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Everything posted by sojourner
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Where is this at? Are you talking about a thread in the general discussion forum? Because those "mechjeb is cheating" threads are a dime a dozen and not limited to a month ago. If that was the reason R4m0n stopped development, he would have stopped the second day after the very first version of mechjeb.
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MechJeb 2 - Patch test bed release (October 10)
sojourner replied to sarbian's topic in KSP1 Mod Releases
What big fight? -
MechJeb 2 - Patch test bed release (October 10)
sojourner replied to sarbian's topic in KSP1 Mod Releases
^hmmm, interesting. -
Or maybe, juuust maybe, you don't want to bother with Steam when you can get KSP straight from the source?
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MechJeb 2 - Patch test bed release (October 10)
sojourner replied to sarbian's topic in KSP1 Mod Releases
Well, yeah, mechjeb disabling SAS again when it needs to would be a given. -
MechJeb 2 - Patch test bed release (October 10)
sojourner replied to sarbian's topic in KSP1 Mod Releases
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MechJeb 2 - Patch test bed release (October 10)
sojourner replied to sarbian's topic in KSP1 Mod Releases
It's not that mechjeb is holding your ship prograde, it's that your rockets aren't tumbling on their own. Mechjeb isn't doing any active control at this stage in the ascent -
MechJeb 2 - Patch test bed release (October 10)
sojourner replied to sarbian's topic in KSP1 Mod Releases
It actually doesn't do this bit currently. At least not actively. If you are flying a ship on an ascent path where the time between MECO and plot/orient for the circularization burn is long enough, the ship can begin to tumble. Most people don't see this behavior using the default ascent profile, but it does show up in cases of unwieldy craft on custom ascents that have long coast times before the maneuver orientation.Sarbian:The only adjustment needed is for Mechjeb to turn on SAS after MECO and leave it on until it plots/orients for the circularization burn. Don't change when it plots/ orients for that circ burn. Edit to add: I feel like Elon Musk when having conversations like this, lol. -
All of those parts are redundant/useless now since command pods have SAS functionality built in. The only useful parts in the control tab are the reaction wheels and thrusters. Actually, there is one use of those parts. if you only equip a ship with the pilot chair and no other command pod you may need a separate SAS/ASAS units. They should just add it to the pilot chair and be done with it.
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Ah, the wiki. Of course. Forgot all about it, lol. Thanks!
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MechJeb 2 - Patch test bed release (October 10)
sojourner replied to sarbian's topic in KSP1 Mod Releases
Yeah, the biggest launcher I've ever created could put about 120tons into orbit and I use the default ascent profile in Mechjeb, so this hasn't been an issue for me. But in your case I do see the need for it. -
Hey everyone, I am playing around with making some parts (with no real idea what I am doing) and ran into a stumbling block. I need to know what the difference in sizes are between say, the three docking clamp diameters. You might suggest that I can just scale to fit after making my part, but in this case I am looking to model a part that goes from one size at one end to another at the other end, like the MK1-2 command pod, so the relative sizes have to be correct before I can do the final scale to fit the game. I tried searching on the forum, but my search-fu is weak. Any help is appreciated.
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MechJeb 2 - Patch test bed release (October 10)
sojourner replied to sarbian's topic in KSP1 Mod Releases
I just did a test launch and think I know what your talking about. I use the default ascent profile and that coast period between the MECO and mechjeb reorienting the craft before entering timewaro only lasts about 3 seconds for me. So it hasn't been an issue. How much time is passing for you before mechjeb plots the next burn, orients the craft and then gos to timewarp for the coast to apoapsis? note: this was with the previous .dll from Sarbian. haven't tried today's .dll yet. -
MechJeb 2 - Patch test bed release (October 10)
sojourner replied to sarbian's topic in KSP1 Mod Releases
Mechjeb2 orients the spacecraft for the next maneuver as soon as the last maneuver is completed. The reason for this is to make use of time available before activating time warp. It's a smart piece of programming considering some craft are large and turn slowly. If it waited for the last minute to orient there could be no time to correct for errors. -
MechJeb 2 - Patch test bed release (October 10)
sojourner replied to sarbian's topic in KSP1 Mod Releases
Auto rendezvous has been in every version since at least 2.08. If it's missing for you you have a corrupt cfg file in gamedata/mechjeb2/plugins/plugindata Not sure which one but I think it's the mechjeb_settings_global_.cfg. Delete the file and when you run KSP it will be recreated and all of your mechjeb settings should be restored in game. -
MechJeb 2 - Patch test bed release (October 10)
sojourner replied to sarbian's topic in KSP1 Mod Releases
Hey Sarbian, good work! I haven't had a chance to try the aug.23 .dll yet, but I have a minor issue with the aug. 5th one, and this may be a problem in earlier versions, but I haven't been using them. Anyway, with some functions mechjeb will automatically turn Smart A.S.S. off while it performs a maneuver, while with others it will leave it on and "fight" with itself to re-orient the ship. It's a minor issue, but something I run into a lot going between the different modules like docking, rendezvous, and maneuver planner. for example I will turn on smart ass upon attaining orbit, open up maneuver planner and "execute now" on a hohmann transfer. I then watch as the ship swings around to the point on the nav ball but not make it all the way. Which is when I look up and find smart ass still active. I turn it off and the maneuver planner then proceeds as normal. The only other issue I have seen with the aug. 5 dll is the rare occasion using the landing module. It sometimes decides to just hover (until you run out of fuel) over the landing site instead of making the final descent. Thanks for helping to keep Mechjeb alive! -
I recreated your core and one of the boosters, wasn't sure what the engine was on the final stage due to the fairing so I put an LT-V30 there, not that I needed it.: http://i479.photobucket.com/albums/rr153/seattle221/Kerbal/screenshot14.png~original As you can see from the mechjeb data it has tons of delta-v. The first stage TWR is a little low, but nothing to worry about. And here is the core stage in orbit. You'll notice that there is still over 600m/s of Delta-v left before you have to stage to the final engine which has a wopping 4000m/s of delta-v available! For comparison you can see on the nav ball a burn for a hohmann transfer to Mun setup -which will only require 841m/s of delta-v. http://i479.photobucket.com/albums/rr153/seattle221/Kerbal/screenshot13.png~original So yeah, ditch all that asparagus staging. Total overkill for your payload. I did add some fins for control and it could use more struts than I used to decrease some wobble (it's a tall rocket).
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BobCat Ind. - Colonization, exploring and research vehicle
sojourner replied to BobCat's topic in KSP1 Mod Development
I think Annoyingorbits is disappointed with the art of the new rovers, not how they work. -
1000 units of monoprop??? What are you trying to maneuver - an aircraft carrier? I typically use the rendezvous autopilot to take my ship into 50 meters, then use Smart ASS on both ships to point the docking ports at each other (this saves tons of monoprop since Smart ASS will use reaction wheels), then I can either finish the docking manually or let docking autopilot do it for much less than 100 monoprop. In fact, I just docked two orbital taxis using this method and the docking autopilot used only 1 unit of monoprop. total.