Starseeker Posted March 24, 2021 Share Posted March 24, 2021 Question: does the PVG guidance mode take into account the fixed turn rate at the start? There are a lot of idiosyncrasies & oddities that somewhat puzzle me and often cause frustration while designing launch vehicles, and they'd make a bit more sense (though cause no less frustration) if that was the case. For example, I've found that the calculated burn time for the upper stage it gives at the start increases throughout flight, often quite significantly, and coast phases sometimes go into the negatives. Also, doing things like adding boosters can have unpredictable results; I can add boosters, increase payload mass to match the same (or even slightly more) total launch vehicle dV as from before adding the boosters, and it fails to make orbit where before it didn't. Also, any tips on designing rockets for use with the PVG guidance mode? (I'm on stock system + OPM, since while I've used rescale mods, I've found that they render nearly all calculation tools & dV maps useless.) Quote Link to comment Share on other sites More sharing options...
Cdodders Posted March 28, 2021 Share Posted March 28, 2021 Is the wiki going to be updated to reflect the newer versions and abilities of MJ? Current wiki is over 3yrs old. Quote Link to comment Share on other sites More sharing options...
darthgently Posted March 31, 2021 Share Posted March 31, 2021 (edited) Is there a way to turn off the partless aspect of MechJeb2? By 'partless' I mean the automatic inclusion of MJ in every command module and probe core and revert back to requiring the actual MJ core part to make it work? [edit: I found the file MechJebNoCommandPod.cfg and that looks like the answer. Has anyone else found that the quickest way to find an answer is to post a question, at which point one figures it before the post is answered in about 5 minutes after posting the question?] Edited March 31, 2021 by darthgently Quote Link to comment Share on other sites More sharing options...
ronillon Posted March 31, 2021 Share Posted March 31, 2021 29 minutes ago, darthgently said: Is there a way to turn off the partless aspect of MechJeb2? By 'partless' I mean the automatic inclusion of MJ in every command module and probe core and revert back to requiring the actual MJ core part to make it work? [edit: I found the file MechJebNoCommandPod.cfg and that looks like the answer. Has anyone else found that the quickest way to find an answer is to post a question, at which point one figures it before the post is answered in about 5 minutes after posting the question?] Since MJ has MM as dependency, it's most likely the best way to go about it. I immediatelly remembered "MechJeb forAll" from the old 1.3.x days. Re edit: That is totally normal, happens to me often in real life. To ask the question you need to explain the issue (or at the very least phrase it), which makes you look at the problem from different direction. That is usually enough to break you away from going in circles. From there it is easy to get the solution or at least set you on the right track to it. Quote Link to comment Share on other sites More sharing options...
El Sancho Posted March 31, 2021 Share Posted March 31, 2021 11 hours ago, ronillon said: Since MJ has MM as dependency, it's most likely the best way to go about it. I immediatelly remembered "MechJeb forAll" from the old 1.3.x days. Re edit: That is totally normal, happens to me often in real life. To ask the question you need to explain the issue (or at the very least phrase it), which makes you look at the problem from different direction. That is usually enough to break you away from going in circles. From there it is easy to get the solution or at least set you on the right track to it. I was not aware that Module Mangler was a dependency. I don't have MM installed, and for me MJ is not automagically added to every command module. I have to add the part. I am guessing this is because I download the latest Dev version of MJ from Jenkins and install it manually. Quote Link to comment Share on other sites More sharing options...
rmaine Posted March 31, 2021 Share Posted March 31, 2021 11 hours ago, ronillon said: Since MJ has MM as dependency, it's most likely the best way to go about it. I immediatelly remembered "MechJeb forAll" from the old 1.3.x days. Re edit: That is totally normal, happens to me often in real life. To ask the question you need to explain the issue (or at the very least phrase it), which makes you look at the problem from different direction. That is usually enough to break you away from going in circles. From there it is easy to get the solution or at least set you on the right track to it. This is very common and even has a name: rubber duck debugging, or sometimes teddy bear debugging. Google it. You explain your problem to a rubber duck sitting at your desk and by the time you finish explaining it, you realize the answer. Before retirement I used to have a bit of a local reputation for helping people debug their codes. Part of that was actual help, but a goodly fraction was done without me saying a word as I played the part of the rubber duck. Quote Link to comment Share on other sites More sharing options...
darthgently Posted March 31, 2021 Share Posted March 31, 2021 1 hour ago, rmaine said: This is very common and even has a name: rubber duck debugging, or sometimes teddy bear debugging. Google it. You explain your problem to a rubber duck sitting at your desk and by the time you finish explaining it, you realize the answer. Before retirement I used to have a bit of a local reputation for helping people debug their codes. Part of that was actual help, but a goodly fraction was done without me saying a word as I played the part of the rubber duck. Back when I coded professionally when younger I had a rubber duck on my desk gifted to me for reasons I'm not sure I could reasonably explain even if I wanted to. But I never talked to it. Maybe I'd be making 6 figures by now if I had. darn Quote Link to comment Share on other sites More sharing options...
Raindrop Posted April 5, 2021 Share Posted April 5, 2021 I have a problem or two, As the first time i downloaded mechjeb2 it was off of ckan and i mainly use it for "Landing guidance" and it worked perfectly until i took a break from ksp, when i logged back into the game the landing guidance wasn't working either crashing into the ground because the landing burn would start too late, landing but being a couple hundred meters away from the target, or being carried away to the drag and completely missing the target as well as crashing into the ground. I have tried many different version of MechJeb2 as well as Dev releases but non of this seemed to fix my issue, ive also tried deleting all of my mods and redownloading them manually with all their dependencies as well as KSP itself even changing KSP game versions, still though nothing worked. My main reason for getting MechJeb was after watching a video which showcased MechJeb2 being used to land a SpaceX Starship from "Tundra Exploration" mod. In the video i saw, when the landing guidance was activated and set the KSC pad as target, on the bottom was text saying "ModeSafeDescentSpeedPolicy (False)" but on mine instead of being false it would be true, as well as text on another video by the same guy but using a Falcon 9 stating "ModePoweredCoastDescentSpeedPolicy (False)" but again on my mechjeb it would say (True) instead is their any fix for this? I have been informed that "ModeSafeDescentSpeedPolicy" is given a (True) or (False) if there is enough drag to assist slowing the vehicle down as it descends, but i don't know why my version would state it as (True) if i have the stock Physics.cfg and have not messed with any of the physics in the cheat menu. Is there any fix for this? Quote Link to comment Share on other sites More sharing options...
CERVERUS Posted April 5, 2021 Share Posted April 5, 2021 THANKS sarbian for mechjeb! Quote Link to comment Share on other sites More sharing options...
ronillon Posted April 6, 2021 Share Posted April 6, 2021 (edited) On 4/5/2021 at 4:11 AM, Raindrop said: I have a problem or two, As the first time i downloaded mechjeb2 it was off of ckan and i mainly use it for "Landing guidance" and it worked perfectly until i took a break from ksp, when i logged back into the game the landing guidance wasn't working either crashing into the ground because the landing burn would start too late, landing but being a couple hundred meters away from the target, or being carried away to the drag and completely missing the target as well as crashing into the ground. I have tried many different version of MechJeb2 as well as Dev releases but non of this seemed to fix my issue, ive also tried deleting all of my mods and redownloading them manually with all their dependencies as well as KSP itself even changing KSP game versions, still though nothing worked. My main reason for getting MechJeb was after watching a video which showcased MechJeb2 being used to land a SpaceX Starship from "Tundra Exploration" mod. In the video i saw, when the landing guidance was activated and set the KSC pad as target, on the bottom was text saying "ModeSafeDescentSpeedPolicy (False)" but on mine instead of being false it would be true, as well as text on another video by the same guy but using a Falcon 9 stating "ModePoweredCoastDescentSpeedPolicy (False)" but again on my mechjeb it would say (True) instead is their any fix for this? I have been informed that "ModeSafeDescentSpeedPolicy" is given a (True) or (False) if there is enough drag to assist slowing the vehicle down as it descends, but i don't know why my version would state it as (True) if i have the stock Physics.cfg and have not messed with any of the physics in the cheat menu. Is there any fix for this? Hello and Welcome to KSP forum I'm not sure if I myself will be able to solve your issue, but I will try to guide you so more experienced others can. First, let me quote from the first post of this thread by the creator of MechJeb, please follow the link in the post regarding logs On 1/11/2017 at 1:49 PM, sarbian said: No logs => No support. If you can not find the time to provide the info I need to diagnose your problem do not expect I will find the time to reply to your post. If you can, try to post a log from a short game session, where all you do is replicate the issue. This will decrease the log size and makes it easier to troubleshoot. (For example, in your case, start the game, load your save, switch to ship you want to land, attempt to land it (multiple times even), end the game, upload the log file.) Once you upload the log file to some file sharing service, please add the link to your previous post using the EDIT (the three dots in the top right corner of your post) function (so all important information will be together). Possibly even add commentary relevant to that testing game session. Any additional information might be helpful (although we can read game version and mod versions from the log file, it does not hurt to list them). Even a *.craft file might help in some cases, if there is a need to replicate the issue on solvers end. Another thing you can do, when you think there is a problem with a particular mod, is to try a clean KSP installation with just that mod. That will make sure the issue is isolated to said mod and not a case of mod vs mod interaction. This will highly increase the chances of your issue being solved. ------------------------------------------------------------------------------- Now that we have introduction and basic troubleshooting guide done, lets see about your issue. I'm don't know about the landing issue in general, as I do not use the function at all. The first thing, that comes to mind is, do you really have the same scenario as the guy in the video you mentioned? Maybe he has some mods you do not have, or you have some mods he does not have? Maybe you have different game/mod settings than he has? Mods can change the flight model completely, making some feats possible/impossible. Is the ship you are trying to land similar enough? Edited April 6, 2021 by ronillon minor edits, typo, grammar, formatting Quote Link to comment Share on other sites More sharing options...
Starseeker Posted April 7, 2021 Share Posted April 7, 2021 On 4/4/2021 at 7:11 PM, Raindrop said: I have a problem or two, As the first time i downloaded mechjeb2 it was off of ckan and i mainly use it for "Landing guidance" and it worked perfectly until i took a break from ksp, when i logged back into the game the landing guidance wasn't working either crashing into the ground because the landing burn would start too late, landing but being a couple hundred meters away from the target, or being carried away to the drag and completely missing the target as well as crashing into the ground. I have tried many different version of MechJeb2 as well as Dev releases but non of this seemed to fix my issue, ive also tried deleting all of my mods and redownloading them manually with all their dependencies as well as KSP itself even changing KSP game versions, still though nothing worked. My main reason for getting MechJeb was after watching a video which showcased MechJeb2 being used to land a SpaceX Starship from "Tundra Exploration" mod. In the video i saw, when the landing guidance was activated and set the KSC pad as target, on the bottom was text saying "ModeSafeDescentSpeedPolicy (False)" but on mine instead of being false it would be true, as well as text on another video by the same guy but using a Falcon 9 stating "ModePoweredCoastDescentSpeedPolicy (False)" but again on my mechjeb it would say (True) instead is their any fix for this? I have been informed that "ModeSafeDescentSpeedPolicy" is given a (True) or (False) if there is enough drag to assist slowing the vehicle down as it descends, but i don't know why my version would state it as (True) if i have the stock Physics.cfg and have not messed with any of the physics in the cheat menu. Is there any fix for this? As far as I'm aware, MJ autolanding has been borked for a while due to some sort of unavoidable inaccuracy in where it thinks the target is vs where it actually is. The same sort of issue also occurs with Kerbal Engineer's suicide-burn countdown - it's using a different landing-point height than reality, so it gives inaccurate results. Quote Link to comment Share on other sites More sharing options...
EndAllFilms Posted April 9, 2021 Share Posted April 9, 2021 Can Ascent guidance work with the landing guidance like when i use ascent guidance i seperate the booster and try to land on the droneship but it land on the wrong side Quote Link to comment Share on other sites More sharing options...
ColdJ Posted April 12, 2021 Share Posted April 12, 2021 (edited) IF you have "Kerbinside remastered" you may find the contents of my Mechjeb2 LandingSites.cfg useful. As follows. MechJeb2Landing Spoiler { // If you want to clean up the default site then you'll need an MM patch // !MechJeb2Landing:HAS[#id[MechJeb2DefaultLandingSites]] { } id = MechJeb2DefaultLandingSites LandingSites { Site { name = KSC Pad latitude = -0.09694444 longitude = -74.5575 // body = "Kerbin" // if not set defaults to the starting world (Kerbin, Earth for RSS) } Site { name = VAB latitude = -0.09694444 longitude = -74.617 } Site { name = Greater Flats latitude = -4.794139 longitude = -11.575088 body = Minmus } Site { name = Negan's Place latitude = -19.669238 longitude = 77.936054 body = Minmus } } Runways { Runway { name = KSC Runway 09 body = "Kerbin" touchdown = 100.0 start { latitude = -0.0485981 longitude = -74.726413 altitude = 69 } end { latitude = -0.050185 longitude = -74.490867 altitude = 69 } } Runway { name = KSC Runway 27 body = "Kerbin" // if not set defaults to the starting world (Kerbin, Earth for RSS) touchdown = 100.0 // distance in meters from start point start { latitude = -0.050185 longitude = -74.490867 altitude = 69 } end { latitude = -0.0485981 longitude = -74.726413 altitude = 69 } } Runway { name = Island Runway 09 body = "Kerbin" touchdown = 25.0 start { latitude = -1.517306 longitude = -71.965488 altitude = 132 } end { latitude = -1.515980 longitude = -71.852408 altitude = 132 } } Runway { name = Island Runway 27 body = "Kerbin" touchdown = 25.0 end { latitude = -1.515980 longitude = -71.852408 altitude = 132 } start { latitude = -1.517306 longitude = -71.965488 altitude = 132 } } Runway { name = Desert Runway 18 body = Kerbin touchdown = 50.0 start { latitude = -6.448288 longitude = -144.038171 altitude = 822.05 } end { latitude = -6.599329 longitude = -144.040598 altitude = 821.93 } } Runway { name = Desert Runway 36 body = Kerbin touchdown = 50.0 start { latitude = -6.599329 longitude = -144.040598 altitude = 821.93 } end { latitude = -6.448288 longitude = -144.038171 altitude = 822.05 } } Runway { name = Polar Base 34 body = Kerbin touchdown = 100.0 start { latitude = 72.492224 longitude = -78.460336 altitude = 31.14 } end { latitude = 72.632969 longitude = -78.658309 altitude = 31.40 } } Runway { name = Meeda Naval 25 body = Kerbin touchdown = 80.0 start { latitude = 37.901625 longitude = -109.704998 altitude = 19.89 } end { latitude = 37.837188 longitude = -109.980065 altitude = 21.98 } } Runway { name = Kojave Sands 04 body = Kerbin touchdown = 100.0 start { latitude = 5.961567 longitude = -142.047399 altitude = 763.27 } end { latitude = 6.138200 longitude = -141.909117 altitude = 764.39 } } Runway { name = Nye Island 15 body = Kerbin touchdown = 60.0 start { latitude = 5.811828 longitude = 108.709794 altitude = 319.92 } end { latitude = 5.681876 longitude = 108.788986 altitude = 320.42 } } Runway { name = Kola Island 02 body = Kerbin touchdown = 60.0 start { latitude = -4.268019 longitude = -72.140195 altitude = 25.52 } end { latitude = -4.051744 longitude = -72.078626 altitude = 21.73 } } Runway { name = South Field 27 body = Kerbin touchdown = 80.0 start { latitude = -47.009193 longitude = -140.810092 altitude = 79.49 } end { latitude = -47.003603 longitude = -141.143650 altitude = 79.38 } } Runway { name = Kamberwick Green 09 body = Kerbin touchdown = 60.0 start { latitude = 36.186738 longitude = 10.461627 altitude = 619.31 } end { latitude = 36.176390 longitude = 10.743683 altitude = 620.36 } } Runway { name = Hafco 27 body = Kerbin touchdown = 100.0 start { latitude = 0.082492 longitude = 122.472528 altitude = 31.21 } end { latitude = 0.082491 longitude = 122.027111 altitude = 31.62 } } Runway { name = Hazard Shallows 23 body = Kerbin touchdown = 40.0 start { latitude = -14.177656 longitude = 155.301724 altitude = 21.24 } end { latitude = -14.275311 longitude = 155.179979 altitude = 25.33 } } Runway { name = Top Secret 31 body = Kerbin touchdown = 100.0 start { latitude = -60.609386 longitude = 39.379968 altitude = 1373.95 } end { latitude = -60.460284 longitude = 39.028858 altitude = 1368.30 } } Runway { name = Cape Kerman 33 body = Kerbin touchdown = 100.0 start { latitude = 24.808818 longitude = -83.567639 altitude = 74.16 } end { latitude = 25.006174 longitude = -83.691446 altitude = 74.35 } } Runway { name = Dununda 21 body = Kerbin touchdown = 100.0 start { latitude = -39.197114 longitude = 116.303292 altitude = 455.76 } end { latitude = -39.400965 longitude = 116.173739 altitude = 454.66 } } Runway { name = Harvester Airfield 26 body = Kerbin touchdown = 100.0 start { latitude = -56.282378 longitude = -10.847084 altitude = 3951.43 } end { latitude = -56.311165 longitude = -11.114847 altitude = 3953.10 } } Runway { name = Jeb's Junkyard body = Kerbin touchdown = 100.0 start { latitude = 6.858681 longitude = -77.958630 altitude = 758.45 } end { latitude = 7.046734 longitude = -77.918187 altitude = 758.66 } } Runway { name = Kerman Atol 29 body = Kerbin touchdown = 100.0 start { latitude = -37.112613 longitude = -70.871525 altitude = 204.61 } end { latitude = -37.031823 longitude = -71.135428 altitude = 204.72 } } Runway { name = Kermundson 16 body = Kerbin touchdown = 60.0 start { latitude = -89.944615 longitude = 178.486602 altitude = 32.04 } end { latitude = -89.811808 longitude = -169.986056 altitude = 32.79 } } Runway { name = Rnd Rng 28 Steep G S body = Kerbin touchdown = 60.0 start { latitude = -6.023569 longitude = 99.620716 altitude = 1185.75 } end { latitude = -5.975573 longitude = 99.399385 altitude = 1186.04 } } Runway { name = Sandy Island 22 body = Kerbin touchdown = 60.0 start { latitude = -8.097650 longitude = -42.344969 altitude = 26.74 } end { latitude = -8.207007 longitude = -42.452392 altitude = 22.04 } } Runway { name = South lake 07 body = Kerbin touchdown = 80.0 start { latitude = -37.319551 longitude = 52.425425 altitude = 69.52 } end { latitude = -37.247489 longitude = 52.697420 altitude = 72.45 } } } } Edited April 13, 2021 by ColdJ Moved End Bracket inside spoiler. 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Vanamonde Posted April 13, 2021 Share Posted April 13, 2021 Hi @ColdJ. We've put your log inside spoiler tags to make it easier to read the rest of the page. Welcome to the forum. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted April 13, 2021 Share Posted April 13, 2021 Thank you Vanamonde. Still learning. Quote Link to comment Share on other sites More sharing options...
ronillon Posted April 13, 2021 Share Posted April 13, 2021 (edited) 11 hours ago, Vanamonde said: Hi @ColdJ. We've put your log inside spoiler tags to make it easier to read the rest of the page. Welcome to the forum. Hi, it is not a log, it is a config file. And you left a trailing "}" sign outside the spoiler, which might cause issues when people try to use it. Don't take it in a bad way, I know you mods have tons of work here, which I appreciate. Just pointing it out and letting you know. Cheers 8 hours ago, ColdJ said: Thank you Vanamonde. Still learning. Thank you for your contribution. I'm playing stock-ish career now, but might use it in the future. Cheers Edited April 13, 2021 by ronillon typo Quote Link to comment Share on other sites More sharing options...
samuelchevalier Posted April 17, 2021 Share Posted April 17, 2021 On 2/23/2021 at 9:03 PM, sarbian said: The orbit altitude is set in the "Orbit altitude" field of the Ascent Guidance window. The "turn end altitude" is when the vessel stops the turn. The limit is there because there is no point of still turning when in space. The default (60, or the auto checkbox) is perfectly fine. Thank you for answer So Ascent Guidance is not compatible with RSS. Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 17, 2021 Author Share Posted April 17, 2021 10 hours ago, samuelchevalier said: So Ascent Guidance is not compatible with RSS. I have no idea how you reached that conclusion from my answer. There is a whole mode in the ascent guidance that was written for RSS. Quote Link to comment Share on other sites More sharing options...
RP1IsSuperior Posted April 18, 2021 Share Posted April 18, 2021 I'm having issues with Smart A.S.S. It does nothing until I go above 140km, then tries to point towards something I asked it to execute 4 minutes prior. No one else I know has this issue. Currently running MJ2DEV on version 2.11.0.0-1034 or 35 In 1.10.1 with RSS/RO. Sorry I can't get the exact version. Log: https://www54.zippyshare.com/v/eWHiCZEH/file.html Quote Link to comment Share on other sites More sharing options...
Starseeker Posted April 18, 2021 Share Posted April 18, 2021 10 hours ago, sarbian said: I have no idea how you reached that conclusion from my answer. There is a whole mode in the ascent guidance that was written for RSS. Somewhat tangential, but that wiki page seems to be quite out of date; the mode currently has a different name, and the settings panel looks quite different. Quote Link to comment Share on other sites More sharing options...
OdyBN Posted April 18, 2021 Share Posted April 18, 2021 I have an issue with mechjeb where it freezes my game to the point where I can't open the menu, alt+f4, or open task manager to close it. I am using ksp 1.9.1 and mechjeb 2.9.2.0. Does anyone know a fix? Quote Link to comment Share on other sites More sharing options...
rmaine Posted April 18, 2021 Share Posted April 18, 2021 9 minutes ago, OdyBN said: I have an issue with mechjeb where it freezes my game to the point where I can't open the menu, alt+f4, or open task manager to close it. I am using ksp 1.9.1 and mechjeb 2.9.2.0. Does anyone know a fix? II realize that 145 pages of this thread is impractical to read through, but I might point you at the very first line of the very first post... the one where it asks for logs. I doubt you have provided enough information for anyone to help. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted April 18, 2021 Share Posted April 18, 2021 42 minutes ago, OdyBN said: I have an issue with mechjeb where it freezes my game to the point where I can't open the menu, alt+f4, or open task manager to close it. I am using ksp 1.9.1 and mechjeb 2.9.2.0. Does anyone know a fix? I use 2.11.0.0 and except for the mechjeb dropdown randomly moving itself some times, it appears stable. Can fix that part by going into Mechjeb2/Plugins/PluginsData/Mechjeb2 and opening up the "mechjeb_settings_global.cfg" and resetting MechJebModuleMenu { windowStat = HIDDEN windowSide = TOP windowProgr = 0 windowVPos = -185 windowHPos = 266 <----This part to to 266 columns = 2 hideButton = False useAppLauncher = True windowVector = 1356,758,0,0 windowVectorEditor = 1356,758,0,0 showInFlight = True showInEditor = True isOverlay = False locked = True enabledEditor = True enabledFlight = True } If you have "MechJebNoCommandPod.cfg" in Mechjeb2/Parts. Rename the suffix to txt and then see how you go. If you want mechjeb in a craft you will just have to add the mechjeb part that looks like a walkie talkie. I have found disabling that config puts far less strain on your system because otherwise Mechjeb creates a separate config file for every craft you have built that has a cockpit. Hope this helps. Quote Link to comment Share on other sites More sharing options...
OdyBN Posted April 18, 2021 Share Posted April 18, 2021 43 minutes ago, ColdJ said: I use 2.11.0.0 and except for the mechjeb dropdown randomly moving itself some times, it appears stable. Can fix that part by going into Mechjeb2/Plugins/PluginsData/Mechjeb2 and opening up the "mechjeb_settings_global.cfg" and resetting MechJebModuleMenu { windowStat = HIDDEN windowSide = TOP windowProgr = 0 windowVPos = -185 windowHPos = 266 <----This part to to 266 columns = 2 hideButton = False useAppLauncher = True windowVector = 1356,758,0,0 windowVectorEditor = 1356,758,0,0 showInFlight = True showInEditor = True isOverlay = False locked = True enabledEditor = True enabledFlight = True } If you have "MechJebNoCommandPod.cfg" in Mechjeb2/Parts. Rename the suffix to txt and then see how you go. If you want mechjeb in a craft you will just have to add the mechjeb part that looks like a walkie talkie. I have found disabling that config puts far less strain on your system because otherwise Mechjeb creates a separate config file for every craft you have built that has a cockpit. Hope this helps. I seemed to have resolved my issue but will try this if it resurfaces, Thanks Quote Link to comment Share on other sites More sharing options...
Frostiken Posted April 20, 2021 Share Posted April 20, 2021 So I have a stupid problem. Whenever I launch a craft, my Mechjeb windows are mostly closed. Vessel info stays open, but Orbital and Surface windows close themselves. I have to manually open them every single time. I even opened the config file outside the game and made sure to save it with "showInFlight = True" set, and it still doesn't make a damn difference. Quote Link to comment Share on other sites More sharing options...
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