MechJeb2

MechJeb2

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Advanced Transfer to Another Planet Breaks Engine?

Colonial-Dev opened this issue ยท 1 comments

commented

Okay, this is completely bizarre, but as far as I can tell it's a MechJeb problem.

I'm currently prototyping an ion fastboat, the orbital stage of which consists of a Rhino booster and LFOX tank attached to the smaller main craft by a decoupler, which is where the pilot seat + radial MJ core are. When on the launch pad or after I've HyperEdited it into orbit, I can fire the Rhino just fine. However, the problems begin when I open the Maneuver Planenner and plot an immediate fast burn for Jool. It gives me an error message saying "You are already in orbit around Jool," but it still creates the node.

When I hit the execute button though, the Rhino just... breaks. MechJeb will throttle up, but the engine will emit no plume and exert no thrust; however, the rocket bell will still get red-hot as if the engine were correctly firing.

The engine will behave like this as long as MechJeb has a node plotted, so I can't even manually perform the burn. I can only get it to return to normal by clearing all nodes, or by decoupling the booster, which causes it to begin firing correctly but leaves it completely uncontrollable.

I don't think any of my mods could cause this; most of them are purely aesthetic, like AVP, and the ones that aren't don't tamper with engines. I did have RealPlume and PersistentThrust installed, but even after removing those and replacing the engine in the VAB, the issue still occurs. I also tried it with a Mammoth booster to no change. I have yet to test it with other MJ maneuvers as I am away from my desktop at the moment.

commented

Annnd I just tested it again and it works fine. The hell?

Issue closed, I assume it must be something on my end.