James Kerman Posted November 23, 2019 Share Posted November 23, 2019 Welcome to the forum @kahs007. It is really hard for helpful members to diagnose issues without some more information. As a minimum you will need to supply log files but please remember to post them to a storage service like google drive or dropbox and then link them here. This post explains how to find and post logs: Quote Link to comment Share on other sites More sharing options...
Gargamel Posted November 23, 2019 Share Posted November 23, 2019 7 hours ago, kahs007 said: not one version does not work on ksp 1.8.1 I don’t understand English. I’m from Russia, of course, thanks for the help, and where is the magazine It is much easier for us to understand what you are trying to say if you do not go back and edit your post in response to later posts. This only adds confusion to the problem. If you think you are having issues communicating due to a language barrier, feel free to post in your native language, and then provide an english translation. We have enough multi-lingual members here, somebody will eb able to help translate. You speak English far better than I speak Russian, so nobody will ever fault you for having a shoddy translation. Quote Link to comment Share on other sites More sharing options...
Jim DiGriz Posted November 25, 2019 Share Posted November 25, 2019 On 11/9/2019 at 1:47 PM, Phil deCube said: Second this request. Each time I upgrade I go through the process of setting the cfg files to allow all modes from start. We're gonna do it. It would be nice if there was a switch to make it easy. I've been playing since 2014, ver 0.something. I can get a spacecraft into orbit manually, I can progress the tech tree as required, I'd like to use automation from the start. Thanks for all your tireless work on this mod. It is the best KSP mod out there, and the one I have to install ASAP each upgrade. Create a directory GameData/MechJebUnlocked Make sure you also have ModuleManager installed Quote Link to comment Share on other sites More sharing options...
Phil deCube Posted November 25, 2019 Share Posted November 25, 2019 5 hours ago, Jim DiGriz said: Create a directory GameData/MechJebUnlocked Make sure you also have ModuleManager installed Ok. Thanks for the advice. Wouldn't it be easier, for everyone, if there were a switch in the mod? It was a request, by someone else, for an addition to the mod, not a request for how to go about doing it manually. Quote Link to comment Share on other sites More sharing options...
Jim DiGriz Posted November 25, 2019 Share Posted November 25, 2019 14 minutes ago, Phil deCube said: Ok. Thanks for the advice. Wouldn't it be easier, for everyone, if there were a switch in the mod? It was a request, by someone else, for an addition to the mod, not a request for how to go about doing it manually. Much harder to do that and nobody has the interest to write that code. Quote Link to comment Share on other sites More sharing options...
Phil deCube Posted November 26, 2019 Share Posted November 26, 2019 23 hours ago, Jim DiGriz said: Much harder to do that and nobody has the interest to write that code. Ok. Quote Link to comment Share on other sites More sharing options...
aluc24 Posted November 27, 2019 Share Posted November 27, 2019 @sarbian, I am getting unrecoverable game freezes in VAB/SPH with Mechjeb 2.9.1 running on KSP 1.8.1. These freezes do not happen without Mechjeb installed. The game log is flooded with exceptions like this: [EXC 13:41:06.329] NullReferenceException: Object reference not set to an instance of an object MuMech.MechJebModuleMenu.<SetupToolBarButtons>b__30_4 () (at <2e230d4e49354a07858a9faa52799159>:0) MuMech.MechJebModuleMenu+<>c__DisplayClass31_0.<CreateFeatureButton>b__0 () (at <2e230d4e49354a07858a9faa52799159>:0) MuMech.MechJebModuleMenu.OnMenuUpdate () (at <2e230d4e49354a07858a9faa52799159>:0) MuMech.MechJebCore.Update () (at <2e230d4e49354a07858a9faa52799159>:0) [EXC 13:41:06.337] NullReferenceException: Object reference not set to an instance of an object MuMech.MechJebModuleMenu.<SetupToolBarButtons>b__30_4 () (at <2e230d4e49354a07858a9faa52799159>:0) MuMech.MechJebModuleMenu+<>c__DisplayClass31_0.<CreateFeatureButton>b__0 () (at <2e230d4e49354a07858a9faa52799159>:0) MuMech.MechJebModuleMenu.OnMenuUpdate () (at <2e230d4e49354a07858a9faa52799159>:0) MuMech.MechJebCore.Update () (at <2e230d4e49354a07858a9faa52799159>:0) [EXC 13:41:06.347] NullReferenceException: Object reference not set to an instance of an object MuMech.MechJebModuleMenu.<SetupToolBarButtons>b__30_4 () (at <2e230d4e49354a07858a9faa52799159>:0) MuMech.MechJebModuleMenu+<>c__DisplayClass31_0.<CreateFeatureButton>b__0 () (at <2e230d4e ...and a lot more of them. Could you please look into it? I can provide more info if necessary. Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 27, 2019 Author Share Posted November 27, 2019 8 hours ago, aluc24 said: @sarbian, I am getting unrecoverable game freezes in VAB/SPH with Mechjeb 2.9.1 running on KSP 1.8.1. These freezes do not happen without Mechjeb installed. The game log is flooded with exceptions like this: ...and a lot more of them. Could you please look into it? I can provide more info if necessary. I can not duplicate it here so I guess you need some specifics mods. I will need the whole log. Quote Link to comment Share on other sites More sharing options...
aluc24 Posted November 30, 2019 Share Posted November 30, 2019 On 11/27/2019 at 9:49 PM, sarbian said: I can not duplicate it here so I guess you need some specifics mods. I will need the whole log. Here is the entire log, taken at the moment of game freeze:https://easyupload.io/gxey37 I hope it helps at least somewhat. Please let me know if you see what is causing the problem. Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 30, 2019 Author Share Posted November 30, 2019 (edited) 1 hour ago, aluc24 said: Here is the entire log, taken at the moment of game freeze:https://easyupload.io/gxey37 I hope it helps at least somewhat. Please let me know if you see what is causing the problem. Thanks for the log. The problem is a MJ incompatibility with toolbar controller. I ll see what I can do about it. Edit: err, nope. You are running MJ 2.9.0 and I fixed that bug in 2.9.1. Just update Edited November 30, 2019 by sarbian Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 3, 2019 Share Posted December 3, 2019 @sarbian I spent the evening chasing down bugs. What I found is that a significant number of mods seem to still be initializing things in a MonoBehaviour before the Awake() or Start() are called. I found this by setting up a debug environment, and then the errors showed up. I've notified the other authors of the mods which I found had the issue, and fixed the mods of mine that I found so far with the problem. It worked ok in previous versions, although it shouldn't. I suspect that this may be part or all of the cause of the game hangs Quote Link to comment Share on other sites More sharing options...
Teilnehmer Posted December 6, 2019 Share Posted December 6, 2019 Hi. Is it possible to add MechJeb capabilities to the External Command Seat? Quote Link to comment Share on other sites More sharing options...
Jacke Posted December 6, 2019 Share Posted December 6, 2019 1 hour ago, Teilnehmer said: Is it possible to add MechJeb capabilities to the External Command Seat? Yes. I do so in my MM script for MechJeb. I've not checked it since KSP 1.6.1, but it should still be good. 2nd stanza covers all parts with a KerbalSeat MODULE, which includes the External Command Seat. Spoiler // MM.MechJeb2.MC+KS.<date-version>.cfg // // Version 20190205a // for KSP v1.6.1 // // Powered by ialdabaoth and sarbian's ModuleManager // http://forum.kerbalspaceprogram.com/index.php?/topic/50533--/ // ModuleManager config coding by KSP forum user Jacke // http://forum.kerbalspaceprogram.com/index.php?/profile/103694-jacke/ // Copyright 2019 by Jacke // Licence GNU General Public Licence version 3 // https://www.gnu.org/licenses/gpl-3.0.en.html // // Include this file with Kerbal Space Program // // for MechJeb >= 2.1.1 // // add MechJeb functions to all parts with MODULE ModuleCommand and/or KerbalSeat // enable these functions from Start of careers // // 2019 Feb 05 Tue confirmed good for KSP 1.6.1 and recent MM and MechJeb2 // 2017 Aug 21 Mon split code for ModuleCommand and KerbalSeat as '|' in HAS not working // 2017 Aug 19 Sat 75 Anniversary of the Dieppe Raid - Lest We Forget // confirmed good for MechJeb2 version 2.6.1.0-735 // 2016 Dec 24 Sat changed to recreate existing MODULE MechJebCore to change the unlockTechs // 2016 Dec 13 Tue changed to one @PART block using '|' in :HAS code // 2016 Dec 12 Mon added :NEEDS[MechJeb2], added code block for KerbalSeat // similar to Mahal's StockPlugins, // renamed this file from MMJ-Graphotron-ModuleCommand // to MMJ-MechJeb-MC+KS // 2016 Apr 20 Wed updated links for KSP new forum // 2015 May 12 Tue updated coding // 2015 May 07 Thu updated for KSP 1.0.2 and recent changes // 2014 Aug 30 Sat changed order of HAS tests // 2014 Feb 20 Thu MM coding by Jacke // // where GameData/zzzFinal/ // what parts with MODULE ModuleCommand and/or KerbalSeat // files part config files with MODULE ModuleCommand or KerbalSeat // nodes PART's with MODULE ModuleCommand or KerbalSeat // // // Standard Command Modules and Kerbal carrying parts // @PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[MechJeb2]:FINAL { -MODULE[MechJebCore] {} // delete any existing MODULE MechJebCore to change unlochTechs MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } // flightControl MechJebModuleSmartASS { unlockTechs = start } // flightControl MechJebModuleManeuverPlanner { unlockTechs = start } // advFlightControl MechJebModuleNodeEditor { unlockTechs = start } // advFlightControl MechJebModuleTranslatron { unlockTechs = start } // advFlightControl MechJebModuleWarpHelper { unlockTechs = start } // advFlightControl MechJebModuleAttitudeAdjustment { unlockTechs = start } // advFlightControl MechJebModuleThrustWindow { unlockTechs = start } // advFlightControl MechJebModuleRCSBalancerWindow { unlockTechs = start } // advFlightControl MechJebModuleRoverWindow { unlockTechs = start } // fieldScience MechJebModuleAscentGuidance { unlockTechs = start } // unmannedTech MechJebModuleLandingGuidance { unlockTechs = start } // unmannedTech MechJebModuleSpaceplaneGuidance { unlockTechs = start } // unmannedTech MechJebModuleDockingGuidance { unlockTechs = start } // advUnmannedTech MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } // advUnmannedTech MechJebModuleRendezvousGuidance { unlockTechs = start } // advUnmannedTech } } } // @PART[*]:HAS[@MODULE[KerbalSeat]]:NEEDS[MechJeb2]:FINAL { -MODULE[MechJebCore] {} // delete any existing MODULE MechJebCore to change unlochTechs MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } // flightControl MechJebModuleSmartASS { unlockTechs = start } // flightControl MechJebModuleManeuverPlanner { unlockTechs = start } // advFlightControl MechJebModuleNodeEditor { unlockTechs = start } // advFlightControl MechJebModuleTranslatron { unlockTechs = start } // advFlightControl MechJebModuleWarpHelper { unlockTechs = start } // advFlightControl MechJebModuleAttitudeAdjustment { unlockTechs = start } // advFlightControl MechJebModuleThrustWindow { unlockTechs = start } // advFlightControl MechJebModuleRCSBalancerWindow { unlockTechs = start } // advFlightControl MechJebModuleRoverWindow { unlockTechs = start } // fieldScience MechJebModuleAscentGuidance { unlockTechs = start } // unmannedTech MechJebModuleLandingGuidance { unlockTechs = start } // unmannedTech MechJebModuleSpaceplaneGuidance { unlockTechs = start } // unmannedTech MechJebModuleDockingGuidance { unlockTechs = start } // advUnmannedTech MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } // advUnmannedTech MechJebModuleRendezvousGuidance { unlockTechs = start } // advUnmannedTech } } } // // END OF MM.MechJeb2.MC+KS.<date-version>.cfg Quote Link to comment Share on other sites More sharing options...
Idleness Posted December 6, 2019 Share Posted December 6, 2019 So that script adds MechJeb to every command part (incl probe core) and sets all the Mechjeb unlocks to be available from the beginning of the game - without actually using the MechJeb part? Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted December 6, 2019 Share Posted December 6, 2019 32 minutes ago, Idleness said: So that script adds MechJeb to every command part (incl probe core) and sets all the Mechjeb unlocks to be available from the beginning of the game - without actually using the MechJeb part? Yeesss Quote Link to comment Share on other sites More sharing options...
.50calBMG Posted December 10, 2019 Share Posted December 10, 2019 Sorry if this has been asked before, but is there a way to re-enable the G limiter for PVG? Quote Link to comment Share on other sites More sharing options...
tinygrox Posted December 11, 2019 Share Posted December 11, 2019 Finally, I was able to create an account. I've been blocked a long time by reCAPTCHA. Quote Link to comment Share on other sites More sharing options...
TOMMY (JEB 2.0) Posted December 12, 2019 Share Posted December 12, 2019 so dose mechjeb work with kerbal foundrys? Quote Link to comment Share on other sites More sharing options...
CdnKharn Posted December 13, 2019 Share Posted December 13, 2019 Hey all, having an issue with MJ I've never seen before. All of my windows are showing the coding names for buttons, checkboxes, etc. Not all, but most. For instance, in the ascent window, the title is #MechJeb_Utilities_title, and there are several #MechJeb_Ascent_checkboxXX labels, where XX is a number. Anyone seen this before? Quote Link to comment Share on other sites More sharing options...
Idleness Posted December 13, 2019 Share Posted December 13, 2019 10 hours ago, CdnKharn said: Hey all, having an issue with MJ I've never seen before. All of my windows are showing the coding names for buttons, checkboxes, etc. Not all, but most. For instance, in the ascent window, the title is #MechJeb_Utilities_title, and there are several #MechJeb_Ascent_checkboxXX labels, where XX is a number. Anyone seen this before? Try deleting it and reinstalling. Are you using CKAN? Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 13, 2019 Author Share Posted December 13, 2019 You should have a <KSP>/GameData/MechJeb2/Localization/en-us.cfg file with the localization text. If it is missing then there is something wrong with your MJ install. Quote Link to comment Share on other sites More sharing options...
Craze Posted December 13, 2019 Share Posted December 13, 2019 Hi! Thanks for your wonderful mod. Is it possible to add a small cherry on this cake? In the Ascent Guidance module, after completion of its work, it is optional to remove the last stage. Quote Link to comment Share on other sites More sharing options...
ChrisF0001 Posted December 13, 2019 Share Posted December 13, 2019 On 12/12/2019 at 7:53 PM, TOMMY (JEB 2.0) said: so dose mechjeb work with kerbal foundrys? The rover autopilot doesn't seem to understand tracked vehicles, if that's what you mean... Quote Link to comment Share on other sites More sharing options...
Idleness Posted December 13, 2019 Share Posted December 13, 2019 6 hours ago, Craze said: Hi! Thanks for your wonderful mod. Is it possible to add a small cherry on this cake? In the Ascent Guidance module, after completion of its work, it is optional to remove the last stage. Do the auto-staging features in the ascent module not work for you? They are customizable. Quote Link to comment Share on other sites More sharing options...
kerbalk Posted December 14, 2019 Share Posted December 14, 2019 I love this Mod and Literaly Can't live without it, i was away in a place with no Internet to Install and i crashed half my Rockets. This is Easily my Favorite Mod, I know people think it Cheating, but how many real life Rockets were Guided Manually? I do have 1 Problem: Can you Autostage without Deploying Fairings? This is a small Problem when i do an Apollo Recreation and it stages the Fairing (Apollo staged the Fairings when it was on TLI). Is there any way to stop this, or is it not added yet? Also i learned how to dock via MJ, so i'd reccomend it if you can't and wanna learn . Quote Link to comment Share on other sites More sharing options...
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