. I crashed a Lander with three Kerbs on Duna und tried to rescue them. As I failed to land on my own, I thought I'll give Mechjeb a chance doing the landing for me.Image: http://puu.sh/3iCLcBut after the high-orbit burn, mechjeb tries to make a course correction. The correction deltaV value drops down to 2-3m/s and then raises until it gets stuck at some point (in this case 14.4m/s). Image: http://puu.sh/3iCTsBeyond this point Mecheb just stays at full throttle until it created a course for Duna escape and beyond.Image: http://puu.sh/3iCZhAm I doing something wrong? I just want to land and rescue my kerbs. Link to comment Share on other sites More sharing options...
BloodyRain2k Posted June 18, 2013 Share Posted June 18, 2013 I have a very annoying problem with the auto landing function. I crashed a Lander with three Kerbs on Duna und tried to rescue them. As I failed to land on my own, I thought I'll give Mechjeb a chance doing the landing for me.Image: http://puu.sh/3iCLcBut after the high-orbit burn, mechjeb tries to make a course correction. The correction deltaV value drops down to 2-3m/s and then raises until it gets stuck at some point (in this case 14.4m/s). Image: http://puu.sh/3iCTsBeyond this point Mecheb just stays at full throttle until it created a course for Duna escape and beyond.Image: http://puu.sh/3iCZhAm I doing something wrong? I just want to land and rescue my kerbs.That's a bug I haven't seen anymore in a while. I kept having that a lot a while ago but not anymore.Might be cause I'm more or less constantly using the lastest stuff from the Repo and mess with it myself too ^^;You could try a newer release from here, that should contain the fix for that problem, whatever it was. Link to comment Share on other sites More sharing options...
FlexGunship Posted June 18, 2013 Share Posted June 18, 2013 I have v2.0.8 (unsure of build number) and SRBs aren't being considered in any of the delta-v calculations. Is this fixed in a later build of v2.0.8? Link to comment Share on other sites More sharing options...
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