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schlosrat

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Everything posted by schlosrat

  1. @MarkusA380 thanks for the quick reply. I don't think I understand what you mean when you say MechJeb is a probe core. Yes, it allows control of stability through it's SmartASS function, but No you can't bring up stock SAS (or if you can I certainly don't know how). So far the only way I've found of getting PR to play nice with MJ is to have stock SAS set to point at the maneuver vector. I must be missing something there. I normally have the MechJeb SmartASS window up when carrying out maneuvers with MJ, but of course it switches to one setting (Auto) during the actual maneuver while the MJ autopilot is in control. If I understand what you said about having almost no angular momentum prior to time warp, then it appears a more correct assessment might be that PR is incompatible with MJ's "Create and execute" button in the Maneuver Planner. I've tried a couple things to see if I could effect a reasonable outcome using MJ to perform a very simple maneuver to go from a circular 200km orbit around Kerbin to a coplanar 300km orbit using a craft with a high degree of control authority (very nimble in attitude, quickly getting to and holding any orientation). If I create the node, then use SmartASS to point to the Node, then wait for the craft to appear to be quite steadily pointed to the node, then execute the node, the result is my orientation diverges fairly quickly and soon enough MJ comes out of time warp and we begin to oscillate back and forth across the maneuver node vector. That didn't work so well, so I tried a variant: Create node, Point at node, Kill rotation, wait a bit to be sure, execute node. This resulted in a slower drift away from the maneuver node, but it did drift significantly nonetheless and the only solution to stop the endless oscillation when coming out of warp was to abort the node execution and repeat the process starting with point at the node, etc. Is that how it's supposed to work? If so, then I'd rate this mod as marginally compatible with MJ in that it doesn't flat out break the users ability to program and cary out maneuvers, it just interferes with it in an annoying and tedious way. Again I really hope I'm missing something basic here and have just not caught on to how I should be or could be using this mod. Speaking of such things: How does one open the PR Reference Selection Window? And on a related note is there any source for documentation on how to use PR? Maybe what I really need here is a basic how to that covers such things. If such a guide already exists then could there be a pointer to it prominently located in this forum? Here's what I see when I try to configure PR: When I go to a vessel in flight the PR window is up at the top of my screen with two buttons: a cogwheel that brings up a Configure window, and box that if clicked becomes a line and adds a "Rotation" and "Momentum" button, with "Rotation" in green and "Momentum" in red. Below that it says "Enable SAS to use this mode!". Of course I can't do that since clicking on SAS produces the onscreen KSP message that "<Vessel> has no operational SAS modules and no pilots aboard. Cannot engage SAS". In the Configure window I've got two possible things to control: "GUI Visibility Mode" (Always, Stock, and Blizzy's), and below that "Default Reference Body" with choices of None and Dynamic. I've tried both None and Dynamic with the same results. And I can click on the Rotation and Momentum buttons to my hearts content with no effect (meaning they don't change color or seem to do anything). If I've got a probe core or a pilot, of course I can switch on SAS and then the "Rotation" and "Momentum" buttons become functional. What am I missing?
  2. First off I'd like to commend @MarkusA380 for a very interesting and potentially useful mod. Apparently there are already quite a few folks who consider this to be an indispensable mode. I am not yet one of those. As near as I can tell this mod is only compatible with MechJeb if there is either a pilot or a probe core capable of SAS onboard. I routinely build craft that are occasionally unmanned with just the MJ part attached. Also, I often don't include a pilot in the crew since I can do all the piloting I've ever really needed with just a MechJeb part. So far I've found that if I do have either a probe core or a pilot I can turn on SAS and set it to track the maneuver point. If I do this, then when I engage the MechJeb maneuver the craft will point at the maneuver vector and stay there as it should. So far that's the only way I've discovered of getting it to work. As I'm in the process of setting up a microwave network, I'd really like to get this mod to work for me. But as things stand I've yet to discover how to switch the damn thing off, and with it on it just makes a total mess out of almost every maneuver I try to execute with MechJeb. Sorry, I think my frustration is showing. I really do think this mod is a cool idea and I'd very much like to be able to use it. Maybe there's some simple way to switch it off when it get's int he way? It would be freaking awesome if it could just corporate with MechJeb rather than interfering with it. What am I missing? I've tried every setting I can find in the PR control panel (there aren't that many). I see where others are claiming it *is* compatible with MechJeb. I've tried it in a clean version of KSP 1.1.3 with only KSPI-E, MechJeb, and this mod installed. Can someone please tell me how to switch it off when it's in the way? Is there some super secret recipe of settings that can make it compatible with MechJeb? If so, I highly recommend publishing that as an edit the first post in this thread so that it can easily and quickly be found. Even better, can we make that the default behavior?
  3. @FreeThinker I've been able to solve the problem I reported above with MechJeb by using a dev version that mod. @sarbian indicated that he thought this problem was originating with KSPI-E due to an incorrectly reported fuel flow issue. Apparently he was under the impression it had already been fixed at this end. Are you aware of this issue? Do you have plans to address it? It sounds to me that the MJ Dev build fix is more of a bandaid and not a proper fix and that something may be needed at this end. As things stand, KSPI-E electric engines appear to be compatible with MJ v 2.5.8.0-634 (and perhaps other Dev builds in that family), but there is an issue where MJ is reporting an overestimate of TWR and DV in the VAB and also in flight prior to the KSPI-E engine being used for the first time. I don't know if this is related, but it is certainly the case that I've seen even with no other mods present other than KSPI-E and MJ.
  4. Is there a known issue with MechJeb and electric thrusters? I'm finding that MechJeb doesn't seem to understand what the thrust or isp is until I've used a given engine on that stage, and even then the darn thing forgets again any time I switch vessels. Often I have to perform a small manual burn at full thrust before engaging MJ to execute a maneuver and some times even if I do that it still won't work. One clue is that if I have the MJ delta V window open there won't be anything listed at all for any stage until I do a manual burn using the KSPI-E electric motor to burn. This is manifesting in both career mode and sandbox and affecting both ATTILA and Quantum Plasma thrusters. I've got GWs of power available both beamed and in many cases onboard via ractors and generators. FYI, I've posted a more detailed report in the MechJeb forum since I suspect the problem is there, but I wanted to know if anyone here knew of a reason this might be so. I've tested in a clean install of KSP 1.1.3 with only KSPI-E and MechJeb installed as mods.
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