Kitspace Posted September 29, 2014 Share Posted September 29, 2014 Also it does not seem to be caused by the wobbles of the control part itself. Link to comment Share on other sites More sharing options...
sarbian Posted September 29, 2014 Author Share Posted September 29, 2014 How fast are we talking and is it in or out of atmo ? Link to comment Share on other sites More sharing options...
Huntarr Posted October 6, 2014 Share Posted October 6, 2014 Not sure if this is the place, but it seems that the author of FAR & NEAR points to Mechjeb for not being able to land with FAR/NEAR. Trying to land in an atmosphere with chutes or direct descent puts my landing way off target. Is there something I need to do to get a close landing? ie. base building Anything is the range of 5km? Or should I just give up on NEAR? My landings are more important than my ascents. Link to comment Share on other sites More sharing options...
MaxP Posted October 6, 2014 Share Posted October 6, 2014 (edited) The FAR module causes game crash on craft load fo me.Says that is "no FARBasicDragModel module found on part definition. Skipping..."P.S. Using FAR, DR, RSS, RO, RF, KoS, MechJeb v.319 and 335.Solved by deleting both of plugins. Edited October 6, 2014 by MaxP Link to comment Share on other sites More sharing options...
sarbian Posted October 6, 2014 Author Share Posted October 6, 2014 "no FARBasicDragModel module found on part definition. Skipping..." is a perfectly normal message. I guess you use the x64 build on windows ? Link to comment Share on other sites More sharing options...
FreeThinker Posted October 7, 2014 Share Posted October 7, 2014 Do these plugins still work with MechJeb 2? Link to comment Share on other sites More sharing options...
sarbian Posted October 7, 2014 Author Share Posted October 7, 2014 They were made for MJ2. Link to comment Share on other sites More sharing options...
Virtualgenius Posted October 8, 2014 Share Posted October 8, 2014 Hi Sarbian are there any changes for the Near plugin required for the 0.25 release or I can use the listed one as Ferram updated Near to 1.2.1 Link to comment Share on other sites More sharing options...
sarbian Posted October 8, 2014 Author Share Posted October 8, 2014 I don't know, I did not check if they need to be rebuild yet. Link to comment Share on other sites More sharing options...
shand Posted October 8, 2014 Share Posted October 8, 2014 (edited) my 0.25 rockets seem a lot more wobbly in atmo then they were on 0.24.2 (with the plugin), so i suspect the NEAR plugin does require some tweaks. Either way it does some good to practice manual control every now and again. PS: its less than 24 hours after version launch, this community is so damned demanding! admittedly for the most part its for information "does this work on..." but other sections of the community tend to demand updates to mods immediately! modmakers work so hard as it is, and any change to the stock game could mean a complete rewrite of sections of or the whole of the mod. patience is a virtue! ta for the continued effort keep it up... at whatever pace suits you! Edited October 8, 2014 by shand Link to comment Share on other sites More sharing options...
MaxP Posted October 8, 2014 Share Posted October 8, 2014 I guess you use the x64 build on windows ?Aha )) My mods will never fit to 3.5 GB... Link to comment Share on other sites More sharing options...
skeevy Posted October 8, 2014 Share Posted October 8, 2014 Aha )) My mods will never fit to 3.5 GB...Then you need to use Linux x64 KSP. It's the only real way to go in order to play a heavily modded KSP. OpenGL and Active Texture Management will only get ya so far on Windows x32 and Win x64 isn't worth the hassle in its current state. Lots of mods will even disable themselves on 0.25 if it detects it's running on KSP Win x64. The Linux versions of KSP with OpenGL aren't as pretty as Windows KSP with DirextX, but running 5GB and more of mods stable makes up for that IMHO.Oh, and @Sarbain, the latest FAR, FAR\MJ plugin, and Mechjeb 337 build don't like each other on 0.25. Haven't tested a whole lot, but with Smart A.S.S's Kill Rot enabled, my ships like to rotate more and are hard to control making me have to use the jerky stock SAS. Playing on Linux Mint 17 x64 using 64bit KSP. I see that you're aware of some of these issues; let me know if you need Linux logs and/or testing for this and I'd be glad to help. Haven't used any actual autopilot features because I like to fly on my own, but, other than SASS that I have used, course plotting, build weight, delta v, and everything else seems to be just fine. Link to comment Share on other sites More sharing options...
sarbian Posted October 8, 2014 Author Share Posted October 8, 2014 I recompiled both NEAR and FAR plugin with the latest versions. Should be fine now.MaxP. Win x64 => no support. Link to comment Share on other sites More sharing options...
MaxP Posted October 8, 2014 Share Posted October 8, 2014 Then you need to use Linux x64 KSPMay be ))What about average fps, compared to Win version? Link to comment Share on other sites More sharing options...
shand Posted October 8, 2014 Share Posted October 8, 2014 Good work sarb - works like a dream.Thanks! Link to comment Share on other sites More sharing options...
sarbian Posted October 8, 2014 Author Share Posted October 8, 2014 It's not exactly the post topic but Linux works as well if not better than windows for KSP. A combination of the Advanced Texture Management mod and the -force-opengl option may let you play in win 32 too. Link to comment Share on other sites More sharing options...
Net-burst Posted October 9, 2014 Share Posted October 9, 2014 (edited) It's not exactly the post topic but Linux works as well if not better than windows for KSP. A combination of the Advanced Texture Management mod and the -force-opengl option may let you play in win 32 too.I'm playing perfectly fine with -force-opengl and ATM mod. On install with only some mods it lowers my RAM usage to around 900 megs. On Win 32-bit. Edited October 9, 2014 by Net-burst Link to comment Share on other sites More sharing options...
ss8913 Posted October 10, 2014 Share Posted October 10, 2014 is MechJebFarExt development dead/stalled? I know there's a newly compiled version but ... spaceplanes with mechjeb autoland still wobble and crash, sometimes they shake themselves apart as soon as I push the button... using stock SAS they're fairly stable, but mechjeb with 'use stock sas' is far worse, and with normal attitude control, with Auto-Tf or not, is generally highly unstable still even with this plugin. I've even gone back to x32 since 0.25 hit, I'm not really seeing the benefit from the plugin.. am I missing something or is it just not done yet? Thanks in advance Link to comment Share on other sites More sharing options...
sarbian Posted October 10, 2014 Author Share Posted October 10, 2014 No it's not stalled but it's not on the top of my list just after a KSP release.If "mechjeb with 'use stock sas' is far worse" then I guess you have an other problem because it calls the stock SAS functions. I did not have the time to test the recompile but it seemed to work fine. Could you post a log, so I can see if it at least load properly, and tell me the exact version of FAR you use. Link to comment Share on other sites More sharing options...
shand Posted October 10, 2014 Share Posted October 10, 2014 I have to say, i've had trouble with spaceplanes in NEAR (and FAR) with mechjeb - even in the last version. but spaceplanes i tend to fly joystick for better analogue control anyway.but its working fine on traditional rockets! except of course where i mess up the aero, then even a human/kerman can't fly the bugger! Link to comment Share on other sites More sharing options...
sarbian Posted October 10, 2014 Author Share Posted October 10, 2014 Well, I don't do spaceplane much (but I may soon since I have a nice joystick now) so I may have missed an oblivious problem. Link to comment Share on other sites More sharing options...
ss8913 Posted October 10, 2014 Share Posted October 10, 2014 yeah I just started using joysticks too.. thurstmaster t.flight HOTAS. Anyway, @sarbian - I'm using 0.14.1.2 (the latest) with Mechjeb2 current dev build (338) plus your latest MechJebFarExt.dll. You want the entire log or just part of it? I'll do a flight later up to a 100km orbit and back down to the runway, or at least an attempt at that, and then put the log up here. Link to comment Share on other sites More sharing options...
sarbian Posted October 10, 2014 Author Share Posted October 10, 2014 The full output_log.txt in KSP_Data Link to comment Share on other sites More sharing options...
Virtualgenius Posted October 16, 2014 Share Posted October 16, 2014 (edited) Spaceplane guidance and NEAR just dont like each other it just tries to kill me all the time by plunging me into the ground, on either a runway approach or to hold a certain altitude and thats using the B9 supplied craft files. Here is the log i hope it helps https://www./folder/wdazw9dg9acg0/KSP_Logs Edited October 16, 2014 by Virtualgenius Link to comment Share on other sites More sharing options...
Jim Meillente Posted October 16, 2014 Share Posted October 16, 2014 Hello,Is there an ETA to support F.A.R. v0.14.3? the current version is throwing errors:[Error]: MechJeb module MechJebFARExt threw an exception in OnStart: System.IO.FileNotFoundException: Could not load file or assembly 'FerramAerospaceResearch, Version=0.14.2.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.File name: 'FerramAerospaceResearch, Version=0.14.2.0, Culture=neutral, PublicKeyToken=null' at MuMech.MechJebCore.OnStart (StartState state) [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
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