Gordon Dry Posted November 19, 2022 Share Posted November 19, 2022 (edited) @Apollo13 For me it works. With KER. And a ton of other mods. Try https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/ Edited November 19, 2022 by Gordon Dry Quote Link to comment Share on other sites More sharing options...
HansAcker Posted November 19, 2022 Share Posted November 19, 2022 1 hour ago, Apollo13 said: It appears nobody is supporting this mod in the forum It's always important to upload your KSP.log somewhere and provide a link. MJ works fine in all my modded installations. Quote Link to comment Share on other sites More sharing options...
Apollo13 Posted November 20, 2022 Share Posted November 20, 2022 (edited) Last version I used was dev #1146. I see there is now dev #1148. I'll try that. I always use the dev builds, not the Curse nor SpaceDock versions. When I used 1146, and it failed, I tried removing and installing multiple times. I'm off to try #1148. thanks EDIT #1: Well #1148 worked no better.. When I put a MJ1_AR202 on a capsule in the VAB, I don't get a Delta-V window Only thing I see (even without adding the AR202) is a small window in the upper left corner of the screen. When opened, it shows two options: "Custom Window" and "Settings" EDIT #2: Started a new game with MJ2 as the ONLY mod in Sandbox mode (not Career). Delta-V Stats appear in VAB. All windows available on Launch Pad. So, the hunt begins to find the mod that's killing MJ2 in Career mode. I use only about 45 mods, so hopefully, I can find ther miscreant quickly. EDIT # 3: I added back some mods. MJ2 was not working, e.g., no Delta-V window in VAB. Removed all mods again, except MJ2. Not seeing Delta-V window in VAB. My GameData folder has only three folders: Squad, SquadExpansions, MechJeb2 EDIT #4: Removed MJ2 and re-installed it. Delta-V now showing in VAB. More experiments to follow. EDIT #5: (4 hours after #4). Incrementally adding mods. MJ2 appears to be working as advertised. Edited November 20, 2022 by Apollo13 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 20, 2022 Share Posted November 20, 2022 @Apollo13 I would say you don't need those old MJ parts anymore - for years now. The MJ stuff is patched into any part with a ModuleCommand whatsoever. Quote Link to comment Share on other sites More sharing options...
Apollo13 Posted November 22, 2022 Share Posted November 22, 2022 On 11/20/2022 at 11:23 AM, Gordon Dry said: @Apollo13 I would say you don't need those old MJ parts anymore - for years now. The MJ stuff is patched into any part with a ModuleCommand whatsoever. OK. I'll stop using those. Thanks Quote Link to comment Share on other sites More sharing options...
StickyScissors Posted November 24, 2022 Share Posted November 24, 2022 Is there any remedy for roll crazyness using smart a.s.s for ascents? no matter if i set the aero surface authority to a tiny amount or full deflection range all MJ does is just jitter around the roll input and slowly turn, leaving me at random angles until i take control myself. Force roll works correctly in everything else but not smart a.s.s Quote Link to comment Share on other sites More sharing options...
easterlywave Posted December 5, 2022 Share Posted December 5, 2022 BUG report: When I use Ascent Guidance and Smart A.S.S , my rocket start to roll and lost control. This bug appear all the time I launch. KSP.log→https://1drv.ms/u/s!Av3iukGYy2izpRczm6ACtpViCh3l?e=YfCrdD video→https://1drv.ms/v/s!Av3iukGYy2izpRkkwfiZdO1l_gBJ?e=mQ8Dxc all the mod in gamedata→https://1drv.ms/t/s!Av3iukGYy2izpRpo6F7Ox002AdO3?e=ZKXvIr Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted December 5, 2022 Share Posted December 5, 2022 5 hours ago, easterlywave said: BUG report: When I use Ascent Guidance and Smart A.S.S , my rocket start to roll and lost control. This bug appear all the time I launch. KSP.log→https://1drv.ms/u/s!Av3iukGYy2izpRczm6ACtpViCh3l?e=YfCrdD video→https://1drv.ms/v/s!Av3iukGYy2izpRkkwfiZdO1l_gBJ?e=mQ8Dxc all the mod in gamedata→https://1drv.ms/t/s!Av3iukGYy2izpRpo6F7Ox002AdO3?e=ZKXvIr For the rolling issue here my solution : deactivate the rolling for the elevon at the back of your rocket. Quote Link to comment Share on other sites More sharing options...
easterlywave Posted December 7, 2022 Share Posted December 7, 2022 On 12/6/2022 at 1:12 AM, LTQ90 said: For the rolling issue here my solution : deactivate the rolling for the elevon at the back of your rocket. Even after that, MJ still control my engine vector to spin. Quote Link to comment Share on other sites More sharing options...
annihilator hd Posted December 20, 2022 Share Posted December 20, 2022 Hi, does anyone know if there is any issues with "Kill H/S" I've always used the keep surf and Kill H/s to create a craft that can perfectly hover if needed. I've returned to KSP and if I try and use this feature now it'll instantly tilt my craft a few degrees after pressing kill h/s even on a craft that is just a few small engines under a tank and then a control probe. In the past this would always perfectly hover and not move at all until it ran out of fuel? It's strange how it'll first now tilt these few degrees and fall into a crash without being able to save it's self Thank you Quote Link to comment Share on other sites More sharing options...
Zi Sheng Posted December 29, 2022 Share Posted December 29, 2022 (edited) 我不认为MechJeb在职业模式中禁用某些功能的游戏玩法很好,因为大多数填满科技树的人都不再需要MechJeb了。 Quote I don't think MechJeb's gameplay of disabling certain features in career mode is great since most people who fill up the tech tree don't need MechJeb anymore. Edited December 29, 2022 by Vanamonde Please post in English when not using the International subforums. Quote Link to comment Share on other sites More sharing options...
KADC Posted December 30, 2022 Share Posted December 30, 2022 KSP v1.12.4.3187 MJ2 v2.14.2.0 I only just started using MechJeb this week now that landings and dockings have lost there charm after years of playing unmodded KSP (except SCANsat). MJ2 is proving to be quite handy but I've encountered a problem with it trying to land on the opposite side of the Mun from the chosen target or (as far as I can tell) trying to go straight through the Mun while still targeting the opposite side of the Mun from the chosen target. I see this was a problem that was fixed a long time ago and there's been no recent posts about a recurrence so I'm guessing it's a mod conflict unless anyone has a better idea what's causing this. I can supply the log the next time it happens, but in the meantime, here's my mod list in case anyone has a good guess which one it might be. (I'm not uninstalling mods one-at-a-time/launching KSP/landing on Mun/exiting KSP 185 times to find the culprit.) Spoiler 000_AT_Utils 000_ClickThroughBlocker 000_FilterExtensions 000_FilterExtensions_Configs 000_Harmony 000_TexturesUnlimited 000_Toolbar 000_USITools 001_ToolbarControl 002_CommunityPartsTitles 999_KSP-Recall AdjustableModPanel AdjustmentTool AllYAll AntennaHelper AquilaEnterprises ARPIcons ASET Astrogator AstronomersVisualPack AutoHibernate AutoQuickSaveSystem AviationLights B9PartSwitch BetterBurnTime BetterCrewAssignment BetterKerbol BetterKerbolRescale BetterLoadSaveGame BetterOrderPartsNumbered BetterTimeWarp BurstAtomicThrustModule Bydysawd CameraFocusChanger Chatterer ChromaWorks CommunityCategoryKit CommunityDeltaVMaps CommunityResourcePack ConformalDecals ConstantTWR CrewLight CriticalTemperatureGauge CTTP DatedQuickSaves Diazo DistantObject DockingCamKURS DockRotate DraggableAltimeter DraggableControls DraggableNavball DynamicBatteryStorage EasyVesselSwitch EditorExtensionsRedux EnvironmentalVisualEnhancements EVAEnhancementsContinued EvaFollower ExperimentTracker ExtraDockingPorts Firespitter FlagRotate FMRS FP_DPSoundFX FreeLaunchClamps FruitKocktail GravityTurn IDFlags IndicatorLights IndicatorLightsCommunityExtensions JSI KAS KeepItStraight KerbalChangelog KerbalFoundries KerbalImprovedSaveSystem KerbalInventoryForAll KerbalJointReinforcement KGEx KIS Kopernicus kOS KSP-AVC KSPCommunityFixes KSPWheel KSP_PartVolume LandingHeight MagiCore MagicSmokeIndustries ManeuverNodeEvolved ManeuverQueue MechJeb2 MechJebForAll MK1CabinHatch Mk2Expansion Mk3Expansion ModActions ModularFlightIntegrator ModuleAnimateGenericEffects NavBallDockingAlignmentIndicatorCE NavyFish Nereid NightShift OrbitalTug Parallax Parallax_StockTextures ParkingBrake PartAngleDisplay PartCommanderContinued PartWizard PatchManager PAWRangeBuff PhantomAerospace PlanetInfoPlus PlanetShine PoodsSkyboxes PreciseNode QuantumStrutsContinued QuickMods RCSBuildAid RealPlume RealPlume-Stock RealTimeClock2 ReCoupler RecoveryController ReentryParticleEffectRenewed RemoteTech ResourceMonitors ReStock ReStockPlus RestockRigidLegs RocketSoundEnhancement RocketSoundEnhancementDefault RSSDateTime SCANsat Scatterer ScattererAtmosphereCache ScienceAlert ScienceLabInfo Shabby ShipEffectsContinued ShipManifest Sigma SimpleRepaint SituationModuleInfo SlingShotter SmartParts SmokeScreen SOS SpaceTuxLibrary SpeedUnitAnnex Stock folder: Squad StageRecovery StationKeeping StockDefaultSettings StockWaterfallEffects StoreMyReports SurfaceLights Targetron TextureReplacer ThrottleControlledAvionics TrackingLights TrackingStationAmbientlight TrackingStationEvolved Trajectories TriggerTech TweakScale TweakScaleCompanion UmbraSpaceIndustries VariantPersist VesselView WasdEditorCamera Waterfall WaterfallRestock WaypointManager WhoAmI zFinal_FilterExtensions 999_Scale_Redist.dll KIS-restackibility.cfg.txt ModuleManager.4.2.2.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree S.A.V.E.dat Quote Link to comment Share on other sites More sharing options...
yanyc Posted January 15, 2023 Share Posted January 15, 2023 thank you Quote Link to comment Share on other sites More sharing options...
New Horizons Posted January 22, 2023 Share Posted January 22, 2023 What happened to automated maneuvre execution and RCS? After conduction a maneuvre RCS thrusters fire for a very long time and use up fuel besides maneuvre node is erased already. Quote Link to comment Share on other sites More sharing options...
Kurld Posted January 26, 2023 Share Posted January 26, 2023 How is "drop solids early" supposed to work? I have a shuttle where I start the main engines (stage 4) wait a few moments for things to stabilize and then start the ascent autopilot, which auto-stages to stage 3 which ignites the solids and releases the launch clamps. If I have "drop solids early" enabled, no matter what value I indicate for lead time, about 1 second later the solids are decoupled and go flying away. (I thought I'd try dropping them early to see if it would help them separate a little more cleanly.) Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 26, 2023 Author Share Posted January 26, 2023 1 hour ago, Kurld said: How is "drop solids early" supposed to work? // detect if this part is an SRB, will be dropped in the next stage, and we are below the enabled dropSolidsLeadTime public bool isBurnedOutSRBDecoupledInNextStage(Part p) { return dropSolids && p.IsThrottleLockedEngine() && LastNonZeroDVStageBurnTime() < dropSolidsLeadTime && p.IsDecoupledInStage(vessel.currentStage - 1); } It should move to the next stage if the engine is throttle locked (SRB should be), the displayed current stage remaining burn time (in MJ windows is less than the set time and is decoupled in the next stage. A screenshot of your stages and the MJ dV window may help. Quote Link to comment Share on other sites More sharing options...
Kurld Posted January 26, 2023 Share Posted January 26, 2023 I'll get back with that later today or tomorrow, I'm in a "test flight" at the moment, trying to get smart on the landing assistance part of MJ2. I staged manually with a second or so left on the SRB burn and everything looked so pretty. So if I can figure out what I'm doing wrong, that would be cake. Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted January 26, 2023 Share Posted January 26, 2023 (edited) A problem ive always had with MJ is when using the ascent guidance it insists on forcing a certain roll angle. It used to be only until the gravity turn began. MJ gave roll control back to me. But now it holds a certain roll the whole time ascent guidance is activated. I just want AG to do its thing and let me handle roll. Is this possible? I would use Force Roll, but that handles pitch and yaw as well. Edited January 26, 2023 by Motokid600 Quote Link to comment Share on other sites More sharing options...
Kurld Posted January 27, 2023 Share Posted January 27, 2023 (edited) 22 hours ago, sarbian said: It should move to the next stage if the engine is throttle locked (SRB should be), the displayed current stage remaining burn time (in MJ windows is less than the set time and is decoupled in the next stage. A screenshot of your stages and the MJ dV window may help. See below. Let me know if I can provide any other information. When I launch this I stage #4 with spacebar, let it settle down and then engage the ascent autopilot, which immediately stages #3. With the "drop early" option selected, the decoupler in stage 2 activates approx. 1 second after engaging the autopilot. The solid rockets in stage 2 are separator motors for the SRBs in stage 3. Thanks! Edited January 27, 2023 by Kurld clarification Quote Link to comment Share on other sites More sharing options...
sarbian Posted January 27, 2023 Author Share Posted January 27, 2023 I just did a test with stock parts and a similar staging and it worked fine. My guess is that MJ does not understand properly your separator motors. What kind of engine do you use for that ? If you are not using the stock Sepratron then can you try with those ? 15 hours ago, Motokid600 said: I just want AG to do its thing and let me handle roll. Is this possible? No. The current code take over all the axis controls and it won't change at this point. Quote Link to comment Share on other sites More sharing options...
Motokid600 Posted January 27, 2023 Share Posted January 27, 2023 (edited) 3 hours ago, sarbian said: No. The current code take over all the axis controls and it won't change at this point. Is there a way then for it to hold a roll of my choosing then? Or do I have to start using Force Roll? I've tried reorientating my craft in the VAB, but even then it still does a 180 roll off the pad. Edited January 27, 2023 by Motokid600 Quote Link to comment Share on other sites More sharing options...
Kurld Posted January 27, 2023 Share Posted January 27, 2023 5 hours ago, sarbian said: I just did a test with stock parts and a similar staging and it worked fine. My guess is that MJ does not understand properly your separator motors. What kind of engine do you use for that ? If you are not using the stock Sepratron then can you try with those ? It's the nosecone from the Photon Corp. SRB parts. I tried some other nosecone and stuck a sepratron in it and MJ did the same thing. The SRBs have 3 different thrust curves you can select, so I'm wondering if that is the issue. Quote Link to comment Share on other sites More sharing options...
Kurld Posted January 27, 2023 Share Posted January 27, 2023 I tried it with a "Clydesdale" which is stock, right? It still does the same thing. FWIW here is my ascent guidance settings. Quote Link to comment Share on other sites More sharing options...
Kurld Posted January 27, 2023 Share Posted January 27, 2023 Console output Quote Link to comment Share on other sites More sharing options...
Kurld Posted February 5, 2023 Share Posted February 5, 2023 I never did get the "drop solids early" thing to work at all. I've run into something else. If you 'revert to launch' the ascent guidance seems to ditch whatever profile it was using previously and uses something else. Shuttle invariably winds up headed for horizon by about 14k altitude. If I revert to VAB, load a different craft and go to launchpad (not sure if this is req.) return to VAB load the shuttle and launch, the ascent guidance seems happy again. Quote Link to comment Share on other sites More sharing options...
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