strider3 Posted April 2, 2023 Share Posted April 2, 2023 (edited) I am having issues with having a MechJeb module automatically installed on all command modules. I am using KSP 1.12.1 with Ckan installed "MechJeb 2" and "MechJeb For All" mods. I have no directional control other than simple SAS on any command module. What should I be looking for to correct this? Edited April 2, 2023 by strider3 Quote Link to comment Share on other sites More sharing options...
Clayel Posted April 7, 2023 Share Posted April 7, 2023 Does anyone know of a way to only control the roll of a craft using Smart A.S.S? Disabling the pitch and yaw for a specific mode (for example, surface negative velocity) only makes it so mechjeb won't go to that specific pitch and yaw, but it will still try to maintain the current pitch and yaw. How do I make it so that it only controls the roll, without touching anything else? (without manually disabling pitch and yaw actuation controls in the PAW for rcs) Quote Link to comment Share on other sites More sharing options...
Voodoo8648 Posted April 7, 2023 Share Posted April 7, 2023 13 minutes ago, Clayel said: Does anyone know of a way to only control the roll of a craft using Smart A.S.S? Disabling the pitch and yaw for a specific mode (for example, surface negative velocity) only makes it so mechjeb won't go to that specific pitch and yaw, but it will still try to maintain the current pitch and yaw. How do I make it so that it only controls the roll, without touching anything else? (without manually disabling pitch and yaw actuation controls in the PAW for rcs) try the advanced option in Smart ASS. There are a lot of options. Quote Link to comment Share on other sites More sharing options...
Clayel Posted April 8, 2023 Share Posted April 8, 2023 18 hours ago, Voodoo8648 said: try the advanced option in Smart ASS. There are a lot of options. Sadly, there are only options to change the pitch and yaw of a craft, not only its roll. (at least, not that I know of) Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted April 14, 2023 Share Posted April 14, 2023 Is there a way to deactivate modules in mechjeb completely? I found some config to determine when a module is available, but is there a way to turn it off for good? Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted April 14, 2023 Share Posted April 14, 2023 11 hours ago, chris-kerbal said: Is there a way to deactivate modules in mechjeb completely? I found some config to determine when a module is available, but is there a way to turn it off for good? Found it in the global settings file. In the Plugin folder within GameData/Mechjeb2. You can activate / deactivate modules Quote Link to comment Share on other sites More sharing options...
Brigadier Posted April 15, 2023 Share Posted April 15, 2023 2 hours ago, chris-kerbal said: Found it in the global settings file. In the Plugin folder within GameData/Mechjeb2. You can activate / deactivate modules Which data items exactly are you using? "locked"?? Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted April 16, 2023 Share Posted April 16, 2023 On 4/15/2023 at 2:28 AM, Brigadier said: Which data items exactly are you using? "locked"?? What do you mean? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted April 16, 2023 Share Posted April 16, 2023 2 hours ago, chris-kerbal said: What do you mean? There's a "locked" field within many of the tool nodes in that config file. Let me rephrase. What field are you altering in the global settings file that changes the activation status of a MJ tool? Quote Link to comment Share on other sites More sharing options...
chris-kerbal Posted April 17, 2023 Share Posted April 17, 2023 8 hours ago, Brigadier said: There's a "locked" field within many of the tool nodes in that config file. Let me rephrase. What field are you altering in the global settings file that changes the activation status of a MJ tool? Ah, now I get it. The locked field is only to lock the position (helpful for some general HUD) of the window on screen. The one I use is "showInFlight" and "showInEditor" putting it to False removes it from the MechJeb drop down list either in flight mode or in VAB editing. Quote Link to comment Share on other sites More sharing options...
Winter_Fox Posted April 27, 2023 Share Posted April 27, 2023 (edited) Hi, everybody I found a MechJeb error when calculating the operating time of Lynx engines when there is a shortage of oxidizer in the tanks. I tested the launch of a rocket into the orbit of Kerbin at a height of 80 km. with the MechJeb take-off assistant. Image The error appears at the stage of calculating the rounding of the orbit. MechJeb does not take into account that there is not enough oxidizer and calculates the engine running time as if it is enough. The Lynx engine stalls at the most inopportune moment, and the two Nerve engines continue to work, but the thrust is no longer the same. Time is lost. When calculating the burning time, the amount of oxidizer is not taken into account! I think so. Test crafting by link or in the picture. (I used a translator to translate into English ) PS. I proceeded from the following consideration that if a pilot in manual mode is able to put this ship into orbit with a delta V residue of more than 500 m/s, then MechJeb can do even better too. Edited May 3, 2023 by Winter_Fox to clarify Quote Link to comment Share on other sites More sharing options...
Kakub Posted April 30, 2023 Share Posted April 30, 2023 I have a problem where when I use mech Jeb to fly, some ships (for example starship mod) The engines start to spin faster and faster. Anyone had such a problem? Quote Link to comment Share on other sites More sharing options...
Michel Bartolone Posted May 10, 2023 Share Posted May 10, 2023 On 3/22/2023 at 2:01 PM, OrbitalManeuvers said: Thanks - I have seen that, it does something a little different by adjusting orbits in the tracking station. I'm on the lookout for something that performs the necessary adjustments to keep my craft X meters from my target. MechJeb, smart RCS, zero relative velocity? Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted May 11, 2023 Share Posted May 11, 2023 On 5/10/2023 at 11:34 AM, Michel Bartolone said: MechJeb, smart RCS, zero relative velocity? oooh, good call - this works! thanks Quote Link to comment Share on other sites More sharing options...
FTLw9 Posted May 26, 2023 Share Posted May 26, 2023 I had a problem importing the new runway into the Aircraft Approach & Autoland feature, when I modified the data in landingsites.cfg about the location, name, etc of the runway, but they didn't work. Quote Link to comment Share on other sites More sharing options...
NaviG Posted May 27, 2023 Share Posted May 27, 2023 (edited) After my plane exploded with enabled "intelligent RCS", my console flooded: [EXC 01:15:13.680] NullReferenceException: Object reference not set to an instance of an object MuMech.RCSSolverThread.GetThrottles (Vessel vessel, MuMech.VesselState state, UnityEngine.Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1[MuMech.RCSSolver+Thruster]& thrustersOut) (at <cb8d3c2495c144eb8b8d29c0fe6fa4bb>:0) MuMech.MechJebModuleRCSBalancer.GetThrottles (UnityEngine.Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1[MuMech.RCSSolver+Thruster]& thrusters) (at <cb8d3c2495c144eb8b8d29c0fe6fa4bb>:0) MuMech.VesselState.UpdateRCSThrustAndTorque (Vessel vessel) (at <cb8d3c2495c144eb8b8d29c0fe6fa4bb>:0) MuMech.VesselState.Update (Vessel vessel) (at <cb8d3c2495c144eb8b8d29c0fe6fa4bb>:0) MuMech.MechJebCore.Drive (FlightCtrlState s) (at <cb8d3c2495c144eb8b8d29c0fe6fa4bb>:0) MuMech.MechJebCore.OnFlyByWire (FlightCtrlState s) (at <cb8d3c2495c144eb8b8d29c0fe6fa4bb>:0) Vessel.FeedInputFeed () (at <4b449f2841f84227adfaad3149c8fdba>:0) FlightInputHandler.FixedUpdate () (at <4b449f2841f84227adfaad3149c8fdba>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Maybe u can reproduce the error easily. I was using stock space shuttle. Doesn't seem related to other mod. As soon i disabled the inteligent RCS it stopped flooding. I feel like when mechjeb does maneuver, the RCS works "better" and uses more momentum, when i use the SAS and RCS manually it feels like it uses more RCS than necessary. I have nerfed my reaction wheels too. Any suggestion? Edited May 27, 2023 by NaviG Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 28, 2023 Share Posted May 28, 2023 2 hours ago, NaviG said: After my plane exploded with enabled "intelligent RCS", my console flooded: [EXC 01:15:13.680] NullReferenceException: Object reference not set to an instance of an object MuMech.RCSSolverThread.GetThrottles (Vessel vessel, MuMech.VesselState state, UnityEngine.Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1[MuMech.RCSSolver+Thruster]& thrustersOut) (at <cb8d3c2495c144eb8b8d29c0fe6fa4bb>:0) MuMech.MechJebModuleRCSBalancer.GetThrottles (UnityEngine.Vector3 direction, System.Double[]& throttles, System.Collections.Generic.List`1[MuMech.RCSSolver+Thruster]& thrusters) (at <cb8d3c2495c144eb8b8d29c0fe6fa4bb>:0) MuMech.VesselState.UpdateRCSThrustAndTorque (Vessel vessel) (at <cb8d3c2495c144eb8b8d29c0fe6fa4bb>:0) MuMech.VesselState.Update (Vessel vessel) (at <cb8d3c2495c144eb8b8d29c0fe6fa4bb>:0) MuMech.MechJebCore.Drive (FlightCtrlState s) (at <cb8d3c2495c144eb8b8d29c0fe6fa4bb>:0) MuMech.MechJebCore.OnFlyByWire (FlightCtrlState s) (at <cb8d3c2495c144eb8b8d29c0fe6fa4bb>:0) Vessel.FeedInputFeed () (at <4b449f2841f84227adfaad3149c8fdba>:0) FlightInputHandler.FixedUpdate () (at <4b449f2841f84227adfaad3149c8fdba>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Maybe u can reproduce the error easily. I was using stock space shuttle. Doesn't seem related to other mod. As soon i disabled the inteligent RCS it stopped flooding. I feel like when mechjeb does maneuver, the RCS works "better" and uses more momentum, when i use the SAS and RCS manually it feels like it uses more RCS than necessary. I have nerfed my reaction wheels too. Any suggestion? You need to provide the full log file, not just a snippit Quote Link to comment Share on other sites More sharing options...
vagabond77 Posted May 31, 2023 Share Posted May 31, 2023 HI. I tested almost all DEV builds released after MechJeb2-2.14.3.0 and they were all not compatible with PersistentRotation. As soon as any vehicle is launched the logs fill up with spam [EXC ..... To produce the logs you find below I have installed the minimum number of mods needed. https://drive.google.com/file/d/1BxeRYQMN6Uc648MpJ7TnDAj6byUuWM3B/view?usp=drive_link Thank you. Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 1, 2023 Author Share Posted June 1, 2023 The current dev code is undergoing a large refactoring so I am not surprised things broke. Please fill a GitHub issue and I will try to have a look when I am back from my travels. Quote Link to comment Share on other sites More sharing options...
Maxime10 Posted June 14, 2023 Share Posted June 14, 2023 Hi, I found something strange with Mechjeb on a fresh install of KSP. Last version of KSP, mechjeb and Module Manager with CKAN. The "Limit trust to" toggle on the Ascent Guidance Module does nothing. It doesn't limit the trust. However, "Limit acceleration to" works. Any idea ? Logs : https://eduetatfr-my.sharepoint.com/:u:/g/personal/maxime_mazzocato_edufr_ch/Ed-F6V6bXMNEpnCvhj7oLRcBrSFjDdvRhDeTdeHjHHCw0A?e=j0cfwU Quote Link to comment Share on other sites More sharing options...
Lord_inter Posted July 22, 2023 Share Posted July 22, 2023 So I have managed to get the windows to be glued up to the top left of the screen, is this a known issue or is one of my out of date mods breaking things? You can just about see the tab up the absolute top left https://imgur.com/a/Blx0Ugr Quote Link to comment Share on other sites More sharing options...
Brigadier Posted July 24, 2023 Share Posted July 24, 2023 On 7/22/2023 at 4:58 PM, Lord_inter said: So I have managed to get the windows to be glued up to the top left of the screen, is this a known issue or is one of my out of date mods breaking things? You can just about see the tab up the absolute top left https://imgur.com/a/Blx0Ugr If I understand correctly: Open MJ Open Settings Third from the bottom of the Settings window is a button that alters the placement of the MJ main window. Click on it to cycle through the options. Personally, I'd like to see that window be movable anywhere but for now you have only four possibilities. Make it work with the rest of your screen. If that doesn't work, perhaps restoring to factory defaults will return your position to, well, defaults and you can proceed from there. Quote Link to comment Share on other sites More sharing options...
Kampfsanni Posted July 25, 2023 Share Posted July 25, 2023 On 7/23/2023 at 12:58 AM, Lord_inter said: So I have managed to get the windows to be glued up to the top left of the screen, is this a known issue or is one of my out of date mods breaking things? You can just about see the tab up the absolute top left https://imgur.com/a/Blx0Ugr Rightclick on the MechJeb Tab and you can drag it around. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted July 25, 2023 Share Posted July 25, 2023 7 hours ago, Kampfsanni said: Rightclick on the MechJeb Tab and you can drag it around. Thanks for the great tip. I never knew this. 0 Quote Link to comment Share on other sites More sharing options...
rmaine Posted July 26, 2023 Share Posted July 26, 2023 I'm pretty consistently these days getting failures in return from a moon, generally in pretty benign cases. I used to do this fine all the time. Mostly just because it is boring to do it by hand - easy, but repetitive. Recently came back to KSP after being off for a while, and I'm getting this with the recent McJeb2 dev versions. Attached log file (assuming I managed to do that right) is a case from a nearly circular low-inclination mun orbit at 30 km altitude. Log file says "DeltaVToChangeApsis() no feasible solution found". https://www.dropbox.com/s/ryxn6jui09rlm8e/Player.log?dl=0 Quote Link to comment Share on other sites More sharing options...
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