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  1. Hello! So I am testing my new reusable rocket with mechjeb 2. The issue is, that when I pick a target on the map, it basically tries to land on the opposite side of what I picked..... Here is a list of my mods that i currently have installed: https://gyazo.com/a2e9bef29755289ff6cee0391bb98b5b Here is a video showing the issue:
  2. So I recently updated my KSP to 1.3.1 and I wanted to reinstall all my mods anyway, but the only mods that aren't currently working now with the latest patch are MechJeb and the mod that allows having the MechJeb functionality on all parts. Because I'm lazy, I like to let MechJeb do all the maneuvers for me, including ascent guidance and performing nodes, but I can't do this now as it wont work. Please can someone guide me as to what version to use, if any for the new update. Thanks.
  3. So, I am on KSP Version 1.3.1, and I downloaded MechJeb multiple times, its been installed correctly in the files and all that. But its not showing up in game. I don't know why. Any help? I have some pictures of my folders.
  4. I am experiencing really strange behavior from MechJeb, RemoteTech and KSPI modules at the same time. This is what happens: I spawn a cargo ssto and fly to the station in orbit. Dock with station and transfer cargo. Build a station module with EL dockyard and dock it to the station. Everything is working without any problems. Undock ssto. RemoteTech reports N/A instead of local control for ssto(station has local control). Both vessels have crew that can fly them. Orient ssto retrograde and execute deorbit burn. Start time warp(focus on ssto). When separation between station and ssto becomes 12.5km(physics range??) and station unloades, some strange things happen to ssto: KSPI reactor(nuclear salt reactor) stops working. Reactor control window reads active but no fuel is consumed and no power is produced. MechJeb's SmartASS module starts orienting vessel RAD+ regardless of the setting. SAS turns itself off, although rapid consecutive clicks will turn SAS button eventually. MechJeb is completely turned off, SmartASS is off. I have control over the ssto and can orient it manually or using SAS, when it is on. But no power is generated and mechjeb becomes useless. Although 3 mods are affected at the same time, I believe it is not the fault of any one of them, but an underlying problem, which I am trying to identify. Here is the log file, in case someone knows how to troubleshoot it: https://drive.google.com/file/d/0BzaLdTtFg_piZzZEcklNZjd2LTQ And here is list of mods:
  5. So this is essentially what is happening to me: Im on 1.2.2, so I install the version of MechJeb for 1.2.2. The game starts loading, and a popup, well, pops up, and says 'This version of Mechjeb is incompatible with your version of KSP', so Im like, "Oh, that must be a glitch". And then, as soon as the game finishes loading, it crashed. This keeps happening, and it won't stop unless I uninstall MechJeb. Can someone help me with this?
  6. Ok, lets get this started. Mods in Use: MechJeb, SpaceY, SpaceY Expanded, Cacteye, Chatterer, Docking Port Alignment Indicator, Procedural Fairings, Reentry Particle Effects, KIS, KAS, Planetary Base. Note: ALL mods are up to current standards for KSP 1.3.0. Issue: MechJeb is failing to stage the first stage away, requiring manual staging, then, when the action group to discharge the payload fairing it suddenly decides it wants to engage the sepatrons which destroys a portion of my payload rendering it entirely useless. I post this here, as, the game is not generating a log that I can find, and the console depicted in the final images shows no errors either. Is anyone encountering this themselves or have some clue as to what is going on? Personal Supposition: I think either my craft is borked some how, or something is going on with mechjeb. Or its a kraken. I honestly do not know. Craft File (NOTE: if you wish to explore my craft to see this for yourself, you require: MechJeb, Procedural Fairings, Cacteye telescope) For ease of helping, I will remove the spaceY launch clamps): http://www.filedropper.com/hubblespacetelescopetest Secondary Note: Sorry for the lack of an album, but, I am told the new forum upgrade broke the imgur albums, so, heres a string of images. It should be noted, one the first stage is cut lose, I begin taking pictures once a second until manual deployment of the payload fairing. I have never had MechJeb do this. I have used it since I discovered it back in KSP 0.21, and never had need to command it to stop short of any stages. Initial Post Posting Edit Note of additional Information: I just tried something. I tore off the boost stage, leaving the final orbital stage/payload intact. I replaced the mechjeb unit, zeroed the mainsails thrust and launched. I found that even if I manually stage the thing using space bar, the moment that fairing is deployed and mechjeb is active, it instantly fires the sepatrons. IF I use the action group or manually stage with mechjeb OFFLINE the sepatrons do not engage. Secondary Post Posting Edit Note of additional additional Information: I just altered the vehicle again, moving the mechjeb unit up onto the payload itself. This had no effect on the aforementioned issue. Tertiary Post Posting Edit Note of additional additional additional Information: I found I was missing a probe core on the payload. Thought adding one would fix it along with swapping to stock sepatrons. It did allow for control of the payload post undocking on orbit, but, the sepatrons are still being fired by the mechjeb. cause remains unknown. Images: On the pad: Initial Ascent: Stage One MECO, This image and all the rest to follow are taken roughly at 1 to 1.5 second intervals: MechJeb is now just sitting there as we coast: MechJeb still sitting there doing nothing as we coast: I press 1 button, action group 1 to deploy the payload fairing, suddenly mechjeb wakes up and cooks the payload: I have 0 clue what is going on here. I have never seen mechjeb do this since I first found it way back at 0.21. I wish I knew what was going on. And before someone asks if I have an output log, no, no I do not, as it has not created one. The last log I see that has the title of output log is from october 2016, and thats in both the KSP_Data and KSP_X64_Data folders. If I am not looking in the correct place to find one dated for September 4, 2017 please guide me to it, and I will gladly file dropper it into this post with a big ol edit showing it off. I will try to coax the kraken out of hiding as those who know more than I take a look see. OP 23:57:30 first edit time: 00:05:30 second edit time: 00:08:30 third edit time: 00:29:30 fourth edit: 11:06:30 fifth edit: 15:27:30 sixth edit: 9-6-17 18:42:30
  7. Hi. I am having some trouble with rovers going downhill with mechjeb rover autopilot on. I set speed for 10m/s, for instance, but when downhill mechjeb won't apply brakes and will only, apparently, try to brake with the engines, which doesn't works. I can easily, manually, brake and the brakes are effective, it is just MJ that does not appears to use them. Any alternatives? I am using KSP 1.2, RO, RSS, all dependencies, and a few more mods like MJ2
  8. It starts off simple enough, there was power failure will I was entering the atmosphere of Kerbin. There-after MechJeb does not produce Vessel information or Delta-V stats. I reloaded MechJeb2 into its directory, didn't work. I reinstalled KSP_64 into its directory, didn't work.
  9. Hi guys! I wanted to update Kerbal Engineer Redux to handle "real" suicide burns, namely suicide burns that start out with a horizontal velocity component. I tried looking around the interwebs for examples or math for this, but all I ever found was "vertical-only"-suicide burns. Then I stumbled upon this gem in MechJeb2: public static double SuicideBurnCountdown(Orbit orbit, VesselState vesselState, Vessel vessel) { if (vesselState.mainBody == null) return 0; if (orbit.PeA > 0) return Double.PositiveInfinity; double angleFromHorizontal = 90 - Vector3d.Angle(-vessel.srf_velocity, vesselState.up); angleFromHorizontal = MuUtils.Clamp(angleFromHorizontal, 0, 90); double sine = Math.Sin(angleFromHorizontal * UtilMath.Deg2Rad); double g = vesselState.localg; double T = vesselState.limitedMaxThrustAccel; double effectiveDecel = 0.5 * (-2 * g * sine + Math.Sqrt((2 * g * sine) * (2 * g * sine) + 4 * (T * T - g * g))); double decelTime = vesselState.speedSurface / effectiveDecel; Vector3d estimatedLandingSite = vesselState.CoM + 0.5 * decelTime * vessel.srf_velocity; double terrainRadius = vesselState.mainBody.Radius + vesselState.mainBody.TerrainAltitude(estimatedLandingSite); double impactTime = 0; try { impactTime = orbit.NextTimeOfRadius(vesselState.time, terrainRadius); } catch (ArgumentException) { return 0; } return impactTime - decelTime / 2 - vesselState.time; } So this piece of code here works like a charm. Except for minor errors, this provides a rock-solid suicide burn countdown timer. And obviously there is some math behind it (I mean look at all the sine's and square roots!). I don't really understand the math here though, and I haven't seen *anything* that looks remotely similar. So instead of copy-pasting it as a black box and hoping for the best, I thought I would ask you guys, if someone could help me understanding this fine piece of math. I looked at the git blame, and it seems that a guy named @The_Duck or @Meumeu is the original author. Are you still around? And obviously, @sarbian is the current MechJeb maintainer, so he might know what's going on? Any help would be appreciated. Cheers
  10. Hola a ver si alguien me ayuda con el mechjeb que me tiene frito porque muchas veces hago un despegue o alguna maniobra con el maneuver planner y cuando llega el momento de encender el motor para realizar la maniobra no lo enciende y se queda en la trayectoria anterior y no hace nada me puedo pasar horas y no hace nada, alguien me puede decir si hago algo mal ?? lo que si me aseguro es de tener suficiente combustible para realizar la maniobra
  11. Whenever I place a SCANSat landing target it doesn't appear for MechJeb landing guidance, it just says "Pick target on map" and the "Land at Target" button is grayed out.
  12. Hey guys, I've got a weird problem here. Its been happening consistently over the past week with different iterations of this ship. What happens is I go to undock my fuel pods, but each time on 1-2 pods it doesn't completely undock. The two couplers will separate and occasionally the ship will separate from the radial attachment point, but the ship still (kind of?) acts like its attached. The engines on the 'undocked' module will still fire at the same time, and if I go to the navigation station at base and try to go back to the ship it glitches out and won't load. Note that I did use MechJeb's Docking Autopilot software to line up the tanks for docking, but I tried disabling it and docking them manually and it still had this error. Its hard to explain, so here's a video for you guys: The only mod's I have had installed were visual enhancers and MechJeb, I uninstalled all mods but MechJeb and the problem continues to occur, I also reinstalled MechJeb with no improvements. Can someone help me understand why this is happening?
  13. I have downloaded mechjeb, unzipped it, put in the gamedata folder, ran the fame, but mechjeb did not show up. I saw ksp load mechjeb in the loading screen, but nothing shows up. Just stock ksp. Please help. It would be very helpful.
  14. KSP: 1.2.9.1727 64bit Problem: Every time I install MechJeb the game will crash at launch during the "Loading Asset Definitions" step in the progress bar. It produces a debugging folder which is attached below. I am placing the MechJeb folder into the GameData directory to install it. Mods installed: Attempting to install MechJeb 2-2.6.0.0 Log: https://drive.google.com/drive/folders/0BxToO22wipRTQWdmVk9GSlNZWEk?usp=sharing
  15. Hi everyone, this is my first post here. I startet playing KSP (v1.2.2 x64) again after some time, installing some of my favorite mods and I ran into a small issue regarding mechjeb 2.6.0. When I right-click or press the mouse-look toggle key in IVA with the mechjeb device attaced to my vessel, the mouse cursor doesn't go away entirely. Instead, it centers itself in the middle of the screen and flickers. It happens only with mechjeb attached while in IVA. Is this a known issue or am I the only one? Wasn't able to find anything on Google.
  16. I have install the MechJeb 2 for kerbal 1.2.2 and i cannot see any interface I have read about and i saw that i must activate the mods from the console if im in carrer mode. I dont know how to do it. Can someone help me. Thx
  17. I've installed the latest MechJeb version and the latest ModuleManager version, and it won't load into my game. Little help please?
  18. Maybe I'm missing something obvious here, or maybe it's not possible for some reason, but can anyone tell me how to get Mechjeb to show the amount of delta v per stage independent of other stages in the VAB? What I mean is, let's say I have my main payload stage, which has 1000 delta-v. Mechjeb shows this correctly in the VAB. But when I add a booster stage, let's say it has delta-v of 2000, the delta v of my first stage will be lower (ie, as if it was trying to push the full weight of the craft, including the booster stage), maybe 750. Likewise if I add another booster stage, let's say solid rockets, with a delta-v of 1500, both previous stages will show lower delta v values again. It makes it quite difficult to calculate how much total DV I have, because rather than telling me I have the 3500 total for my booster stages, and 1000 for my main craft, it may show 1500 for stage 1, 1000 for stage 2, and 300 for my main craft... Am I making sense? As I say, maybe I'm missing something obvious, but if anyone could clue me up, I'd appreciate it...
  19. Two Mechjeb functions I've found useful while flying airships. The first is that MechJeb's Smart A.S.S. function is very useful in maintaining course and stability. (It's best to balance your craft manually if you can, because this will consume EC if your reaction wheels are enabled.) I've also created a custom info window that provides all sorts of useful data: Altitude (ASL) = your absolute altitude, useful for monitoring pressure altitude. Altitude (Bottom) = your altitude as measured from the lowest point of the vehicle, very useful for landing. (Much more useful than Altitude (true), which measures from center of mass.) Coordinates = current position. Heading = current heading. Surface Horizontal Speed = true speed across ground, more accurate than Navball speed and useful in ensuring you don't snap off your landing gear or break or bend your airship on landing. Vertical speed = Very useful for landing. Current Biome = If you're out gathering Science, this is useful to know. Pick Position Target = This works just like "pick target on Map" in the Landing Guidance AP, it flips you out to the map screen and lets you choose a target by clicking on the map. Heading to target, Target Coordinates, Distance to target, Time to closest approach = navigation information relative to your selected target. This works whether you've chosen it with Pick Position Target or picked a flag or a craft from the map screen. It does not appear to work with Kerbnet waypoints. (Or I may not grok how to use Kerbnet.)
  20. hello guys. im fairly new to kerbal and a friend of mine showed me mechjeb. i tried to install it, meaning, put the folder on the gamedata and nothing happens when i start kerbal. i am running the latest version to date on steam. can anyone help me go thru this? thank you
  21. I made a nice, well-flying Saturn V look-alike using stock and KW Rocketry parts. I also used MechJeb because I like the extra orbital info that it gives, but you can remove the MJ parts if you don't want them. Any comments? I would love to know how I could improve the realism and/or the flyability of this thing. Link to the .craft file: Clicky! Also, this thing was made in KSP 1.2.2. Specs: Part Count: 73 Width: 5m (First stage, Last stage 2.5m) Height: 62m Weight: 439.4t I have a severe lack of any pad screenshots, so most of what you are gonna see here was taken of the CSM/lander around either the Mun or Minmus. Screenshots: https://1drv.ms/i/s!Aj6gaWpn2OKCgRmKfO5dbaE-n0Vo https://1drv.ms/i/s!Aj6gaWpn2OKCgRgjJvl2_pldcPbz https://1drv.ms/i/s!Aj6gaWpn2OKCgRdvc7zqAFE5-0oX (I have Windows set to upload screenshots to OneDrive when I press Print Screen - this avoids filling up my Steam Cloud with them :D) It is also worthy of note that I have successfully recreated an Apollo-style Mun landing using this craft. One note I must make is that the second stage can be a little overzealous when it comes to steering with gimbal. I haven't attempted to fix this myself yet, but for now be sure to keep a watchful eye on the navball.
  22. I'm having issues with mecjeb not working properly. it has worked perfectly but stopped doing so a week ago. it sets up a maneuver but... does not Automatically timewarp to the node anymore, nor does it execute at the node, although it does maneuver the craft around so it is in the right direction for the burn Can anyone make sense of what is happening here? this data is from the debug menu in Mechjeb. [Error]: MechJeb module MechJebModuleNodeExecutor threw an exception in OnFixedUpdate: System.MissingMethodException: Method not found: 'TimeWarp.SetRate'. at MuMech.MechJebModuleWarpController.IncreaseRegularWarp (Boolean instant) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleWarpController.WarpRegularAtRate (Single maxRate, Boolean instantOnIncrease, Boolean instantOnDecrease) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleWarpController.WarpToUT (Double UT, Double maxRate) [0x00000] in <filename unknown>:0 at MuMech.MechJebModuleNodeExecutor.OnFixedUpdate () [0x00000] in <filename unknown>:0 at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0 is there something I can edit within the Mecjeb folder or is it something editable somewhere else? any help would be greatly appreciated
  23. Hey guys, Since yesterday I have been having issues with my KSP installation. First of all, I play RealismOverhaul, Real Solar System, Realistic Progression Zero, RemoteTech, and some other mods. (about 43 in total) The problem started yesterday, and was caused by, or at least coincided with, me installing the newest RealismOverhaul-Master from Github. When I use Mechjeb's auto-ascent to launch from Kourou (you know, the equatorial South-American base) into the Moon's plane, MJ rolls the rocket (even though 'Force Roll' is disabled) after launch, and then proceeds to launch polar. Mechjeb's Auto-Ascent window shows the Moon's inclination (28.xxx degrees), and the launch is timed perfectly for the lunar plane, however Mechjeb is about 90 degrees off when it comes to the heading, and proceeds to perform a perfectly normal launch - only into a polar orbit, instead of one with the inclination of the Moon. Mechjeb's ascent is configured like this: Orbit: 99999km Turn Start Velocity: 80m/s Turn End Altitude: 140km Ascent profile: 45% Before launch, I go into map-view, select the Moon as target, then select 'Launch into Target plane' in Mechjeb. The weirdest thing? This works perfectly when launching from KSC. It also works fine from Kourou when I am trying in Sandbox mode. Only when I launch in Career mode from Kourou, does this faulty behavior show. This is in Kubuntu 14.04, x64. i7 4790k, 16 GB RAM, starting the 64-bit version via launch script. Here is the link to my player.log: https://www.dropbox.com/s/3akiwqgudbp2eos/Player.log?dl=1 This is the link to the craft I am using: https://www.dropbox.com/s/hqldj3xn38akuxd/LunSat%20I.craft?dl=1 It is a bit overpowered, because it is supposed to do: a) Lunar Flyby b) Lunar Orbit c) specific Lunar polar orbit d) second specific Lunar orbit and e) impact on the surface. I am sure I am doing something wrong somewhere (PEBKAC), and that it's not some bug. I have completely removed the KSP folder, performed a fresh install, made several copies of the folder to try different methods to troubleshoot this, but frankly, I am at a loss.. Thanks all for any help you can provide! sackfalte EDIT: I was informed that it's better to post in the dedicated Mechjeb support thread, so that's what I am going to do.
  24. Hi Guys, I'm having some issues with mechjeb. I have the majority of features that are available, but as of a few days ago the delta V calculator has disappeared. This has significantly affected gameplay and I'm wondering what the cause would be. I'll link to a list of my mods - http://imgur.com/gallery/dDAJB. Thanks Daniel
  25. Hello I'm fairly new to modding in KSP. I've seen that a lot of people use MechJeb, and some see it as an essential mod for their install. I don't really know much about it, could someone explain to me what MechJeb is, what it does, and why I should (or shouldn't) use it? Thanks!
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