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[1.12.x] Anatid Robotics / MuMech - MechJeb - Autopilot - [2.14.3] [4th March 2023]


sarbian

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Folks, there's a guy over in the questions forums trying to figure out why his MJ install isn't working.  I've checked the basics with him, but not dice...  Anyone else with ideas drop by and help if you would please.
 

 

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10 hours ago, Kr0noZ said:

I just updated my KSP 1.3.1 with the new version of Mechjeb (using CKAN), now it gives me a notice upon loading that I run an incompatible version...
What gives? Did I mess something up, is it CKAN or will it simply work and I can disregard that warning?

 

6 hours ago, MaxZhao said:

Just to let you know, I think in CKAN the new 2.7.1.0 version of Mechjeb is shown to also be compatible with KSP 1.3, which it seems to not be the case.

 

Yes, yes, yes. I fixed my CKAN mess.

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59 minutes ago, AlonzoTG said:

Mechjeb is not auto-staging the new interstage plates which are also decouplers, they are technically above the engines in the stack but they do act as decouplers for the stage below. 

Could you provide @sarbian with an example .craft, steps to reproduce the issue, and logs.  As he's stated many times, issues need to be reported with logs and other supporting information.

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Guys, I'm having a problem,

Almost every single time I operate MJ in orbit with a medium or larger rocket (or rigid station) MJ has a serious problem with overcompensation for pitch (main one). It's a positive feedback loop too. Every time it starts out with a super small adjustment then it overcompensates then overcompensates then,.... you get the picture. If you just let it do its own then your basically in an uncontrolled spin in the end. I basically have to handhold the entire maneuver for it. Whats going on here? Is this just me?

Also, seems to happen most frequently with a multi-engine symmetric design??

Current stable MechJeb ver.
KSP 1.4.1
Vessel 100% symmetric
No unusal construction. 
 

Edited by kaco32456
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28 minutes ago, StickyScissors said:

Anyone else have a MM file to put MJ into every command pod without having to have the physical module? The one i used in 1.3.1 doesnt work in 1.4.1

This is the MM script I've used before in KSP 1.3.  I just did a quick test and it appears to still be working well in KSP 1.4.1.  It enables MJ partless with every Command Pod and Kerbal Seat (eg. External Command Seat, especially useful with mod Take Command) and provides all functions from the start of a career.

Spoiler

// MMJ-MechJeb-MC+KS.<date-version>.cfg
//
// Powered by ialdabaoth and sarbian's ModuleManager
//      http://forum.kerbalspaceprogram.com/index.php?/topic/50533--/
// ModuleManager config coding by Jacke
//      http://forum.kerbalspaceprogram.com/index.php?/profile/103694-jacke/
// Licence Creative Commons Attribution-NonCommercial-ShareAlike 4.0
//      http://creativecommons.org/licenses/by-nc-sa/4.0/
//
// Include this file with mod MechJeb
//
// for MechJeb >= 2.1.1
//
// add MechJeb functions to all parts with MODULE ModuleCommand and/or KerbalSeat
//
// Version 20180321a
//
// 2018 Mar 21 Wed  no change for KSP 1.4.1
// 2017 Aug 21 Mon  split code for ModuleCommand and KerbalSeat as '|' in HAS not working
// 2017 Aug 19 Sat  75 Anniversary of the Dieppe Raid - Lest We Forget
//                  confirmed good for MechJeb2 version 2.6.1.0-735
// 2016 Dec 24 Sat  changed to recreate existing MODULE MechJebCore to change the unlockTechs
// 2016 Dec 13 Tue  changed to one @PART block using '|' in :HAS code
// 2016 Dec 12 Mon  added :NEEDS[MechJeb2], added code block for KerbalSeat
//                  similar to Mahal's StockPlugins,
//                  renamed this file from MMJ-Graphotron-ModuleCommand
//                  to MMJ-MechJeb-MC+KS
// 2016 Apr 20 Wed  updated links for KSP new forum
// 2015 May 12 Tue  updated coding
// 2015 May 07 Thu  updated for KSP 1.0.2 and recent changes
// 2014 Aug 30 Sat  changed order of HAS tests
// 2014 Feb 20 Thu  MM coding by Jacke
//
// where    GameData/MechJeb2/
// what     MODULE MechJebCore
// file     all part files with ModuleCommand or KerbalSeat
// part     all parts with ModuleCommand or KerbalSeat
//
// Standard Command Modules and Kerbal carrying parts
//
@PART[*]:HAS[@MODULE[ModuleCommand]]:NEEDS[MechJeb2]:FINAL
{
	-MODULE[MechJebCore] {}		// delete any existing MODULE MechJebCore to change unlochTechs
	MODULE
	{
		name = MechJebCore
		MechJebLocalSettings {
			MechJebModuleCustomWindowEditor { unlockTechs = start }		// flightControl
			MechJebModuleSmartASS { unlockTechs = start }			// flightControl
			MechJebModuleManeuverPlanner { unlockTechs = start }		// advFlightControl
			MechJebModuleNodeEditor { unlockTechs = start }			// advFlightControl
			MechJebModuleTranslatron { unlockTechs = start }		// advFlightControl
			MechJebModuleWarpHelper { unlockTechs = start }			// advFlightControl
			MechJebModuleAttitudeAdjustment { unlockTechs = start }		// advFlightControl
			MechJebModuleThrustWindow { unlockTechs = start }		// advFlightControl
			MechJebModuleRCSBalancerWindow { unlockTechs = start }		// advFlightControl
			MechJebModuleRoverWindow { unlockTechs = start }		// fieldScience
			MechJebModuleAscentGuidance { unlockTechs = start }		// unmannedTech
			MechJebModuleLandingGuidance { unlockTechs = start }		// unmannedTech
			MechJebModuleSpaceplaneGuidance { unlockTechs = start }		// unmannedTech
			MechJebModuleDockingGuidance { unlockTechs = start }		// advUnmannedTech
			MechJebModuleRendezvousAutopilotWindow { unlockTechs = start }	// advUnmannedTech
			MechJebModuleRendezvousGuidance { unlockTechs = start }		// advUnmannedTech
		}
	}
}
//
@PART[*]:HAS[@MODULE[KerbalSeat]]:NEEDS[MechJeb2]:FINAL
{
	-MODULE[MechJebCore] {}		// delete any existing MODULE MechJebCore to change unlochTechs
	MODULE
	{
		name = MechJebCore
		MechJebLocalSettings {
			MechJebModuleCustomWindowEditor { unlockTechs = start }		// flightControl
			MechJebModuleSmartASS { unlockTechs = start }			// flightControl
			MechJebModuleManeuverPlanner { unlockTechs = start }		// advFlightControl
			MechJebModuleNodeEditor { unlockTechs = start }			// advFlightControl
			MechJebModuleTranslatron { unlockTechs = start }		// advFlightControl
			MechJebModuleWarpHelper { unlockTechs = start }			// advFlightControl
			MechJebModuleAttitudeAdjustment { unlockTechs = start }		// advFlightControl
			MechJebModuleThrustWindow { unlockTechs = start }		// advFlightControl
			MechJebModuleRCSBalancerWindow { unlockTechs = start }		// advFlightControl
			MechJebModuleRoverWindow { unlockTechs = start }		// fieldScience
			MechJebModuleAscentGuidance { unlockTechs = start }		// unmannedTech
			MechJebModuleLandingGuidance { unlockTechs = start }		// unmannedTech
			MechJebModuleSpaceplaneGuidance { unlockTechs = start }		// unmannedTech
			MechJebModuleDockingGuidance { unlockTechs = start }		// advUnmannedTech
			MechJebModuleRendezvousAutopilotWindow { unlockTechs = start }	// advUnmannedTech
			MechJebModuleRendezvousGuidance { unlockTechs = start }		// advUnmannedTech
		}
	}
}
//
// END OF MMJ-MechJeb-MC+KS.<date-version>.cfg

 

This is the MM script to hide the MJ parts (no longer needed when partless) but not break existing .craft files and crafts in flight with the parts.

Spoiler

// MMJ-MechJeb-Part-Block.<date-version>.cfg
//
// Powered by ialdabaoth and sarbian's ModuleManager
//      http://forum.kerbalspaceprogram.com/index.php?/topic/50533--/
// ModuleManager config coding by Jacke
//      http://forum.kerbalspaceprogram.com/index.php?/profile/103694-jacke/
// Licence Creative Commons Attribution-NonCommercial-ShareAlike 4.0
//      http://creativecommons.org/licenses/by-nc-sa/4.0/
//
// Include this file with mod MechJeb
//
// for MechJeb >= 2.1.1
//
// block MechJeb function parts from showing in tech tree or editors
// while still allowing existing .craft files to have them
//
// Version 20180321a
//
// 2018 Mar 03 Wed  change @TechRequired to -TechRequired
// 2017 Aug 19 Sat  75 Anniversary of the Dieppe Raid - Lest We Forget
//                  confirmed good for MechJeb2 version 2.6.1.0-735
// 2016 Dec 12 Mon  MM coding by Jacke similar to Mahal's StockPlugins
//
// where    GameData/MechJeb2/
// what     values for tech node & part category
// file     all part files for MechJeb function parts
// part     all MechJeb function parts
//
//
@PART[mumech_MJ2_AR202|mumech_MJ2_Pod]:NEEDS[MechJeb2]:FINAL
{
	-TechRequired = Unresearcheable
	@category = none
}
//
// END OF MMJ-MechJeb-Part-Block.<date-version>.cfg

 

 

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1 hour ago, StickyScissors said:

Anyone else have a MM file to put MJ into every command pod without having to have the physical module? The one i used in 1.3.1 doesnt work in 1.4.1

I use this one, I changed it to add MJ to everything has the category "Pods". It respects the tech tree.

@PART[*]:HAS[#category[Pods]]
{
	%MODULE[MechJebCore]
	{
		MechJebLocalSettings
		{
			MechJebModuleCustomWindowEditor { unlockTechs = flightControl }
			MechJebModuleSmartASS { unlockTechs = flightControl }
			MechJebModuleManeuverPlanner { unlockTechs = advFlightControl }
			MechJebModuleNodeEditor { unlockTechs = advFlightControl }
			MechJebModuleTranslatron { unlockTechs = advFlightControl }
			MechJebModuleWarpHelper { unlockTechs = advFlightControl }
			MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl }
			MechJebModuleThrustWindow { unlockTechs = advFlightControl }
			MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl }
			MechJebModuleRoverWindow { unlockTechs = fieldScience }
			MechJebModuleAscentGuidance { unlockTechs = unmannedTech }
			MechJebModuleLandingGuidance { unlockTechs = unmannedTech }
			MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech }
			MechJebModuleDockingGuidance { unlockTechs = advUnmanned }
			MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned }
			MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned }
		}
	}
}

And if you really want MJ in literally everything that could be controllable, use this:

Spoiler

@PART[*]:HAS[!MODULE[ModuleRCS*],#category[Control]]
{
    %MODULE[MechJebCore]
    {
        MechJebLocalSettings
        {
            MechJebModuleCustomWindowEditor { unlockTechs = flightControl }
            MechJebModuleSmartASS { unlockTechs = flightControl }
            MechJebModuleManeuverPlanner { unlockTechs = advFlightControl }
            MechJebModuleNodeEditor { unlockTechs = advFlightControl }
            MechJebModuleTranslatron { unlockTechs = advFlightControl }
            MechJebModuleWarpHelper { unlockTechs = advFlightControl }
            MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl }
            MechJebModuleThrustWindow { unlockTechs = advFlightControl }
            MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl }
            MechJebModuleRoverWindow { unlockTechs = fieldScience }
            MechJebModuleAscentGuidance { unlockTechs = unmannedTech }
            MechJebModuleLandingGuidance { unlockTechs = unmannedTech }
            MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech }
            MechJebModuleDockingGuidance { unlockTechs = advUnmanned }
            MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned }
            MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned }
        }
    }
}

 

Edited by leatherneck6017
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3 hours ago, Jestersage said:

Question: Can I just use MechJeb as KER?

The only thing that KER has that MechJeb doesn't is KER's 2 small HUDs.  As @sarbian points out below, MechJeb custom windows can be configured without a frame and background to appear as HUDs.  (VOID also has HUDs, more than KER, and it'll likely to be updated before KER.)  What MJ does have is a lot of information that can be laid out in defined and custom windows.  You can design your custom windows to have a number of the hundreds of line items MJ can provide.  There's also several defined windows that provide things like autopilots and other special functions.

Edited by Jacke
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2 hours ago, Jacke said:

The only thing that KER has that MechJeb doesn't is KER's 2 small HUDs.  (VOID has HUDs, more than KER, and it'll likely to be updated before KER.)  What MJ does have is a lot of information that can be laid out in defined and custom windows.  You can design your custom windows to have a number of the hundreds of line items MJ can provide.  There's also several defined windows that provide things like autopilots and other special functions.

You can configure background less windows (ie HUD) in MJ since May 2016

Edited by sarbian
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2 hours ago, sarbian said:

You can configure background less windows (ie HUD) in MJ since May 2016

I was amazed at all the stuff in the Custom Windows Editor! I have used MechJeb for years, and had never looked at the Custom Windows until Sarbian mentioned you could use something in there to copy current Lat/Long/Alt to clipboard, but I would urge all MJ users to have a look.

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9 hours ago, El Sancho said:

I was amazed at all the stuff in the Custom Windows Editor! I have used MechJeb for years, and had never looked at the Custom Windows until Sarbian mentioned you could use something in there to copy current Lat/Long/Alt to clipboard, but I would urge all MJ users to have a look.

yeah, have you found the "suicide burn countdown" thing?  It's fantastically useful for doing manual landings, I use it all the time, since MJ still does not properly understand the thrust from KSPIE's engines and the autoland will cause a catastrophic crash when such engines are used... but for some reason the suicide burn timer does understand their thrust, and is accurate for when to start the final braking burn... so I use that now and I've gotten really good at landing things myself :)

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7 hours ago, StickyScissors said:

Docking things parallel to each other still broken it seems


MJ doesn't know it's parallel, so it can't be a problem with parallel.  The problem I suspect is that your control point is so far off your center of rotation, that when it rotates to align the ports in rotation it misaligns it axially.  When it try to fix the axial misalignment, it goes off alignment in rotation.  Lather, rinse, repeat.

Or, tl;dr, you're way out in a corner case due to vehicle design.  Try a docking port closer to (or preferably on) your center of rotation selected as a control point.

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5 hours ago, DerekL1963 said:


MJ doesn't know it's parallel, so it can't be a problem with parallel.  The problem I suspect is that your control point is so far off your center of rotation, that when it rotates to align the ports in rotation it misaligns it axially.  When it try to fix the axial misalignment, it goes off alignment in rotation.  Lather, rinse, repeat.

Or, tl;dr, you're way out in a corner case due to vehicle design.  Try a docking port closer to (or preferably on) your center of rotation selected as a control point.

Well, MJ used to handle this situation just fine until 1.3 came along and changed things.

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On 17/03/2018 at 12:10 PM, Apollo13 said:

Sarbian,  I've been using vers 791 since you released it.  However, today, when I added MJ to my vehicle, I no longer see the MJ menu tab nor in the stock tool bar.  When I attempted to download 791 again, I got the virus warning (which did not occur previously).  Both Chrome and IE showed that.  Thanks to your post on Thursday,, I'll clean that up meanwhile, I downloaded with Firefox with no problem, which I installed.

I started a new sandbox game with only Squad and MJ2 vers 791.  The MJ menu/tab still does not appear in the VAB when I put MJ on the single probe core.

I reverted to vers 789, and the tab appeared in the VAB and in flight again. However, mys staging does not appear at the right side of the VAB window.

I'm having a similar problem with 793, fresh install with 1.4.1 and there's no mechjeb on the stock toolbar, the toolbar niod or the MJ dropdown.

Log: https://drive.google.com/open?id=15nx9cEpm1d-Kpm_rLL0FVPlgnA7h8cI1

(There's a lot of mods, but the same thing happens with none other than mechjeb...)

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I seem to be having an installation issue... did the usual thing through CKAN but it isn't showing up at all in game. Including a brand new save game just to see if it was having issues with existing saves.

Anyone else experienced this or have a fix?

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3 hours ago, sordidPhoenix said:

I'm having a similar problem with 793, fresh install with 1.4.1 and there's no mechjeb on the stock toolbar, the toolbar niod or the MJ dropdown.

Log: https://drive.google.com/open?id=15nx9cEpm1d-Kpm_rLL0FVPlgnA7h8cI1

(There's a lot of mods, but the same thing happens with none other than mechjeb...)

 

2 hours ago, MR L A said:

I seem to be having an installation issue... did the usual thing through CKAN but it isn't showing up at all in game. Including a brand new save game just to see if it was having issues with existing saves.

Anyone else experienced this or have a fix?

Check in your Plugins folder (GameData/MechJeb2/Plugins) and make sure brain-dead Windows Defender didn't delete your MechJeb2.dll file. That stupid false-positive Trojan warning is still showing up, despite literally 60+ other anti-malware programs deeming it clean. It's also still flagging ModuleManager. Grrr ....

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