Search the Community

Showing results for tags 'mechjeb'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website


  • Developer Articles

Found 83 results

  1. Guuuuuwd Moooorning everyone! I hope you all have a fantastic Saturday so far! I have a question regarding MechJeb 2 and the Aircraft Autopilot. Since the wiki is so outdated it doesn't even contain a single line of text regarding the specific part of the MJ2 mod, I thought I would try my luck over here! So far I managed to make the autopilot obey my orders of altitude and direction, however, I struggle with getting it to listen to my command when it comes to speed Down here I have provided a screenshot, you will see the Aircraft Autopilot window. Notice that I have set the speed to 200 m/s and also notice that my aircrafts actual speed is 358.2 m/s. Screenshot Why doesn't it regulate the thrust for me? What am I doing wrong? Please MechJeb gurus, guide me on the right path! Kind Regards - Schmelge
  2. MechJeb 2 Wiki Outdated drastically outdated and missing information. Using MechJeb 2 version KSP version Windows 64it As a result of a lack of information I have no idea if some of the issues I am having are a result of a mod bug, or incorect settings for the craft im flying. There are whole sections missing completely (Aircraft Autopilot window for example) and some sections are incomplete with settings missing. This leads to lots of questions and not sure where to post questions. In Aircraft Autopilot under PID, what are those settings? What is "Kp", what is "i" and "d". How does the "VertSpeed" fields under PID effect "Vertical Speed Hold" if it effects that at all. I have one aircraft where vertical speed hold fails completely and results in dratic and fata pitching ocillation. No idea why? There are settings on the Assent Guidence window that have no informations. What is "Q"? What are the force roll settings for? With an aircraft, I had Autoland completely fail to make touchdown. Was doing good untill the point where it should have moved the craft to make contact with the runway but instead just hovered there untill the plane lift stalled and crashed.
  3. Good evening ! Im using MechJeb ( the newest offical Version ) and ksp 1.3.1. MechJeb ist a great Tool and i totally Love it. But sometimes it seems to stuck at some Point. I Launched my Rocket Today and MechJeb navigated it into a Stabel 75 km Orbit. I wanted to try the Automatic landing, so i Set a target somewhere in kerbit and started the Show. Inoticed that MechJeb Status showed Always " Burn for reenter Orbit ". And it doesnt do anything. This Happens pretty often. I only once saw that MechJeb Lands my Rocket ob kerbin Out of 43 Times... The MechJeb Tool Always have enough Energy... Does anyone noticed this Kind of Problem too ? Any solutions ?
  4. 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.
  5. Essential Mods?

    Hi! This is actually my first post... be nice for my sake! So i've been playing KSP for about a year now and have devoted a lot of that time to finding decent mods. I have a relatively powerful iMac (2013-14) so the size of capabilities of the mods don't matter. Right now I only have two installed: TweakScale MechJeb I would like to find a mod that is easy to understand and useful as well. Thanks in advance!
  6. 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: And here is list of mods:
  7. 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.
  8. MechJeb? You good?

    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?
  9. 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: Here is a video showing the issue:
  10. 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): 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
  11. 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
  12. 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.
  13. ayuda con mechjeb

    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
  14. 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.
  15. 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
  16. 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?
  17. 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:
  18. Help with Mechjeb

    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.
  19. 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
  20. 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.
  21. I've installed the latest MechJeb version and the latest ModuleManager version, and it won't load into my game. Little help please?
  22. Mechjeb delta v per stage

    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...
  23. MechJeb for airships.

    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.)
  24. 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.
  25. 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