septemberWaves Posted August 14, 2021 Share Posted August 14, 2021 Something in JNSQ is breaking Mechjeb in 1.12.x. I have tested this in both 1.12.1 and 1.12.2, limited to just JNSQ and its bare minimum requirements of Kopernicus (& ModularFlightIntegrator) and ModuleManager, as well as MechJeb itself. The issue is that many Mechjeb windows are completely missing on all vessels even in sandbox mode, and the settings window is entirely broken. I am unsure of whether it is you or the MechJeb devs who this needs to be reported to, but since MechJeb works fine in 1.12 alone and with all other mods I have tested it with, I can only assume the issue lies in some outdated component of JNSQ. I am unable to post the full log; it is almost twice the size that Pastebin allows to post for free, and attempting to split it into multiple parts revealed what I can only assume to be a strange error in that website's code because it thinks that the log file contains questionable or offensive content for some inexplicable reason. I do, however, have a section which looks like it probably contains relevant information about the error: https://pastebin.com/CD2yGXEH Other relevant information from the game load that generated this log: KSP version: 1.12.2 ModuleManager version: 4.2.1 JNSQ version: 0.9.0.0 Kopernicus version: 1.12.1.59 (the error also occurrs with a slightly older 1.12 version of Kopernicus in KSP 1.12.1, so the slight game version difference here can be ruled out as the source of the problem) Mechjeb version: 2.12.1.0 (I have also tested a few other versions of Mechjeb; all of them produce this error when combined with JNSQ) ModularFlightIntegrator version is unknown as I cannot find a version file, but it is the version that is bundled with Kopernicus version 1.12.1.59 Quote Link to comment Share on other sites More sharing options...
limelier Posted August 14, 2021 Share Posted August 14, 2021 (edited) 1 hour ago, septemberWaves said: Something in JNSQ is breaking Mechjeb in 1.12.x. I have tested this in both 1.12.1 and 1.12.2, limited to just JNSQ and its bare minimum requirements of Kopernicus (& ModularFlightIntegrator) and ModuleManager, as well as MechJeb itself. The issue is that many Mechjeb windows are completely missing on all vessels even in sandbox mode, and the settings window is entirely broken. I'm playing w/ JNSQ and Mechjeb in 1.12.2, not encountering these issues. I have noticed a bit of similar-sounding weirdness from Astrogator (transfer maneuvers always miss) but MJ seems to work fine. Edit: Take a look at this snippet from your log. [ERR 08:13:36.087] MechJeb caught a ReflectionTypeLoadException. Those DLL are not built for this KSP version: [ERR 08:13:36.087] Kronometer 1.0.0.0 GameData\JNSQ\JNSQ_Plugins\Kronometer\Plugins\Kronometer.dll The latest version of JNSQ includes an outdated version of Kronometer. Try installing R-T-B's Kronometer patch from a few pages back. Edited August 14, 2021 by limelier Quote Link to comment Share on other sites More sharing options...
septemberWaves Posted August 14, 2021 Share Posted August 14, 2021 (edited) @limelierThanks, I'll give that a try. What I find especially strange though is that this happened even after I removed Kronometer while narrowing down the issue, hence why my mod list was as above. EDIT: I see there is a version of Kronometer lurking within the JNSQ file itself. I have removed it and installed R-T-B's recent 1.12 patch, but this does not seem to have resolved the issue. I'm not entirely certain that the patch was installed correctly, since Kronometer doesn't seem to be working in-game either. Edited August 14, 2021 by septemberWaves Quote Link to comment Share on other sites More sharing options...
corrado33 Posted August 14, 2021 Share Posted August 14, 2021 7 hours ago, septemberWaves said: Something in JNSQ is breaking Mechjeb in 1.12.x. *snip* I am also having the same problem. I've installed JNSQ through CKAN and when I install all of the dependencies alone (without JNSQ) mechjeb works perfectly fine. As soon as I install JNSQ, it breaks the positioning of the MJ window, breaks the settings window, etc. It's worth noting that MJ still.... works (as far as I can tell), it's just that everything defaults to the top left of the screen. Pretty much the error commented on in issue 1467 on the Mechjeb2 github. (I won't post a link so that this post will make it through moderation.) If I then remove JNSQ, mechjeb is fixed. So the problem is DEFINITELY inside of JNSQ somewhere. Quote Link to comment Share on other sites More sharing options...
panarchist Posted August 14, 2021 Share Posted August 14, 2021 1 hour ago, corrado33 said: I am also having the same problem. I've installed JNSQ through CKAN and when I install all of the dependencies alone (without JNSQ) mechjeb works perfectly fine. As soon as I install JNSQ, it breaks the positioning of the MJ window, breaks the settings window, etc. It's worth noting that MJ still.... works (as far as I can tell), it's just that everything defaults to the top left of the screen. Pretty much the error commented on in issue 1467 on the Mechjeb2 github. (I won't post a link so that this post will make it through moderation.) If I then remove JNSQ, mechjeb is fixed. So the problem is DEFINITELY inside of JNSQ somewhere. Not definitely - did you try JNSQ *without* Kronometer? The Kronometer config file is in JNSQ, so if the problem is Kronometer, it would also only happen with JNSQ installed. Quote Link to comment Share on other sites More sharing options...
Apricot Posted August 14, 2021 Share Posted August 14, 2021 My KSC is floating after a game crash. Creating new games or reinstalling JNSQ/Kopernicus won't fix the problem. I don't have rescaling mods installed. Spoiler Quote Link to comment Share on other sites More sharing options...
OhioBob Posted August 14, 2021 Share Posted August 14, 2021 (edited) 3 hours ago, Apricot said: My KSC is floating after a game crash. Creating new games or reinstalling JNSQ/Kopernicus won't fix the problem. You might have to redo your game settings. Go into your KSP folder and delete the file settings.cfg and restart KSP. (Restarting will create a new settings.cfg.) When the game restarts, go into Settings and reselect all your settings. For Terrain Detail I recommend using JNSQ_High. The elevation of KSC was designed around the JNSQ_High settings, so other terrain settings could result in KSP floating. Note that the JNSQ specific terrain settings are selectable only when a new setting.cfg file is created. You can't select or change them later. That's why you must delete and recreate settings.cfg. Edited August 14, 2021 by OhioBob Quote Link to comment Share on other sites More sharing options...
Apricot Posted August 14, 2021 Share Posted August 14, 2021 (edited) 1 hour ago, OhioBob said: You might have to redo your game settings. Go into your KSP folder and delete the file settings.cfg and restart KSP. (Restarting will create a new settings.cfg.) When the game restarts, go into Settings and reselect all your settings. For Terrain Detail I recommend using JNSQ_High. The elevation of KSC was designed around the JNSQ_High settings, so other terrain settings could result in KSP floating. Note that the JNSQ specific terrain settings are selectable only when a new setting.cfg file is created. You can't select or change them later. That's why you must delete and recreate settings.cfg. This works brilliantly. Thank you so much! Edited August 14, 2021 by Apricot Quote Link to comment Share on other sites More sharing options...
Kerdel Posted August 16, 2021 Share Posted August 16, 2021 Hi, maybe this have been asked before but anyone know why my sun is pretty small when i set this option to true? // Set True to enable scatterer sunflare shader // Set False to use Unity sunflare shader @Scatterer_config:FOR[zJNSQ] { @fullLensFlareReplacement = True <----------------- } might it be using the default sized sun or something? Quote Link to comment Share on other sites More sharing options...
RyanRising Posted August 16, 2021 Share Posted August 16, 2021 (edited) 4 hours ago, Kerdel said: Hi, maybe this have been asked before but anyone know why my sun is pretty small when i set this option to true? // Set True to enable scatterer sunflare shader // Set False to use Unity sunflare shader @Scatterer_config:FOR[zJNSQ] { @fullLensFlareReplacement = True <----------------- } might it be using the default sized sun or something? It's just cause the Scatterer lens flare is better sized to the sun you see, and the sun is a lot smaller in JNSQ Kerbin's sky than it is in stock Kerbin's. The Unity sunflare kinda obscures that fact. Edited August 16, 2021 by RyanRising Quote Link to comment Share on other sites More sharing options...
New Horizons Posted August 18, 2021 Share Posted August 18, 2021 What is your best strategy to reach Moho orbit? DeltaVee requirements seem huge. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 18, 2021 Share Posted August 18, 2021 Swing around Eve. Also, start fully fueled around the Mun then drop down to kerbin for a little deltavee before doing final burn. You'll save 1000ms that way Quote Link to comment Share on other sites More sharing options...
Gordon Fecyk Posted August 18, 2021 Share Posted August 18, 2021 9 hours ago, New Horizons said: What is your best strategy to reach Moho orbit? DeltaVee requirements seem huge. While this involved two launches, some LKO refueling, and the EVA Transfer add-on, it could also work fully stock + DLC with normal docking ports. Quote Link to comment Share on other sites More sharing options...
mdapol Posted August 20, 2021 Share Posted August 20, 2021 Does anyone have a good Kerbalism Config file for a JNSQ game? I tried modifying the default config and none of the capsules are showing any life support. P.S. I have ProbesBeforeCrew also which might be screwing with things. Quote Link to comment Share on other sites More sharing options...
Kerdel Posted August 20, 2021 Share Posted August 20, 2021 I wonder if anything can be done about the cloud's seam line above the kerbal space center, im playing on 1.12.2 if anyone need pics let me know and is there any way to make the clouds on kerbal have more volume or thickness? Quote Link to comment Share on other sites More sharing options...
Jim123 Posted August 21, 2021 Share Posted August 21, 2021 On 8/14/2021 at 3:30 AM, septemberWaves said: Something in JNSQ is breaking Mechjeb in 1.12.x. I have tested this in both 1.12.1 and 1.12.2, limited to just JNSQ and its bare minimum requirements of Kopernicus (& ModularFlightIntegrator) and ModuleManager, as well as MechJeb itself. The issue is that many Mechjeb windows are completely missing on all vessels even in sandbox mode, and the settings window is entirely broken. I am unsure of whether it is you or the MechJeb devs who this needs to be reported to, but since MechJeb works fine in 1.12 alone and with all other mods I have tested it with, I can only assume the issue lies in some outdated component of JNSQ. I am unable to post the full log; it is almost twice the size that Pastebin allows to post for free, and attempting to split it into multiple parts revealed what I can only assume to be a strange error in that website's code because it thinks that the log file contains questionable or offensive content for some inexplicable reason. I do, however, have a section which looks like it probably contains relevant information about the error: https://pastebin.com/CD2yGXEH Other relevant information from the game load that generated this log: KSP version: 1.12.2 ModuleManager version: 4.2.1 JNSQ version: 0.9.0.0 Kopernicus version: 1.12.1.59 (the error also occurrs with a slightly older 1.12 version of Kopernicus in KSP 1.12.1, so the slight game version difference here can be ruled out as the source of the problem) Mechjeb version: 2.12.1.0 (I have also tested a few other versions of Mechjeb; all of them produce this error when combined with JNSQ) ModularFlightIntegrator version is unknown as I cannot find a version file, but it is the version that is bundled with Kopernicus version 1.12.1.59 Yes I am having the same problem myself as well. Quote Link to comment Share on other sites More sharing options...
mdapol Posted August 21, 2021 Share Posted August 21, 2021 I noticed a bug with JNSQ. When you go to the Tracking Station and look at the information for the planetary body, the rotational period is given in "days, hours" but is using the default 6 hour day. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 21, 2021 Share Posted August 21, 2021 5 minutes ago, mdapol said: I noticed a bug with JNSQ. When you go to the Tracking Station and look at the information for the planetary body, the rotational period is given in "days, hours" but is using the default 6 hour day. You need to get the latest Kopernicus. Quote Link to comment Share on other sites More sharing options...
mdapol Posted August 21, 2021 Share Posted August 21, 2021 I'm using CKAN. Latest version is release-1.12.1-59 Quote Link to comment Share on other sites More sharing options...
Kerdel Posted August 21, 2021 Share Posted August 21, 2021 (edited) There's a kronometer 1.12 fix for days out but not on ckan it fixes the day being a single rotation not 2 days. Ill post the link when im at pc, maybe that will help you https://github.com/Kopernicus/Kronometer/issues/17 here, replace kronometer in JNSQ files with this one Edited August 21, 2021 by Kerdel added link Quote Link to comment Share on other sites More sharing options...
Darkherring Posted August 22, 2021 Share Posted August 22, 2021 On 8/18/2021 at 5:41 AM, New Horizons said: What is your best strategy to reach Moho orbit? DeltaVee requirements seem huge. Here is how I have done it: Quote Link to comment Share on other sites More sharing options...
Marschig Posted August 22, 2021 Share Posted August 22, 2021 Grand Tour in JNSQ (YouTube playlist, 16 videos): Video only, no text or voice comments Quote Link to comment Share on other sites More sharing options...
Kerdel Posted August 22, 2021 Share Posted August 22, 2021 Is it normal in JNSQ to have signal thru the planet around here? it's clearly not in field of view for the space center. I disabled extra groundstations I hope my drawings make it easier to understand not harder xD https://imgur.com/a/2gVNCmX Quote Link to comment Share on other sites More sharing options...
OhioBob Posted August 23, 2021 Share Posted August 23, 2021 (edited) 8 hours ago, Kerdel said: Is it normal in JNSQ to have signal thru the planet around here? Yes, but just not JNSQ, it can happen for all celestial bodies. How much the signal passes through a body depends on the game difficulty. You can change it by adjusting the "Occlusion modifier" slider in the game difficulty settings. As I understand it, a modifier of 1 means that the body will occlude any signal where the line-of-sight passes below sea level. Modifiers less than 1 will allow signals to pass through the the outer edges of the body. While modifiers greater than 1 can occlude signals even if the line-of-sight clears the edge of the body. Edited August 23, 2021 by OhioBob Quote Link to comment Share on other sites More sharing options...
Kerdel Posted August 23, 2021 Share Posted August 23, 2021 2 hours ago, OhioBob said: Yes, but just not JNSQ, it can happen for all celestial bodies. How much the signal passes through a body depends on the game difficulty. You can change it by adjusting the "Occlusion modifier" slider in the game difficulty settings. As I understand it, a modifier of 1 means that the body will occlude any signal where the line-of-sight passes below sea level. Modifiers less than 1 will allow signals to pass through the the outer edges of the body. While modifiers greater than 1 can occlude signals even if the line-of-sight clears the edge of the body. Thanks a lot! Im going to change that Quote Link to comment Share on other sites More sharing options...
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