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  1. MechJeb Landing Guidance does not come to a smooth landing for me; when the lander is about 5 meters from the ground, the spacecraft comes to a virtual halt, and the engine begins to sputter in small bursts, lowering the craft about 1/2 meter per sputter. Is there any way to fix this?
  2. I've been building a station in LKO that is going to land on the Mun, I'm not that far into the tech tree yet so I've been attaching modules with the docking port jr. Everything went fine with putting it together in orbit, have 4 modules attached that gives me atleast 3000 units of fuel. The problem I'm seeing is that Mechjeb and Kerbal Engineer Redux is not taking the fuel from the modules into consideration when calculating the DeltaV, While i should be having easily 3000 dV or more it's only displaying 200 dV, as a work around I'm using the TAC Fuel Balance mod to get fuel into the main tank. Anyone else experienced this issue before?
  3. UPDATE: After testing this some more, it appears that MJ is always computing the interplanetary launch window to Eve to be 157 days 4 hours 52 minutes in the future, regardless of the relative positions of Kerbin and Eve. -------------------------- ORIGINAL POST: I'm having an issue after performing clean installs of KSP 1.1.2 and MJ 2.5.7. Prior to these upgrades, I was working on a mission to Eve. I used MJ repeatedly and reliably to transfer various iterations of my spacecraft to Eve using the 'Launch at interplanetary window', 'Transfer to another planet' and 'Fine tune closest approach to target' maneuvers. Following the upgrade, after completing the 'Transfer to another planet' maneuver, and attempting to create the 'Fine tune closest approach' maneuver node, I receive a warning that (paraphrasing) the resulting orbit does not approach the target closely. MJ either creates the node with an enormous dV or does not create the node at all. I'm using the same craft and maneuver steps as prior to the software upgrade. Any help appreciated.
  4. It seems like the latest version of 1.1.2, and the latest version of MechJeb just can't seem to get along. I lobbed up two spacecraft, got them to orbit all nice and dandy, but when I select spacecraft 'B' for the rendevous command in MechJeb, it does not register at ll in Mechjeb, even though Spaceship 'B' is selected (I can unselect, and then select again, to no avail). Brand new games or saved games both act the same way. Also, if I try to do any other commands in MechJeb that requires a selected target (ship), nothing works. Sigh, 1.1.2 seems to have borked my KSP playtime for now. Cheers, Gaultesian.
  5. What's the lowest delta v budget to enter a polar munar orbit from Kerbin? What about if you just got an encounter with the mun and entered it's SOI? I thought I could burn right away, but being in flyby orbit makes it complicated. I ended up making an orbit at PE with my AP really far out. Then I changed my inclination from there.
  6. So recently I downloaded FAR because I was getting tired of the weird stock aero behavior. Now I'm dealing with real aero issues, and this one is baffling me. I'm trying to launch a rocket, and these are the two iterations of it (in reverse order of development, compared to how the album is ordered): I know CoL is generally supposed to be behind CoM, but hey, I'm trying out 'realistic' designs, so no fins. I feel like logically, it should still work, but MJ's autopilot always ends up losing control somewhere between 3km and 7km, depending on the settings. I've tried changing AoA, toggling Corrective Steering, modifying the Ascent Path (currently I've got it set to begin gravity turn at 0.8km and 75m/s, ranging from 50-80% shape in my tests)... and I still can't get this thing to space. Either aero forces drag it way down or drag it back up, which then ends in the rocket spinning out of control and breaking up. Help. MJ autopilot makes this game playable for me, because I've been through enough manual launches that I'm not really in the mood to even supervise the launch stage.
  7. Which do you prefer? Personally I like KER because of it HUD display and its customization. I also don't like having a mod that flies things for me, takes the fun away from it.
  8. So MechJeb is not turning my rocket no matter how high I allow its angle of attack to be. I have reset all settings to default, please help. When it begins executing a gravity turn, it lights up green as if it is turning it to the max but nothing happens, and I checked, the ship turns and can even make it to orbit just fine so it is a problem with mech jeb. The reaction wheels on the comman pod say idle, I turned rcs on no indication of it working
  9. Maybe a noob question, but I'd like to know if its possible to use Mechjebs docking assistant and dock on a station on the surface while beeing in an orbit. Reason is because I want to build a grid like moon station with dockingpods on top and have ships and modules dock on the to, but I'm not good with landing at a certain point (closest so far is 1500 meter) so I'd like to let Mechjeb do the job (I might use a skycrane to get the modules onto the ground) Is it possible to tell mechjeb to land at the exact location of the docking pod and then dock? Thanks for all answeres
  10. I'm on Minmus, trying to launch to meet up with my tanker in orbit. I launch, kaboom. I reload and watch the launch from the close up view. Mechjeb uses the reaction wheel (it didn't light the engine or RCS) to flip my rocket over and then lights the engine when it's pointed about 120 degrees from the vertical. Of course it goes boom. It's also doing some pretty horrible orbital matches when I do a launch to rendezvous. My fueler is in a 89 degree orbit, there should not be a major plane change burn needed! Even with manually waiting until the target orbit passed overhead but then with a manual launch burn of about 80 m/s I used over 500 m/s to do the rendezvous. (And, major curses, I ran out of RCS fuel. I have to send up a resupply rocket to recover my Kerbel and the boatload of science up there.)
  11. Hi Folks, So I've been a Kerbal player for over 2 years now, really enjoy all the new stuff and extremely excited about the new patch (limited signal ranges, wheel traction updates, etc). My problem with playing Kerbal is, now that I have a family to look after, I can't dedicate hours of playing time needed (at least that I needed) to tinker rocket designs, or fly them to best efficiency once designed. Having also missed a couple of patches, I no longer know instinctively which engines with what fuel amounts will launch a particular sized payload to orbit, etc. Combine all this with my total lack of engineering expertise regarding aerodynamics, and basically none of my old tried and tested rocket designs work any more. I had used Mechjeb long ago in the past to help me get a better understanding of ascent profiles and intercept planning (back before 1.0), and have recently re-installed it with the hope it will help me with my lack of fine-flying skill on Kerbin-ascent to achieve the best out of my rockets (and also let me hit the go switch and go tend to the offspring while my payload & crew achieve orbit under auto-guidance. Problem is, I can't seem to work out how to unlock the requisite parts or technologies to do this at my current point in my career game. So, two questions... 1. How do I get to a career tech and parts level where I can set rockets on auto-launch guidance? 2. Is there a way to tinker with the part.ini files to allow this tech from level 0, or is it hard-wired somewhere in the mod? I don't want to give up on career mode as I enjoy the drive and limitations of contracts etc, I just don't like the limitations of my raw skill and undermined design knowledge. All help welcome, cheers.
  12. Hello guys I have installed the Mechjeb 2 mod and it seems to be working fine but when i try selecting a target for Mechjeb, Mechjeb doesnt recognize the target and keeps asking me to select a target I switch to map view and try selecting the station or capsule but Mechjeb doesnt recognize the target. What could i be doing wrong,do i need to upgrade anything. Thanks for the help guys
  13. Mechjeb is being a total jerk to me. It fails to comprehend targets, it won't do anything at all for ascent guidance except autostage, and rendezvous planning also doesn't work. It basaically just has a big catastrophic failure. Here's a list of plugins I use: Mechjeb Hyperedit DynamicTextureLoader BetterTimeWarp That's it. Someone help, please!
  14. Useful as it is there seems to be one thing lacking--once I'm in space I seem to lack the ability to select a target and enter a specified orbit about it--I have to do a bunch of maneuver planning rather than just one command--and I've had the maneuvers go very wonky at times. It does such a nice job of most things and falls down badly when going from one moon to another. Am I missing something??
  15. Okay, I know it says stock up there, but I will allow the flight contoller from BDArmory (to stop probe cores from physicsing out in atmosphere) and MechJeb. Everything else is strictly stock. PROFILE: Design and deploy a space launch system comprising of precisely TWO stages (SRBs permitted as a boost strap-on as long as they're fully retrievable) and a useful payload (robot probe, comsat, station part, whatever, as long as it has solar generation and battery storage and one antenna. Extra points for a multiple payload launch). The top stage forms part of the payload. Crewed payloads should also have some controllability, as in being able to choose the landing site anywhere within 20 degrees of the orbital plane. The first stage should have the capability (demonstrate, please) of making a turnaround landing at KSC (as in, refuel, attach the payload and light the bottom). The first stage is NOT allowed to enter orbit. [Challenger's note: Images to follow, I have not yet managed the landing part, seems the boost stage doesn't take too well to lithobraking on the pad at Mach 3 - fuel is the problem for me, and 8 stock parachutes don't seem to do a lot with a 17 ton deadweight). This is a Kudos challenge: great if you can demonstrate your design. Even better if you can perform a turnaround launch! Suggested timeline: Launch Kick MECO Stage sep (<40km) SEB to p.100km, SECO Switch to primary stage Boostback burn, deploy chutes Switch back to payload Orbital insertion Switch back to primary Landing Switch back to payload, deploy. Mission Badges: [EDIT] You're all going to hate me, but here's a mission extension I've not only been playing with, I've actually gone and done it. Using your current design stock launcher, put a crewed station module in orbit and then dock a spaceplane to it. Profile: Spaceplane should be STOCK. MJ and BDAI permitted addons. Station module should have an antenna, *space* available for the spaceplane crew, and at least one permanent crewmember. Demonstration should consist of a horizontal launch (on wheels, on the runway) of your spaceplane, and successful landing of your Dragon booster. (Pics to follow. I built and docked an X-Wing to a 35 ton science station. Tried getting a fuel tanker up there but didn't have the TWR on the top stage to make orbit).
  16. Hello. I have several issues following an attempt to play New Horizons and Outer Planet Mod in x6.4 scale, using Planetshine, Distant Object Enhancer and SkyToneMapper as visual enhancements. Modlist: 1) MechJeb cannot calculate any PorkChop trajectories. After a full minute (used to be under 10 seconds), it just draws up a fully red window with no values. 2) FAR is spamming dozens of NULL reference exceptions and voxel update errors 3) Planetshine is producing errors for every single planet. 4) I'm getting THOUSANDS of these errors. It might be the reason behind why my FPS is much lower than any of my previous 1.0.5 careers: 5) Whenever I disengage SAS, with a wheel currently providing torque, all vessels spin out of control. They recover when I re-engage SAS. They do not spin wildly if the torque is disabled. What could be the cause behind the behaviour? Is it 'realism' being introduced in 1.0.5 or bugged behaviour? Link to full output_log: https://drive.google.com/file/d/0B9_zZN0vr4CcQWxzZWs4a2FRNnM/view?usp=sharing
  17. Hi. While designing an engine mod, often I've had the idea of creating an engine that uses a regular propellant (liquid fuel, intakeAir) alongside a massless 'propellant', such as ElectricCharge. How do Mechjeb or KerbalEngineer calculate deltaV in that case? Is there a workaround if they can't? Is there a way to create some sort of Generator module with its consumption of a massless resource tied to that of the propellant flow, outside of an Engine module that Mechjeb/Kerbal Engineer reads?
  18. I'm currently running an ultralight lander to the surface of the Mun, using MechJeb to provide command and control abilities. However, it just keeps pitching and yawing, refusing to settle down and fly stable. I've got a very lightweight craft, but I doubt the reaction wheels are OP. Is there any way to force Mechjeb to slow down its response rate and/or its response force?
  19. I decided to fire it up since the game was 1.0.5 and curious about what had changed. I updated it and was raring to get off the launch pad. Except my rocket designs suddenly don't get into orbit :-(. Okay that's no big deal I can use old reliable mechjeb which I had come to depend on like an old friend.. Except the latest version 2.5.5 doesn't seem to work with KSP. Is there something I am just missing with mechjeb (rockets don't turn when getting to orbital heights)or am I borked? Help me Obi-Jeb help me. Thanks.
  20. I've got the latest dev build of MechJeb installed(So features actually work), and I have FAR(Farram Aerospace) installed, and I also have the MechJeb with FAR patch installed, but I'm still having a lot of trouble with using MechJeb features. Now, I know I could just not use them, but frankly most of the fun in the game is just building the ships for me, and I'm really awful at the flying so normally I let MechJeb handle that for me. Right now I can't do that. They oscillate like crazy while flying, they tip over as they're leaving the atmosphere, and it seems to have forgotten how to do a circularization burn properly. Do these mods just not play well together, even with the patch? Is there a setting I should change? Should I just not use FAR if I want to rely on MechJeb for ascent? Any answers or information at all would be really helpful, thank you.
  21. Ok, I've been troubleshooting this for EVER and it's finally time to turn to the community for some assistance. In my career save, I was trying to fix an issue with MechJeb: For a ship I currently have in a nearly-circular orbit around Minmus, after I quit and returned to the game the readings for my apoapsis and periapsis started going pretty crazy, and therefore so have time to apoapsis, time to periapsis, orbital period, time to EAN, time to EDN, and eccentricity. Now, I know that circular orbits tend to do this, but the orbit isn't that circular; eccentricity should be about 0.143, and I had achieved that before this behaviour started. G-force and inclination are also inexplicably going fairly crazy. All these values fluctuate rapidly around their initial, proper values, but far too much for me to make any additional fine adjustments imperative to the goal of the mission (3 equatorial satellites around Minmus for SCANSat). So, I started uninstalling mods to see if I could narrow down the issue. Toadicus Tools and Tweakable Everything (which is dependent on TT, to my understanding), seems to be the culprit. If both are installed, I get the described behaviour. If I uninstall either TT or TE (but not both), the behaviour stops when I load the game again, but a bunch of my stages go blank, I can't use SAS, the ship wobbles a bunch, and my cargo (the satellites, attached via clamp-o-tron jr. ports in the cargo bay) clip through the bay doors and fly off. If I switch to the nearest satellite (dropped previously), It spins out of control and has no SAS any longer. If I remove both TT and TE, my stages and SAS capability come back and nothing flies away, but the crazy stats behaviour returns. I'm running KSP 1.0.5 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit My list of mods/addons at this point (all updated, and pared down to a minimum to reproduce this issue while still being able to load the save) is as follows: RemoteTech - 1.6.9 SCANsat - 1.1.4.4 Module Manager - 2.6.13 TweakableEverything - 1.14 MechJeb2 - 2.5.5 Custom Clusters - 0.53.1 MechJeb and Engineer for All - 1.2 Output log file is here (both TT and TE installed) Thanks for any assistance you can provide!
  22. Hi everybody. I am not familiar with modding but I've got an idea to improve the gameplay in career mode and I would like to share it with you. If some of you find it relevant and think it can be modded, I would be glad to help as much as I can. My idea is to remove the mechjeb part and include the mechjeb functions in both pilots aptitudes and probe caracteristics. To make it fun, the number of functionalities available should raise with: the Xp-level of the pilot / the tech-level of the probe. I started to think at the balance adjustments with 6 steps : # Pilot lvl PROBE FUNCTIONALITIES unlocked 1 0 Stayputnik Mk1 SAS / Delta-V stats 2 1 Probodobodyne OKTO Smart A.S.S. / RCS balancer / Smart RCS 3 2 Probodobodyne HECS Maneuver planner / Node editor 4 3 Probodobodyne QBE CH-J3 fly-by-wire Translatron / Rover Autopilot 5 4 Probodobodyne OKTO 2 Ascent / landing & spaceplane guidance 6 5 RC-001S / Mk2 Drone / RC-L01 Rendez-vous & docking guidance The idea is to include the following function by default in all modules & probes: Vessel info Utilities Warp helper Surface info Orbit info In addition, the tech tree position of the probe could be modified to have earlier access to it, for example: Probe Tech prereq Stayputnik Mk1 Stability Probodobodyne OKTO Flight control Probodobodyne HECS Advanced flight control Probodobodyne QBE Precision engineering I let you comment my idea, let me know if you like it, if you think it's realisable, how to do it ... etc Sorry if someone already posted a similar idea somewhere else on the forum, i just didn't find a similar thread.
  23. With the release of MechJeb 1.9, the Autom8 module was finally released to the public (although in an early beta fashion). Now with the 1.9.1 release, things have got stable enough that a few scripts started popping up, and I've decided to create this new thread to focus on Autom8 script discussion and release. I'll try to keep the OP updated with links to any scripts posted here, and any documentation related to it. Documentation Links Autom8 manual Scripts FlyMeToTheMun - Automated Kerbin -> Mun flight [ ] [by r4m0n] Mun to Kerbin Return - Automated Mun -> Kerbin return and landing [ ] [by olex] Spaceplane lander - Automated spaceplane landing from orbit [ ] [by olex] Using Scripts Click on the script link (I'll try to keep all scripts in pastebin for now); Click on Download; Save the script as something.lua in KSP/PluginData/mumechlib/ In the Autom8 console, type: dofile("something") ??? Profit! Sending Scripts Create and test your script. Reading other people scripts is a good way to see how it works in general, and the Autom8 manual should help with what you need for your specific ideas. If you can't find it on the manual, post in this thread and I'll try to clear it up, or add new functions when needed. With your script done, send a copy to pastebin (bonus points for using Lua coloring ). Optionally, you could also upload a video of your script running so people can see what it does. With that in hand, just post a name for the script, the link to the pastebin copy and optionally a link to the video, and I'll add it to the script list. This thread is for Autom8 scripting discussion only, please direct any other MechJeb related discussion to the main MechJeb thread.
  24. Yes I know, I probably spent Sateillite wrong in this post but we shall move on. I just wonder how you guys do it? How do you get a space station to fit together, what's its purpose, how do you dock ships and get them on the same orbit and all that? Seriously getting frustrated. is it even possible without mods?
  25. After mapping AND landing on all planets and moons (where possible). It's time to go anomaly hunting. I noticed the coördinates provided by ISA are different from the ones needed by Mechjeb. Am I correct when I translate as follows (for example): ISA: -13.8 -16.2 = Mechjeb: 13°8' 16°2' [E] or ISA: 20.3 -134.3 = Mechjeb: 20°3' [N] 45°7'[W]
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