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Found 52 results

  1. download: source: binary: for ksp 1.3.0 MJ 2.6.1 installation: just put the plugin dll near MechJeb2.dll (inside GameData/MechJeb2/Plugins folder, and 2 new window ("My Landing Guidance", "Ascent StartTime") will be in mechjeb list) Ascent StartTime (MechJebModuleAscentTime.cs) provides interface between mechjeb and plad's flyby finder, or allows you to plan your interplanetary transfer before you leave the ground. and auto start to correct intermediate orbit, helps you advance that orbit, and do ejection burn to some other celestial body around sun (or in case you fly from one moon to other - around parent celestial body) To do so you need to: 1. select destination body (other planet) (or type it's name if you clear ByTgt checkbox) 2. fill Orbit altitude (will be forwarded to Ascent autopilot) in Ascent StarTime window (it's in list of other mechjeb windowses, if addon was installed correctly) 3. generate with initial guess and tune buttons or fill (from PLAD's flyby finder, or other sources such as alexmoon's Launch Window Planner) following values: Departure Arrival (they are set in days from start of game (first day is 1, but can be changed by offset field (which is in hours)) ) which path to use short one or long one, usually preferable one with lower Boost deltaV, but in some cases to get to next gravity assist you would need to be more specific, so there is no auto here by default, but any previously mentioned tune button will auto that. 3. after that you could just Press Best button to fill most optimal parameter that defines inclination (previously mentioned auto tune will do it for you), it will find parameter that correspond to lowest possible inclination of initial orbit, which HOWEVER do allow both: launch from your launch site (your current position on planet surface) and chosen interplanetary transfer. or if you need more specific orbit you could fill Orb[ital] Par[ameter] of incl[ination] by yourself (or just select it by clicking some point on planet, after clicking on "Select"). 4. after that you could use DrawIntermedOrbit button ( Choose or tune buttons will do that also ) to show orbit in orbits screen (M), more important that Boost from Circular [orbit] field will now show calculated transfer deltaV, which should up to 0.1m/s correspond those from PLAD's flyby finder, or just (in case other sources of transfer time) be good enough for you. other fields which can be useful: BoostPrepareDays - how much time (in days) you want spend on orbit of current planet. (you could build boost with several passes, but you would need time) BoostPrepareOrbits - same(additional to days) but in orbital periods of shown orbit (it's not circular!) LaunchOffset - will start early by that number of seconds, allowing vessel get to upper layers of atmosphere, or you will miss selected orbital plane because of planetary atmosphere rotation (with planet itself), best values 90 sec for kerbin and 150 for earth, write here if you find better, spaceplanes could require more. HoursPerDay - just to choose between kerbal/earth day OffsetHours(firstday) - i probably should replace this field with something like offset day, currently should be same as HoursPerDay, and for PLAD's fly by finder both fields should be 24. (at least old for version) Launch countdown - same as in mechjeb's ascent guidance (i.e. how many last seconds will pass with warp 1x) PartialBoostGuidance - parameter for displayed orbit, which allow you to see how orbit will looks like after acceleration by this speed in proper time (beginning of interplanetary transfer), for technical reason can't be 0(i.e. displayed orbit is never circular), but value can be 0.0001 * (Boost from Circular) again Boost from Circular is accounted from exactly circular orbit with selected Orbit altitude 5. press button Launch to circlular orbit (it will update and calc orbit again anyway, so may be needed to check it, if some bugs got there) 6. (optionally) tune values in Ascent Guidance window. 7. press engage autopilot (do the same in both windows, but better do it in "Ascent StartTime", as caller is tracked in MJ) 8. after reaching orbit CreateTranferNode button will be available to create transfer maneuver node (this done mostly with slightly modified mechjeb code, when i did tests precision was 1m/s or better) but you could just do prograde burn manually - you have marked point on orbits map, where you need to do burn (in case marker orbit and your orbit matched closely) (p.s. there was bug that orbit marker is drifting over time, so DrawIntermedOrbit may have to fix that, better to press it before burn, CreateTranferNode also call same code to prevent any error appears, if you could reproduce or know why it's happens i will fix it) 9. and CreateCorrectionNode button would place correction node as soon as possible (after all nodes) this button use 100% mechjeb code (only with fixed arrival time filled from Arrival field) and it's buggy(2 authors of mechjeb why?) while you fly in source planet soi, if you want correction early (than leaving source planet soi) you need to do it manually. I did find cases when launch to inclination choose completely wrong times (on minmus orbit), so i did add same feature to that addon, with completely different code (which is used for primary purpose of addon anyway) i.e. "Launch into plane of target" just doing the same job as button in ascent guidance but without bugs :). take into consideration that current MJ version did not account for initial (start) orbital velocity (due to rotation of planet) when it goes for inclined orbits (so it will end with incorrect inclination), so you need to make correction by yourself in upper layers of atmosphere, you need keep 10 degrees on correct side for 10-20 sec, you don't need even turn of autopilot for that (MJ devs said that bug is fixed in dev build), mine last 5 attempts(while i did test that) result into orbit with relative inclination less than 0.05 degrees from calculated. with life realistic plugins for ksp i would recommend to use fake vessel and warp time (using this addon to step 7) until 1 min before launch(Launch countdown = 60), then abort and recover fake vessel and select proper one, and do proper launch (you would need to select target/planet again, other values should be saved so you could press launch in circlular and engage autopilot). "Launch to circular orbit" button uses latest allowed(by limitation) time for launch (to keep vessel in parking orbit minimum time, because life realistic plugins will spend your resources while you in orbit). "Launch into plane of target" button uses earliest allowed time. Auto tuning DepartureDay and ArrivalDay supported, i.e. you don't need external window planner anymore, unless you want several flyby. InitialGuess: makes them for almost circular orbits (all celestial bodies in original ksp looks good enough) and not much inclined. Tune makes it almost perfect (there are separate buttons for DepartureDay and ArrivalDay and also combined one near InitialGuess: toggle able Tune2 near Dst.Inb.Spd: allows previously mentioned tuning not only for minimum boost speed (transfer dv), but also for minimum entering orbit burn (stopping) at destination. most of feature still working when you in orbit of moon of starting celestial body, i.e. you could tune intermediate orbit for transfer and left moon in proper time with minimal delta-v (including transfer burn) My landing guidance - highly experimental fork of mechjeb version with a lot more tunable parameters done to allow landing with RO engines, now could only be used after deorbit burn done and in way (i think that you have limited ignitions): take into account that interface do change in new MJ version so if you want to use faster you need to download sources and rebuild by yourself (you could just compile with any .NET c# compiler (even without VS installing, just add reference for assemblies dlls { mechjeb2 UnityEngine Assembly-CSharp } from ksp forder) ). outdated: temporary merged with GravityTurn source binary (As accessible as submenu from GravityTurn main menu, but actually it controls Gravity Turn ) small fixes in GravityTurn for inclination and max thrust while too low. P.S. it's old GravityTurn recompiled for 1.2, new GravityTurn without AscentStartTime is there
  2. 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
  3. 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
  4. Want to have MechJeb embedded in your ships? Don't like the MechJeb parts? Then I present to you MechJeb Embedded Universal, Now With Career mode support! It has two modes: "Career mode" if you want career mode support, you'll have to go to R&D to unlock modules. "It's Free!" if you want not to go to the R&D to unlock modules, they'll be enabled from the start. This version uses ModuleManager (included 2.6.5) to provide functionality. It does not change your files, it justs appends the MechJeb core at the time of execution. This does not add MechJeb functionality, it just adds the MechJeb module to the command modules. That means that you don't have to manually add MechJeb while building your ship, it will come embedded on the command module (not physically, but in the code). (You can get MechJeb here: I take no responsability for what you do to your game (Works on 0.23, all the way thru 1.2, you need to have the proper ModuleManager Plug in) This addon is licensed under the GPL v3, and includes Module Manager by sarbian, swamp_ig, and ialdabaoth, which is licensed CC-BY-SA, forum link here: Module Manager Version 2.7.4 I have no relation to the guys behind MechJeb nor Module Manager, I would like to say thanks to them, and guys, keep up the good job! Download : MechJeb Embedded Universal
  5. 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.
  6. I usually use mechjeb for small things like circularizing b/c its just so trivial, and i have been doing this for a while and it has been working just fine. However, recently my nodes have started acting very weird. For instance, when i tell MJ to circularize, the dv indicator continuously ticks up to way more than i need. The node itself is in the wrong place because instead of being in prograde, the marker is somewhere below that and as the burn goes on, it transfers down to radial in, which screws up my orbit entirely. One more thing i noticed is that the time to the node is counting waaaay to fast and is saying that the craft is, for instance, T+ a few seconds but the node is not even close to the ship. it counts down probably in double or triple time. All of the above also holds true for maneuver nodes i make myself, so i'm not sure if mechjeb is the problem. Another thing to note is that the engineer in the VAB is telling me that the AR202 case is facing the wrong direction but i have found that this is a known little bug and doesn't do anything. I changed nothing from when it was working fine to now and i have tried reinstalling mechjeb. I have made sure the problem isn't my ship and have tried probably 10 different ones that worked for me previously as well as stock ships. My only other lead on the issue is that i think it started happening after i researched ascent guidance for mechjeb and tried using it. Thanks
  7. 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.
  8. 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?
  9. KSP: 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- Log:
  10. 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.
  11. The prerelase (Steam) crashes (CTD) during the loading screen if MechJeb is installed, no other mods. Both, the CKAN released version and the latest dev version of MechJeb cause this. Logs:
  12. 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
  13. I've installed the latest MechJeb version and the latest ModuleManager version, and it won't load into my game. Little help please?
  14. 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.)
  15. 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:!Aj6gaWpn2OKCgRmKfO5dbaE-n0Vo!Aj6gaWpn2OKCgRgjJvl2_pldcPbz!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.
  16. 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
  17. 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 - Thanks Daniel
  18. 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!
  19. Enjoying 1.2 so far, seem to have found a bug. When I attempt to go EVA, my kerbal appears outside the craft, but then my keyboard is no responsive in game. Still works in windows/other programs, just freezes and does not respond in game. Have to restart the game to get it working again. Mods ------------------ mechjeb, kw rocketry, EVE
  20. I downloaded Mechjeb 2, unzipped it in the Game data folder, booted up KSP, put the mechjeb module on a Kerbal X, launched and there was no mechjeb menu. What is wrong?! I downloaded from: which is MechJeb 2.5.8, latest KSP update. I'm on mac. Please help, I've tried! Please don't tell me I just downloaded an old Mechjeb. Thanks
  21. I recently got a new PC and finally got around to installing KSP 1.2.1, however it doesn't seem that any versions of MechJeb currently work on the new version. Is there a version of MechJeb that is supported by 1.2.1 or something relatively similar to it that I can install? I don't typically use it, but it is helpful when I want to demonstrate circularization and load distribution to my little brother so I can explain the math and maneuvers without having to focus on flight.
  22. So has anyone found a working version of mechjeb? I can't get the newest version to work.
  23. I downloaded mechjeb 2.8.5 and pasted it into my gamedata folder. I can put ar 202 part on my craft, and it consumes electrical charge, but i dont see any toolbar for mechjeb. Any suggestions?
  24. need mechjeb for ksp i installed mechjeb engineering for all but it not working no mechjeb icon shown in game
  25. Hello again. I need the piece of code to check if SmartASS on a given Vessel is set to anything but off. Also I'd like to handle the case that MechJeb is not installed at all. Does anybody know how to?