mikegarrison Posted September 21, 2021 Share Posted September 21, 2021 16 minutes ago, antipro said: why it is called "Bi" Impulsive if it creates one node only? The second burn is implied when you reach the target. If you just do a fly-by, there is no second burn. Quote Link to comment Share on other sites More sharing options...
rmaine Posted September 21, 2021 Share Posted September 21, 2021 (edited) 20 minutes ago, antipro said: why it is called "Bi" Impulsive if it creates one node only? Because it is optimizing for the sum of two nodes - one at the start and one at arrival. It doesn't automatically make the second node. That would probably be pointless because you often have to make a midcourse correction for various reasons, so the arrival node is likely to be different enough from the initial guess that auto-creating it won't be wise. Even without a midcourse correction, the difference between the instantaneous impulse that MJ computes versus the finite time of the actual maneuver is likely to make a significant difference in the needed final node. But the delta-V of the predicted final node is still part of the optimization... unless you select the option for flyby/impact only. I forget exactly what it is called and I'm not looking at it right now, but that's basically what it does - optimize ignoring the final node. Often the difference is trivial, but there can be cases where it isn't. Caveat - this is just my 3rd-party understanding. It's possible I have it wrong, but I think this is what it's all about. Ah. Ninja'd while I was typing I see. But I'll leave this here as I elaborated a little more. Edited September 21, 2021 by rmaine Quote Link to comment Share on other sites More sharing options...
HansonKerman Posted September 24, 2021 Share Posted September 24, 2021 (edited) (hello yes its me hanson making my daily post) sorry if this sounds dumb but mechjeb keeps snapping its windows to the corner of the screen, making it unusable... if this is an issue youve noticed b4 pls help, but if you need some screenshots or smth id b happy to oblige EDIT Sorry for wasting your time, I did something (i have NO idea what) and fixed it. At least I can take this time to express how much i like this mod! Edited September 24, 2021 by HansonKerman Quote Link to comment Share on other sites More sharing options...
davidy12 Posted September 26, 2021 Share Posted September 26, 2021 On 9/24/2021 at 5:02 PM, HansonKerman said: (hello yes its me hanson making my daily post) sorry if this sounds dumb but mechjeb keeps snapping its windows to the corner of the screen, making it unusable... if this is an issue youve noticed b4 pls help, but if you need some screenshots or smth id b happy to oblige EDIT Sorry for wasting your time, I did something (i have NO idea what) and fixed it. At least I can take this time to express how much i like this mod! I have the same problem and the orbit info/surface info isn't visible. Quote Link to comment Share on other sites More sharing options...
darthgently Posted October 4, 2021 Share Posted October 4, 2021 (edited) How does MJ determine what the control part is? I have a couple of docked vessels that for some reason the control part is changing when I leave it and make it active again. Is there way to tell MJ which part to make the control part prior to a burn within MJ, or do I have to manually (re)set it on the craft every time I make this craft active? Edited October 4, 2021 by darthgently Quote Link to comment Share on other sites More sharing options...
Cdodders Posted October 6, 2021 Share Posted October 6, 2021 I downloaded the latest stable release, however it seems some functionality is missing, such as the DV computer and the launch profile isn't saving between launches Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted October 9, 2021 Share Posted October 9, 2021 I'm apparently having some conflictions with ClickThroughBlocker, but also use Janitor's Closet which ClickThroughBlocker is an absolute hard dependency for. So, is there a patch or anything for this issue? Quote Link to comment Share on other sites More sharing options...
rmaine Posted October 10, 2021 Share Posted October 10, 2021 6 hours ago, Brainpop14 said: I'm apparently having some conflictions with ClickThroughBlocker, but also use Janitor's Closet which ClickThroughBlocker is an absolute hard dependency for. So, is there a patch or anything for this issue? Well, I wouldn't be able to solve whatever your problem is anyway, but I suggest that the first line of the first post in this thread is at least a start. (That's the line about needing logs for support). I also note that you say absolutely zero about what your problem is. I use both ClickThroughBlocker and McJeb all the time with no hint of a problem; I suspect many other people do as well. I guess I just assume you are talking about McJeb, as you didn't even actually mention it. In short, darned little for anyone to go by in helping you. Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted October 10, 2021 Share Posted October 10, 2021 It's causing many of the menus to be glitched and many more to just not show up at all. Custom Window Editor especially. It's just blank and it doesn't do anything. It's letting me create windows from templates as well, but those are just blank windows with nothing on them. The windows in question as well IE: Orbit Info, Vessel Info, Delta-V Stats ...etc... are completely missing. I can create them with the Custom Window Editor but that just creates blank windows that do nothing, they also disappear again when I reload the game again. I mentioned this on Github and the response I got was that it was ClickThroughBlocker causing the issue. I'd post my log but I don't know how to Quote Link to comment Share on other sites More sharing options...
vinix Posted October 10, 2021 Share Posted October 10, 2021 3 hours ago, Brainpop14 said: I'd post my log but I don't know how to Quote Link to comment Share on other sites More sharing options...
SciMan Posted October 10, 2021 Share Posted October 10, 2021 I can tell you for absolutely certain that it's not an interaction between ClickThruBlocker and MechJeb. I have both installed, and I have zero issues. In fact, I was having weird issues that looked a lot like this UNTIL I installed ClickThruBlocker, as I had apparently missed a dependency when installing my mods. I always install mods manually because I started using mods for KSP long before CKAN was even a glint in anyone's eye, (around 0.15.x I think, and it was mostly rocket parts and then I discovered MechJeb and never looked back).CKAN has its own fair share of issues that I avoid by doing things manually (mostly about letting me install a few "so-called incompatible but actually the version file was just not updated and they work fine" mods, without causing conflicts with other mods because I have two versions of KSP checked in the options, but the one significant downside is that I don't have a system for automatically checking for dependencies if they're not bundled (and I'm thankful when they are bundled, it makes my job easier). Therefore me missing the fact that I needed to install ClickThruBlocker in my game to make it work right. It would be nice if MechJeb supported the functionality of ClickThruBlocker, even if it's just a "soft" aka optional dependency (if that's even possible). The reason is that I sometimes accidentally click on KSP UI elements that happen to be behind my MechJeb windows, and ClickThruBlocker seems to have the one job of preventing exactly that. However, I understand not adding it if that's a feature that would significantly upset the existing code base. No need to potentially create loads of new bugs when the current version of MechJeb works just fine with very few bugs that I encounter (for the most part, there's a few that I know well, but that also means I know how to use MechJeb to avoid those bugs). Heck the landing and ascent autopilots are working pretty spectacularly in this version I'm using (I've only tested the landing autopilot on worlds without atmosphere so far), which is pretty nice as landings are one of the primary reasons I use MechJeb (or failing that, the Retrograde SAS mode in vanilla KSP). Most of the reason I use the ascent autopilot is that I've been playing this game so long that flying something to orbit is just a chore at this point, and so I let the autopilot do it for me. Every time there's a new major version of KSP, I do start a new save, and I do test myself without MechJeb to make sure I can still do a Mun landing without MechJeb. Never failed it yet. Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted October 12, 2021 Share Posted October 12, 2021 Spoiler https://www.mediafire.com/file/01ul2qnzlgs6n8x/Player.log/file Here, it's the best I can do Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 12, 2021 Share Posted October 12, 2021 13 hours ago, Brainpop14 said: Here, it's the best I can do Wow, almost 20k NullReference exceptions in that log. I think you have KSP/mod version incompatibility problem (TweakScale, Procedural Wings, Tantares and Tundra Exploration, for starters). I'd start by removing your mods (or starting with a fresh KSP download), and adding them back in in groups to see which ones might be causing the problems. Make sure these mods are compatible with KSP 1.12.2. Are you using CKAN or are you manually installing your mods? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 12, 2021 Share Posted October 12, 2021 17 hours ago, Brainpop14 said: Reveal hidden contents https://www.mediafire.com/file/01ul2qnzlgs6n8x/Player.log/file Here, it's the best I can do 3 hours ago, Brigadier said: Wow, almost 20k NullReference exceptions in that log. I think you have KSP/mod version incompatibility problem (TweakScale, Procedural Wings, Tantares and Tundra Exploration, for starters). I'd start by removing your mods (or starting with a fresh KSP download), and adding them back in in groups to see which ones might be causing the problems. Make sure these mods are compatible with KSP 1.12.2. Are you using CKAN or are you manually installing your mods? You have at least 3 copies of MiniAVC.dll running, which are incompatible with any game version later than 1.8, and will break the game. See my post in the CTB thread for details Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted October 14, 2021 Share Posted October 14, 2021 On 10/12/2021 at 12:49 PM, Brigadier said: Wow, almost 20k NullReference exceptions in that log. I think you have KSP/mod version incompatibility problem (TweakScale, Procedural Wings, Tantares and Tundra Exploration, for starters). I'd start by removing your mods (or starting with a fresh KSP download), and adding them back in in groups to see which ones might be causing the problems. Make sure these mods are compatible with KSP 1.12.2. Are you using CKAN or are you manually installing your mods? Manually Installing Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted October 15, 2021 Share Posted October 15, 2021 (edited) I just did all of that and it changed nothing https://www.mediafire.com/file/8ylf81b54w29jun/Player.log/file It's still doing the same things I already mentioned. Edited October 15, 2021 by Brainpop14 Quote Link to comment Share on other sites More sharing options...
Brigadier Posted October 15, 2021 Share Posted October 15, 2021 Just to confirm: You're saying you started with a fresh, clean install, added your mods in small groups, ran the game between each iteration, and looked at your log for NullReferenceExceptions? I found 11.3k NREs in the file you uploaded, so I'm not quite sure what you did do. After which mods did the NREs start showing up? Just before the first NRE there is a Crash Report that seems to be associated with WingProcedural which, in turn, seems to be part of B9 Aerospace. It appears that you haven't got all the dependencies. Mods CactEye2, HangerExtenderExtended and ButtonManager need ToolbarController and KerbalKonstructs needs CustomPreLaunchChecks. From where are you downloading your KSP game? I've heard of problems in the past related to installing KSP directly under C:\, but I don't know if that's still, or ever was, a thing. Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted October 16, 2021 Share Posted October 16, 2021 Yes, that's exactly what I did. I never bothered looking for those though. I just downloaded from the proper website. I've never had any problems until this version Quote Link to comment Share on other sites More sharing options...
rmaine Posted October 16, 2021 Share Posted October 16, 2021 10 hours ago, Brainpop14 said: Yes, that's exactly what I did. I never bothered looking for those though. I just downloaded from the proper website. I've never had any problems until this version Well, if you don't have the dependencies installed, things aren't going to go well. It's pretty much not worth investigating anything else until you fix that. Some people dislike CKAN for various reasons. Fine, but handling dependencies is a big plus of CKAN. Not that it catches 100% of all situations, but it sure catches most of them - a lot more than the few problems it has. Some mods have added dependencies in their later versions; in particular, quite a lot of them have added dependence on Toolbar Controller. The fact that you might have installed some mod in the past without Toolbar Controller doesn't mean that you can necessarily get by with it for a later version of the same mod. If you don't use CKAN, you need to at least read the mod threads to see if things like that have changed before installing new versions. Yes, that can be a bother. Quote Link to comment Share on other sites More sharing options...
Brainpop14 Posted October 16, 2021 Share Posted October 16, 2021 (edited) I did fix that, all the exceptions seem to have stopped https://www.mediafire.com/file/xz6pcernglzh4al/Player.log/file But the MechJeb Windows are still going crazy and not working, also Quote CustomPreLaunchChecks is outdated and doesn't work past 1.8 Edited October 16, 2021 by Brainpop14 Quote Link to comment Share on other sites More sharing options...
ColdJ Posted October 17, 2021 Share Posted October 17, 2021 5 hours ago, Brainpop14 said: is outdated and doesn't work past 1.8 That is incorrect and it is essential for the mod Kerbal Konstructs to work. KK will not work at all without it. Quote Link to comment Share on other sites More sharing options...
Ravlain Posted October 20, 2021 Share Posted October 20, 2021 (edited) I've been wondering whether there is any way to flag in MechJeb that a ship is slow to maneuvre? I've been bringing space station components together, and there's no way that they can turn 180 in less than a minute or so, not the 14 seconds that seems to be MechJeb's default maneuvre spacing Edited October 20, 2021 by Ravlain Quote Link to comment Share on other sites More sharing options...
Maker16 Posted October 24, 2021 Share Posted October 24, 2021 I'm sure this topic has been discussed but i cannot seem to find a search feature for just this thread. With RSS, when I try to use approach and autoland in a spaceplane, it only gives me options for the KSC and island runways. And when I select KSC, it tries to take me somewhere not KSC. Can someone please advise how to make it recognize the airfields where they are and not, presumably, where they would be if RSS was not installed? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted October 25, 2021 Share Posted October 25, 2021 8 hours ago, Maker16 said: I'm sure this topic has been discussed but i cannot seem to find a search feature for just this thread. With RSS, when I try to use approach and autoland in a spaceplane, it only gives me options for the KSC and island runways. And when I select KSC, it tries to take me somewhere not KSC. Can someone please advise how to make it recognize the airfields where they are and not, presumably, where they would be if RSS was not installed? Mechjeb has a config file with the co-ordinates, heights and approach directions of Airfields that have been manually added to it. If you want it to land at your airfields you will have to go to them with a mechjeb unit close to the ground. Use the custom mechjeb window to copy to clipboard the co-ordinates and height at 1 end of the runway , pop out to desktop and paste in txt document, pop back in and do the same at the other end. Make sure you add a note near your data in the text file to say which runway they are for. Repeat this process for all your runways. and then go into the config and use the set up for runways you see there as a template to create your bespoke locations. It is called LandingSites.cfg Here is an example I did ages ago for Kerbinside and Hafco. The first 4 are rocket landing sites, you want everything after where it says Runways. Spoiler MechJeb2Landing { // 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 } } } } Quote Link to comment Share on other sites More sharing options...
Cave_Lupum Posted October 25, 2021 Share Posted October 25, 2021 Came back to KSP after some pause and installed 1.12.2 and Mechjeb 2 (absolute great mod, loving it!) and some other mods. When using Auto-Rendevouz, aligning planes and first node (interception) works as I am used to, but then it gets a bit strange. Mechjeb does create the next node (match speed at closest approach), but instead of warping directly to it Mechjeb does only a short time-warp and then does a very small correction burn, then again a small timewarp and again a very small correction burn => rinse & repeat. This repeats for some time until the final node is reached and executed. The small burns are not shown as nodes. Is this an intended new behaviour, did I miss on a setting or could it be a problem with my install? Any ideas/help appreciated! Quote Link to comment Share on other sites More sharing options...
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