Resender Posted December 23, 2018 Share Posted December 23, 2018 Anyone else having mechjeb remove instead of executing manouvre nodes while not in orbit around kerbin in 1.6 Quote Link to comment Share on other sites More sharing options...
Jim DiGriz Posted December 23, 2018 Share Posted December 23, 2018 Build 831 now includes "MechJebForAll" style functionality by default. To override it and go back to *having* to use the mechjeb command pod, create the empty directory GameData/MechJebUseCommandPod https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/831/ (It also disables itself if RealismOverhaul/RP-0 are found in the install) https://github.com/MuMech/MechJeb2/pull/1087 You'll need to have ModuleManager to have it work, and I think MM now needs to be added as a dep of MechJeb in CKAN. Quote Link to comment Share on other sites More sharing options...
kremonia Posted December 23, 2018 Share Posted December 23, 2018 (edited) I figured out what was the problem. Because there is no MechJeb for all mod was installed and MechJeb parts was missing (hidden). Actually I don't know why, but with Community Category Kit it showed up as other old Squad parts. So, it works fine. But I found two slight problems. First of all bi-elliptic transfer works not the way I expected just as Hohmans's transfer. And in A.S.S. there is oscillations around defined pitch angle in surface mod. Edited December 23, 2018 by kremonia Quote Link to comment Share on other sites More sharing options...
Jim DiGriz Posted December 24, 2018 Share Posted December 24, 2018 (edited) buggy bi-impulsive / hohmann transfers i'm working on right now. (should be fixed in latest dev release last night, although i think the simulated annealing code in the non-simple-coplanar solver still needs mathematical debugging -- but the periodOffset code that was buggy in both implementations is now fixed so the simple solver should be back to old behavior now) Edited December 24, 2018 by Jim DiGriz Quote Link to comment Share on other sites More sharing options...
kremonia Posted December 24, 2018 Share Posted December 24, 2018 (edited) Which type of regulator are you using to maintain angles? PID? Are the coefficients common for any type of regulator in MechJeb? Edited December 24, 2018 by kremonia Quote Link to comment Share on other sites More sharing options...
Vladioan11 Posted December 28, 2018 Share Posted December 28, 2018 I have a problem with the Ascent guidance, it just turns towards the ksc and crashes the rocket and after I put the payload in orbit with Hyperedit the rendezvous autopilot just burns too early. Quote Link to comment Share on other sites More sharing options...
xng Posted December 28, 2018 Share Posted December 28, 2018 On 12/23/2018 at 10:36 PM, Jim DiGriz said: Build 831 now includes "MechJebForAll" style functionality by default. To override it and go back to *having* to use the mechjeb command pod, create the empty directory GameData/MechJebUseCommandPod https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/831/ (It also disables itself if RealismOverhaul/RP-0 are found in the install) https://github.com/MuMech/MechJeb2/pull/1087 You'll need to have ModuleManager to have it work, and I think MM now needs to be added as a dep of MechJeb in CKAN. I'm happy about having mechjeb getting integrated by default, but it doesn't work for me using the latest (#836) jenkins build. Steps to reproduce: Install Mechjeb2 mod 2.8.1.0-836 Install Module Manager mod 3.1.2 Start new career mode game with extra starting science Unlock the science to get mechjeb module Open VAB and place a command pod Expected result: Mechjeb window should show Actual Result: No mechjeb window turns up Extra step: Adding the mechjeb module to command pod shows the Mechjeb window as expected Quote Link to comment Share on other sites More sharing options...
Jim DiGriz Posted December 28, 2018 Share Posted December 28, 2018 Try removing your module manager cache files. Quote Link to comment Share on other sites More sharing options...
1of6Billion Posted December 28, 2018 Share Posted December 28, 2018 (edited) On 12/24/2018 at 2:13 AM, Jim DiGriz said: buggy bi-impulsive / hohmann transfers i'm working on right now. (should be fixed in latest dev release last night, although i think the simulated annealing code in the non-simple-coplanar solver still needs mathematical debugging -- but the periodOffset code that was buggy in both implementations is now fixed so the simple solver should be back to old behavior now) I was hoping 1130m/s burns from LKO to Minmus would be resolved by this, But it isn't. Did I miss a (new) setting somewhere? Nevermind. It seems to work now.. Edited December 28, 2018 by 1of6Billion Quote Link to comment Share on other sites More sharing options...
xng Posted December 29, 2018 Share Posted December 29, 2018 16 hours ago, Jim DiGriz said: Try removing your module manager cache files. It didn't work, I also tried to remove everything from GameData and install it from scratch again and it still doesn't work. (Only MechJeb2, Squad, Squad Expansion and Modulemanager exists) This is the science I opened before Just the command pod Command pod with the module attached. Folder structure before starting KSP, when started it also creates some extra files. Quote Link to comment Share on other sites More sharing options...
Cloakedwand72 Posted December 29, 2018 Share Posted December 29, 2018 (edited) On 1/11/2017 at 4:49 AM, sarbian said: [Entirety of thread OP quoted, snipped by moderator. No need to quote enormous passages, folks-- it just eats up everyone's screen real estate.] Love the mod have it installed bye default. But BTW when I run the ascent program it launches like regular but then when I get to the upper parts of the stock atmosphere it shows reentry heat? Why is that it shouldn't be the problem. Edited December 29, 2018 by Snark Giant quote snipped by moderator Quote Link to comment Share on other sites More sharing options...
Jim DiGriz Posted December 29, 2018 Share Posted December 29, 2018 1 hour ago, Cloakedwand72 said: Love the mod have it installed bye default. But BTW when I run the ascent program it launches like regular but then when I get to the upper parts of the stock atmosphere it shows reentry heat? Why is that it shouldn't be the problem. That has nothing to do with MechJeb Quote Link to comment Share on other sites More sharing options...
Jim DiGriz Posted December 29, 2018 Share Posted December 29, 2018 (edited) 9 hours ago, xng said: It didn't work, I also tried to remove everything from GameData and install it from scratch again and it still doesn't work. (Only MechJeb2, Squad, Squad Expansion and Modulemanager exists) Yeah looks like the cfg file isn't making it through jenkins to the zip file. I have to do some spelunking. EDIT: build 837 should fix it. Edited December 29, 2018 by Jim DiGriz Quote Link to comment Share on other sites More sharing options...
putnamto Posted December 29, 2018 Share Posted December 29, 2018 is mechjeb updated for 1.6 yet? not trying to be a bother, im fine plaing 1.5.1 for now, was just wondering. Quote Link to comment Share on other sites More sharing options...
El Sancho Posted December 30, 2018 Share Posted December 30, 2018 On 12/23/2018 at 6:36 PM, Jim DiGriz said: Build 831 now includes "MechJebForAll" style functionality by default. To override it and go back to *having* to use the mechjeb command pod, create the empty directory GameData/MechJebUseCommandPod https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/831/ (It also disables itself if RealismOverhaul/RP-0 are found in the install) https://github.com/MuMech/MechJeb2/pull/1087 You'll need to have ModuleManager to have it work, and I think MM now needs to be added as a dep of MechJeb in CKAN. I'm confused; is it now necessary to use MM in order for MJ to work? Quote Link to comment Share on other sites More sharing options...
bmcKSP Posted December 30, 2018 Share Posted December 30, 2018 1 hour ago, putnamto said: is mechjeb updated for 1.6 yet? not trying to be a bother, im fine plaing 1.5.1 for now, was just wondering. Second. Quote Link to comment Share on other sites More sharing options...
Jim DiGriz Posted December 30, 2018 Share Posted December 30, 2018 1 hour ago, El Sancho said: I'm confused; is it now necessary to use MM in order for MJ to work? No. Quote Link to comment Share on other sites More sharing options...
Kerbinidiel Posted December 31, 2018 Share Posted December 31, 2018 with the latest release all cockpits and automated control parts have the mechjeb integrated... is possible remove that feature and use the mechjeb only if the ship has the mechjeb module attached? Quote Link to comment Share on other sites More sharing options...
El Sancho Posted December 31, 2018 Share Posted December 31, 2018 25 minutes ago, Kerbinidiel said: with the latest release all cockpits and automated control parts have the mechjeb integrated... is possible remove that feature and use the mechjeb only if the ship has the mechjeb module attached? Hahahaha, oh god, the joys of software development. One group of users clamors for a given feature, you do the hard work to make it happen for them, and another group of users asks you to disable it. I'm not blaming anybody, or meaning to be disparaging anyone or their ideas, I'm just thinking what a thankless ****ing task it is developing software at all, let alone for free. SMH Quote Link to comment Share on other sites More sharing options...
Lisias Posted December 31, 2018 Share Posted December 31, 2018 2 minutes ago, El Sancho said: Hahahaha, oh god, the joys of software development. One group of users clamors for a given feature, you do the hard work to make it happen for them, and another group of users asks you to disable it. One size doesn't fits all! It's the reason we have "Options" and "Preferences" on the Main Menu. On the other hand, you gave them too much options, and we have a new set of complains to handle. Quote Link to comment Share on other sites More sharing options...
Loren Pechtel Posted December 31, 2018 Share Posted December 31, 2018 43 minutes ago, Kerbinidiel said: with the latest release all cockpits and automated control parts have the mechjeb integrated... is possible remove that feature and use the mechjeb only if the ship has the mechjeb module attached? What part of MechJeb can't you simply ignore if you don't want it? Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted December 31, 2018 Share Posted December 31, 2018 On 12/23/2018 at 3:36 PM, Jim DiGriz said: Build 831 now includes "MechJebForAll" style functionality by default. To override it and go back to *having* to use the mechjeb command pod, create the empty directory GameData/MechJebUseCommandPod https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/831/ (It also disables itself if RealismOverhaul/RP-0 are found in the install) https://github.com/MuMech/MechJeb2/pull/1087 You'll need to have ModuleManager to have it work, and I think MM now needs to be added as a dep of MechJeb in CKAN. Disabling the new functionality was the second post on this page. Quote Link to comment Share on other sites More sharing options...
Kerbinidiel Posted December 31, 2018 Share Posted December 31, 2018 (edited) 1 hour ago, El Sancho said: Hahahaha, oh god, the joys of software development. One group of users clamors for a given feature, you do the hard work to make it happen for them, and another group of users asks you to disable it. I'm not blaming anybody, or meaning to be disparaging anyone or their ideas, I'm just thinking what a thankless ****ing task it is developing software at all, let alone for free. SMH I'm grateful of the hard work of the modders... only, i play with a low-end pc and with all ships wth mechjeb my computer starts to scream... 41 minutes ago, Tonka Crash said: Disabling the new functionality was the second post on this page. thanks a lot... i will try it i need only to create the empty folder? and magically the mechjebforall will be disabled? Edited December 31, 2018 by Kerbinidiel Quote Link to comment Share on other sites More sharing options...
GoatRider Posted December 31, 2018 Share Posted December 31, 2018 58 minutes ago, Kerbinidiel said: i need only to create the empty folder? and magically the mechjebforall will be disabled? That's how I understand it. I've never done it though. Quote Link to comment Share on other sites More sharing options...
xng Posted December 31, 2018 Share Posted December 31, 2018 On 12/29/2018 at 9:22 PM, Jim DiGriz said: EDIT: build 837 should fix it. Thanks, works fine now! Quote Link to comment Share on other sites More sharing options...
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