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  1. Flight Plan Plan your (Space) Flight! Fly your Plan! Handy tools to help you set up maneuver nodes that will get you where you want to be. Making spaceflight planning easier for Kerbal Space Program 2 one mission at a time. NOTE: This mod draws heavily on some core MechJeb2 code that has been adapted to work in KSP2, and would not be possible without the kind and generous contributions of @sarbian and the MechJeb development team! It is not intended to replicate all MechJeb2 features and functions in this mod, but merely to make some handy maneuver planning tools available for KSP2 players. While you may be able to create some useful nodes with this mod, you'll still need to execute them accurately! Also, understanding some basic mission planning will be very useful for those employing the tools in this toolbox. Note: Version 0.8.0 has received significant updates and improvements in the GUI from @cfloutier who richly deserves the credit for those parts. His contributions have dramatically improved the quality of the user interface and made the mod not only more modern and visually pleasing but also easier and more fun to use. Compatibility Tested with Kerbal Space Program 2 v0.2.2 & SpaceWarp 1.9.5 Requires SpaceWarp 1.8.0+ Requires UITKForKsp2 2.4.0+ Requires Node Manager 0.8.1+ Optional, but highly recommended: K2-D2 v0.12.2+. See the capabilities described below. Optional, but highly recommended: Maneuver Node Controller v1.1.3+. See the capabilities described below. Source Code GitHub: https://github.com/schlosrat/FlightPlan SpaceDock: https://spacedock.info/mod/3359/Flight Plan Latest Release: https://github.com/schlosrat/FlightPlan/releases/tag/0.10.0 Accolades and Mentions: This thread was selected as a Thread of the Month for August 2023! Thank you, @adsii1970! When asked by @Spicat "What’s your favorite mod of ksp2 so far?", Chris @Nertea Adderley replied, "So I haven't dived into the modding scene a lot in KSP2, but I've been seeing some really good work that's come out of like improving trajectory planning and flight planning, and I can't think of the name of the mod off the top of my head but those kind of mods are really cool, and I like to see what people are doing in that space with a new tool, so we've given them." Video: CKAN Installation Launch CKAN Ensure the game you want to add Flight Plan to is selected Check the box to install Flight Plan Optionally tick the boxes for K2-D2 and Maneuver Node Controller too if you want them Apply Changes - CKAN will make sure you've got the latest released version and all the right dependencies! Manual Installation Download and extract BepInEx mod loader with SpaceWarp 1.0.1 or later (see link above) into your game folder and run the game, then close it. If you've done this before, you can skip this step. If you've installed the game via Steam, then this is probably here: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2. If you complete this step correctly you'll have a BepInEx subfolder in that directory along with the following files (in addition to what was there before): changelog.txt, doorstop_config.ini, winhttp.dll Install Node Manager 0.5.2 or later (see link above). From the NodeManager-x.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\node_manager. Download and extract this mod into the game folder. From the FlightPlan-x.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\flight_plan. Optional: Download and install K2-D2, your friendly KSP Astromech ready to perform precision node execution for you! (see link above). From the K2D2_vx.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\K2D2. Optional: Download and install Maneuver Node Controller to assist you with finetuning your maneuver nodes! (see link above). From the ManeuverNodeController-x.x.x.zip file copy the BepInEx folder on top of your game's install folder. If done correctly, you should have the following folder structure within your KSP2 game folder: ...\Kerbal Space Program 2\BepInEx\plugins\maneuver_node_controller. How to Use Flight Plan Flight Plan employs a tabbed interface to help organize its features. The list of available tabs updates dynamically based on your current situation. Some tabs will always be available (e.g., Ownship Maneuvers and Resonant Orbit Maneuvers), while others will be offered to you based on the orbit you're in and the type/location of your currently selected target. For example, if your current target is another vessel, and that vessel is in orbit about the same body as your active vessel, then the Target Relative Maneuvers tab will be available to you and it will have the sorts of maneuvers that are configured relative to a target (e.g., Match Planes with the target, etc.). The basic workflow you'll want to follow when using Flight Plan is this. Select the Tab that has the type of maneuver you want to perform. Click the Maneuver Type toggle button you want. Once you've selected a maneuver type then the menu for Burn Time Options will automatically be configured for the options that make sense given that maneuver type and your current situation. For example, if you're in a hyperbolic orbit, then there will not be an option to perform a maneuver at the Ap, etc. Optional: Click the Burn Time Option to display a list of available options. This step is optional because selecting the maneuver type prior to this automatically populates the list and sets the currently selected option to the default (if there wasn't an option selected previously), or to the previously selected option (if that's a viable choice for this maneuver type). If the Burn Time Option displayed suits your needs, then there's nothing you need to do on this step. Optional: Set the Input Field(s) for the maneuver type selected. Some maneuver types have input fields to the right of their toggle button and some don't. These fields are pre-populated with a default value or the last value you've used. Also, some Burn Time Options have additional input fields that are displayed when needed, e.g., "after a fixed time" and "at an altitude". Press the Make Node button. Pressing this button will either cause the maneuver node you've configured to be created with an appropriate status message confirming this, or you'll get an error message in the Status field. Optional: Click the Maneuver Node Controller icon button to the right of the Make Node button if you'd like to fine-tune your maneuver node. This button is only available if you also have the Maneuver Node Controller mod installed. Optional: press the K2-D2 icon button to automatically execute the node! This button is only available if you also have K2-D2 installed. Demos Orbital Rendezvous A Quick Trip to Minmus All Aboard for Dres Features Easy Celestial Target Selection Menu for easy selection of Celestial Targets. Planets and their moons are graphically organized with moons indented below the planet they orbit. This capability augments the game's built-in target selection for easier selection of distant celestial bodies. Burn Time Option Selection Automatically populated menu for available burn time options consistent with the selected maneuver type and the current situation. When a maneuver type is selected, if the previously selected burn time option is not a valid option for that maneuver type and your current situation, then a default will be populated. If the displayed maneuver time option is not what you need simply click the option to display a menu of available options to customize your maneuver. Ownship Maneuvers Always Available Circularize New Pe (user-specified value - km) New Ap (user-specified value - km) New Ap & Pe (uses inputs for New Pe and New Ap above changing both in one maneuver) New Inclination (user-specified value - degrees) New SMA (user-specified value - km) Target Relative Maneuvers Available If the Selected Target is a Vessel Select Docking Port Display of Rendezvous Planning Info Target Orbit: (periapsis x apoapsis) Current Orbit: (periapsis x apoapsis) Relative Inclination Synodic Period Next Transfer Window Next Closest Approach Separation at Closest Approach Relative Velocity (displayed when the target is near) Match Planes with Target New Ap (same as on Ownship Maneuvers, useful for raising orbit for better phasing) Circularize (as above) Hohmann Transfer to Target Match Velocity Recommended Next Action for Rendezvous Operations Available If Selected Target is a Celestial Body Match Planes with Target Hohmann Transfer to Target Course Correction (requires being on an intercept trajectory) Orbital Transfer Maneuvers Available If Active Vessel is Orbiting a Moon Moon Return (user-specified target Pe (km) for arrival back at the parent planet) Available If Active Vessel is Orbiting a Planet and Another Planet is the Selected Target Display of Planetary Transfer Parameters: Phase Angle to target (the current angle between the radius vectors for the origin and destination planets) Transfer Window Phase Angle (the phase angle needed to be at or in a transfer window. When this equals Phase Angle you're ready to go) Transfer Time (the approximate travel time for a vessel taking a Hohmann transfer from the origin planet to the destination) Synodic Period (the time between transfer windows) Time to Next Window Approximate Eject DeltaV (based on Hohman transfer orbit, but neglecting the Delta-V needed to escape from the origin) Resonant Orbit Maneuvers Always Available Display of Resonant Orbit Configuration Parameters Payloads (Number of payloads to deployments. Click + / - buttons to change. Can be 2 to *) Deploy Orbits (Number of resonant orbit cycles between deployments. Click + / - buttons to change. Can be 1 to *) Target Altitude for payload deployment (user configurable - km) Current Orbit Apoapsis (click "⦾" button to set as Target Altitude) Current Orbit Periapsis (click "⦾" button to set as Target Altitude) Synchronous Orbit Altitude (click "⦾" button to set it as Target Altitude) Semi Synchronous Orbit Altitude (click "⦾" button to set it as the Target Altitude) SOI Altitude (FYI - cant deploy above this) Min LOS Orbit Altitude (click "⦾" button to set as Target Altitude - Going below this will prevent Line of Sight between deployed payloads) Occlusion (Toggle to account for atmospheric/planetary occlusion in Min LOS Altitude: On or Off) Dive (Toggle to configures for deployment at Apoapsis (ON) or Periapsis (OFF)) Period (FYI - Deployment orbital period) Apoapsis (FYI - Deployment orbital apoapsis) Periapsis (FYI - Deployment orbital periapsis) Eccentricity (FYI - Deployment orbital eccentricity) Injection Delta-V (FYI - Delta-V needed to circularize the payload's orbit at the point of deployment - typically lower for Diving deployments) Fix Pe (Raise or Lower Pe to reach the configured deployment orbit) Fix Ap (Raise or Lower Ap to reach the configured deployment orbit) Display Status of Last Command Normal/Good results are shown in Green indicating a maneuver node was generated and it's ready for you to execute it. Don't forget to get your craft pointed in the right direction first! Warnings and Cautions are shown in Yellow indicating a node was generated, but you should inspect it carefully first and may need to modify it. Failures are shown in Red indicating no node has been generated with some clue as to why. Game Input Enable/Disable Status To prevent things you type in a user input field from passing through to the game and affecting things in odd ways, the game input is automatically disabled when you click inside a text input field. This will cause the game to not respond to your mouse or to anything you type, although you can freely type what you need into the input field. Typing a "." as part of a decimal number will not increase your time warp setting, and using the 1 and 2 keys on your number pad will not mute the game or the music. To restore full functionality for keyboard and mouse inputs simply click anywhere else other than the text input field. Closing the Flight Plan GUI will also have this effect. Integration with K2-D2, v0.8.1+ If K2-D2 is installed, then a K2D2 Icon button will be presented in the lower right part of the GUI whenever there is an executable maneuver node. If the version of K2-D2 is 0.8.0 or earlier, then pressing Flight Plan's K2-D2 button will bring up the K2-D2 GUI to assist with the precision execution of the planned maneuver. If K2-D2 0.8.1 or later is installed, then pressing the K2-D2 button will cause K2-D2 to execute the next maneuver node - this doesn't bring up the K2-D2 GUI, but if you have it up you'll be able to watch it as it executes the node. Integration with Maneuver Node Controller, v0.8.3+ If Maneuver Node Controller (v0.8.3 or later) is installed then an MNC Icon button will be presented to the right of the Make Node button and left of the K2D2 button. Pressing this button will bring up the Maneuver Node Controller mod to aid you in finetuning a Flight Plan-generated maneuver node. If the Launch Maneuver Node Controller configuration setting is Enabled, then when you activate an experimental node creation function the Maneuver Node Controller mod will automatically be brought up if it is not already up. This can make it easier to evaluate and adjust nodes constructed using experimental functions (those listed under Planned Improvement below). UI Screens The Flight Plan GUI will always display all Ownship maneuvers available in the current orbital situation. These are maneuvers that don't require a target and so are relative to your current vessel's orbit alone. Each Maneuver Type may be customized by making a selection from the Burn options menu (right below the Celestial Target Selection Menu). For example, selecting Circularize as the Maneuver Type will result in having Burn Time options for "at the next Ap", "at the next Pe", "at an altitude", and "after a fixed time". In the case of the latter two options, these will cause an additional input field to be presented where you can specify the Maneuver Altitude or Time From Now. Similarly, selecting Match Planes will give Burn Time options for at the cheapest AN/DN w/Target, at the nearest AN/DN w/Target, at the next AN w/Target, and at the next DN w/Target. NOTE: In the Match Planes example above the Make Node button has been pressed and Flight Plan is showing a status indicating the node is ready. In this example, with K2-D2 installed, the K2-D2 Astromech Icon is displayed in the lower right indicating that K2-D2 is ready to help you fly the node. In addition to the basic UI screens above, the UI will automatically adjust to offer capabilities relevant to the current orbit and selected target. Some options such as Interplanetary Transfer (above far right example) are only available if the Experimental Features option has been selected in the Flight Plan configuration options menu. Configuration Parameters Flight Plan includes a number of user-configurable parameters which can be accessed through the SpaceWarp configuration screen. Press Alt + M to pull up the SpaceWarp Mod dialog, and select the Open Configuration Manager button at the bottom to display the list of installed mods with configurable settings. Clicking on the Flight Plan entry will display the interface shown above. There are tooltip strings that describe what each setting does. Using the configuration parameters you can change a variety of things such as how long a status message sticks around before it starts to fade, and also how long it will take to fade. NOTE: The following settings are dynamically managed and may be updated by the user while the game is running. All others will require exiting and restart to take effect. Experimental Features: Enable/Disable Launch Maneuver Node Controller: Enable/Disable Status Fade Time: Seconds Status Hold Time: Seconds Planned Improvement / Experimental Features Work In Progress developmental features may be enabled by switching on the Experimental Features in the mod's configuration screen. You do not need to restart the game for this setting to take effect, and it will allow you to play with some broken toys if you like. As these features mature and become reliable enough to use they will be moved up into the main feature set available without turning on the Experimental Features setting. WARNING! Switching on the Experimental Features will void the product warranty! Ownship Maneuvers Always Available New LAN (user-specified value - degrees) Target Relative Maneuvers Available If the Selected Target is a Vessel Intercept target (user specified encounter time from now) Match Velocity Orbital Transfer Maneuvers (only available if a planet is the selected target) Available If Active Vessel is Orbiting a Planet and Another Planet is the Selected Target Interplanetary Transfer Advanced Interplanetary Transfer (Not implemented yet, but dang aren't those porkchop plots pretty!) Example: Take a Trip to Minmus! Step 1: Match Planes Here we're starting out in a nicely equatorial Low Kerbin Orbit. As we want to go to Minmus, the first step is to get into a new circular orbit that's co-planar with the target. We can see that the necessary plane change maneuver has been planned and is ready to execute. Here we can see that K2-D2 has been activated. The Flight Plan status has been updated to show that we're executing the planned maneuver, and K2-D2 is reporting its status indicating the vessel is turning to point in the right direction for the planned burn. Here we can see K2-D2's status indicates we're warping to the burn. The Flight Plan status is unchanged. Here we can see K2-D2's status indicates we're executing the burn. The Flight Plan status is unchanged. Here we can see the plane change burn is done, the old node has been deleted, and we're now in a coplanar orbit with the target: Minums. Step 2: Hohmann Transfer Now that we're in a coplanar orbit with our target we're ready to plan a Hohmann Transfer. Note that Flight Plan generated Hohmann Transfer maneuvers are not always spot on but will get you close. For this reason, Flight Plan will bring up the Maneuver Node Controller mod if it's installed any time it produces a Hohmann Transfer. You may need to make minor adjustments to the prograde burn component or the node time, but should find that it's easy to get the transfer orbit you need with only a few clicks and no need to manually tweak the node. This example produced a good initial orbit that only required a few m/s more prograde delta-v and a slightly earlier burn time to get the result shown below. Here we can see K2-D2 has been commanded to execute the node and we're warping to the starting point for the burn. Here we can see K2-D2 executing the transfer burn. Sometimes in the game, as in life, things don't go quite as planned. What if you overshot the planned burn slightly as shown below? This can easily happen when executing a burn manually, and may also happen in some isolated cases when executing an automated burn. Here we can see a Course Correction burn has been planned. Like the Hohmann Transfer option, this option will also bring up the Maneuver Node Controller mod so you can fine-tune things to make sure you've got the exact node you want. In this case, very small prograde adjustments were made to get a good Pe at the Minmus flyby encounter. Here we can see K2-D2 performing a flawless Course Correction burn to get us back on track and headed for the encounter we want. Here we can see that we've arrived inside the Minmus SOI, and are on track for a nearly equatorial flyby with a nice low Pe in a prograde orbit. What if we'd like to have an inclined orbit when we get to Minmus? Easy! Use Flight Plan to set up a New Inclination at a burn time 30 seconds from now (this offset ensures we'll have sufficient time to point in the direction we need before the start of the burn). Here we can see we're in a 60-degree inclined flyby orbit and we've got a Circularization burn planned for the periapsis of the Minmus encounter. Here we are approaching Pe in our Minmus Flyby with a Circularization burn planned to put us into a 60-degree inclined low circular orbit about Minmus. Perfect for picking a landing spot almost anywhere we may want to go. In this view, you can also see the Maneuver Node Controller's GUI showing that our planned maneuver will place us in the orbit we want. License: As this mod updates and reuses some MechJeb KSP1 code that was released under the GNU GPL, those portions of the code retain that same license. The top-level GUI employs the MIT license. See the license.md file on GitHub for details, and the individual source code files which each declare their specific licensing information.
  2. i alredy tried CKAN, forge, github, help me
  3. Every time I tried to orbit with Mechjeb2 with the ascent guidance, the periapsis will not go past 70km but the apoapsis always meets my targeted orbit altitude. I've looked through youtube and forums but there is nothing. It may be something stupid but I don't know.
  4. I see TWR in the Engineer's Report in the VAB. Is there a way to see DV? Also, is there a way to see TWR per-stage? Is there Kerbal Engineer / MechJeb functionality coming?
  5. I know how controversial this subject is, I have read some long threads about it. I think we can have a constructive discussion if we stick to a few principles: 1. Clearly state the specific problem we are trying to solve. 2. Talk about ways (paradigms) to implement the automation solution. I will make a list of identified problems and ways to solve them through automation in this OP. I will centralize ideas (new and existing) and update regularly. I am not concerned about the learning process and how the levels of automation are unlocked according to experience, knowledge and skill levels. This is for the devs to decide. I am more concerned about paradigms to implement automation, using: A. Parts B. Interface tools C. Scripting D. Recording Guiding principles: 1. Do everything manually at least once. 2. If it gets repetitive, automate it. 3. Everything is a part (module) with an associated cost. 4. Centralize command and control. 5. Record only what you can automate. 6. Plan anything you can record. 7. All interfaces have a unified look. My suggestions: I think that every automation process should have a corresponding part that gets added (or upgraded) on the craft, as it's tradition. So A is closely related to B, C and D. This is why I think we should have a integrated system, a central Command & Control Core (CCC) part, where we could add automation modules (as parts). So everything related to automation would become a module (like installing software on a PC). And each module would then have it's GUI representation - up to the devs / modders. - So we know that stock KSP1 already has automation baked in mainly through action groups, SAS, RCS and KAL-1000. I feel like all of these should be modules for the CCC. - Unfortunately one significant thing that's missing is conditional triggers. This is fixed by the SmartParts mod, which I feel should be stock as modules for the CCC. - We should have a telemetry module that centralized all information regarding craft sensors and components state. - We should also have a science module for the CCC, where we can have an overview of all instruments, experiments and sensors. - All MechJeb features related to automation I think should be stock as CCC modules parts in a simplified, easy to use format (like SAS). You decide what to use if you can afford the parts and if you unlocked them. It should be a construction decision, not an interface decision. If you want to be able to hover, add a hover module. If you want to automate ascent / rendezvous / docking / landing / maneuver nodes execution - add the appropriate modules. - KOS should also be a module you could add to the Command & Control Core. It would interact with all other modules and with craft state information. This way we could easily create abstraction layers for scripting (interact with MechJeb, SAS, SmartParts, action groups, telemetry etc). - Journey recorder should be a module and it should only be able to record and re-do flying and rover driving if you have all the other necessary modules on-board (you can't record docking / landing / maneuver execution without MechJeb docking / landing / maneuver automation modules etc.). It should be linked to the journey planner for a clear overview of logistics. - There should also be a colony CCC building and modules for base related automation. - Future mods regarding automation should be integrated as modules for the CCC, not direct game interface add-ons (they would have module GUIs with a unified look). I don't know how it would work exactly, but it would look more streamlined and everything would be managed by the CCC. - Fuel distribution automation for center of mass control. - Thrust / vectoring / RCS control - modules (if engine parts support them). It would allow us to control VTOL and transformer craft. - Aerodynamic surfaces control - centralized as a module. - Have a CCC progression (mechanical -> electric -> electronic -> computer -> machine learning / AI). And then you can also upgrade the CCC hardware for any type of pod/probe and also update the software (with modules). - Initially on primitive craft replace modules like hardware components, but later be able to wirelessly update modules. But CCC hardware upgrades could only be done physically. Other automation ideas: - Manufacturing planner: build N craft of type X, economics overview etc. - Logistics planner: similar to journey planner, related to manufacturing planner. Would manage automated resources transportation routes. - Science planner: automate experiments, have overview of available science parts per craft, check realtime sensors - R&D extension. I will add more ideas...
  6. Image of the UI When an engine malfunctions due to Kerbalism, mechjeb Ascent Guidance seems to bug out and the only way to disengage it would be to let it continue running until complete. This is a strange bug and doesn't happen all the time, and thankfully it hasn't been a catosrophic bug for my space agency. However, this isn't the first time one of these UI things have bugged out for me. During a RP-1/RO career playthrough, the Ferram Aerospace Research UI would be broken 9 times out of ten, in a similar way to the way the Mechjeb UI looks. All the buttons dissapear. Anyone know what might be causing this? It can be very annoying sometimes (and like I said, it's not happening all the time). Cheers everyone! EDIT: I'm playing on 1.11.2, all the mods are updated to the most recent releases
  7. I just built a small 'skiff' - not much more than a MK2 cockpit and long adapter with engine to get around the K/M/M system. It flew just fine, but after refueling at Minmus, when I activated MJ2 to execute a node, once it lined up on the target marker, it started to 'shudder' ... not enough to leave the target, but there's constant input to the roll/yaw axis' back and forth. Visually, it looks like a chihuahua that's not been let out in too long. There's just the one tank (the long adapter), so the CoM, and CoT shouldn't have changed. I have autostruts enabled (heaviest part) but like I said, that was how I built it and it launched and travelled out to Minmus, docked and rendezvoused with a couple of different ships, before re-fueling, and it flew perfectly normally. And when I line it up manually on the target and execute, there's no shuddering involved. So it definitely seems to have something to do with MJ2. Anyone else see this, or have an idea of what might be the cause/fix?
  8. I used MechJeb2 last night on a vehicle I landed on the Mun; this morning the MechJeb2 menu isn't appearing anywhere for that one vehicle. It appears as normal for other vehicles in the same game, as well as the VAB/SPH, and in the default game. I've tried restarting KSP as well as reinstalling MechJeb2. The only settings I've changed between sessions was some EVA controls, and that was only impacting kerbals on EVA (duh). So what did I set for that vehicle that's hidden MJ from me altogether, just for that vehicle, and how do I undo it? :-/
  9. How i can setup the ascent guidance to orbit on RSS.
  10. New install, but I have had 1.7.3 in a different folder. Game will "hang" on load screen (but slideshow and jokes still working), just before the menu screen. KSP.log Player.log This is what I found in Player.log MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at AssemblyLoader+LoadedAssembly.TypeOperation (System.Action`1[T] action) [0x00006] in <55ba45dc3a43403382024deac8dcd0be>:0 at AssemblyLoader+LoadedAssembyList.TypeOperation (System.Action`1[T] action) [0x0001c] in <55ba45dc3a43403382024deac8dcd0be>:0 at MuMech.ToolbarTypes.getType (System.String name) [0x00014] in <4cdbe337c6aa43d0bc3552436a95c969>:0 at MuMech.ToolbarManager.get_Instance () [0x00023] in <4cdbe337c6aa43d0bc3552436a95c969>:0 at MuMech.ToolbarManager.get_ToolbarAvailable () [0x0000c] in <4cdbe337c6aa43d0bc3552436a95c969>:0 at MuMech.MechJebModuleMenu.ClearButtons () [0x00034] in <4cdbe337c6aa43d0bc3552436a95c969>:0 at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <4cdbe337c6aa43d0bc3552436a95c969>:0 at MuMech.MechJebCore.OnDestroy () [0x000a1] in <4cdbe337c6aa43d0bc3552436a95c969>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Just D/L the latest mods yesterday: Bargain_Rocket_Parts_Recycled-1.3.0.3 Click_Through_Blocker-0.1.9.5 Community_Tech_Tree-3.4.1 DMagic_Orbital_Science-1.4.3 Flexible_Docking-8.0 Fuel_Tank_Expansion_Rebuilt-0.9.7 Hide_Empty_Tech_Tree_Nodes-1.1.2 K2_Command_Pod_Continued-1.1.9 KW_Rocketry_-_Community_Fixes-0.4.14.1 KW_Rocketry_Rebalanced-3.2.7.1 Luciole-1.2 MechJeb2-2.9.2.0 Modular_Rocket_Systems-1.13.2 ModuleManager-4.1.3 NearFuturePropulsion_1_2_1 Near_Future_Aeronautics-1.0.4 Near_Future_Construction-1.2.2 Near_Future_Electrical-1.1.1 Near_Future_Exploration-1.0.6 Near_Future_Launch_Vehicles-2.0.1 Near_Future_Solar-1.2.1 Near_Future_Spacecraft-1.3.1 NovaPunch_Rebalanced-0.1.7.1 OctoSat_Continued-0.1.14.1 Orbital_Utility_Vehicle_Updated-1.3.1 PicoPort-0.1.6 Real_Scale_Boosters-0.16 Recycled_Parts-0.2.0.1 SpaceY_Expanded-1.4 SpaceY_Heavy_Lifters-1.17.2 SXTContinued-0.3.29.4 The_Janitors_Closet-0.3.7 The_SSR_MicroSat_0.35m_Probe_Parts_Revived-0.1.3 Tokamak_Refurbished_Parts-0.2.0.2 TweakScale-2.4.3.12 KSP-Breaking_Ground_Expansion-en-us-1.4.1 KSP-Making_History_Expansion-en-us-1.9.1 P.S. Sorry, I don't know how to make colums
  11. So, reading the forums, I noticed that many people say they suck at docking. For me, it's one of the easiest things (provided I constructed the docker properly), but I just can't land where I want, either with lander or plane, especially with landers. I don't even know why, I can do excellent ascents, rendezvous is no problem and I prefer doing it by myself, starting and flying a plane is also not hard, but for landing I usually let the Mechanical Jebediah handle it. But what do YOU suck at and why?
  12. It works via a Clean Install, also, it was working before I Used CKAN to install Cryo Engines but even removing it still didnt fix it... https://www.dropbox.com/s/cj8f3wnqpu624zl/Player.log?dl=0
  13. Does Mechjeb allow scripting or ai control of a vessel? I want to have them scripted so I only need to record and move the camera. Like go up or something like nodes and do the bd armory guard mode?
  14. こんにちは。 ここはMechjebに頼りすぎてもはや使い物にならなくなった人間たちを矯正していくスレです。 質問をすると優しい人が答えてくれるかも....
  15. 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 4.0.2) 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: https://forum.kerbalspaceprogram.com/index.php?/topic/154834-16x-anatid-robotics-mumech-mechjeb-autopilot-283-3-march-2019/) I take no responsability for what you do to your game (Works on 0.23, all the way thru 1.7.2, you need to have the proper ModuleManager Plug in I included the latest one for convenience) 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 4.0.2 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
  16. 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
  17. For some reason mechjeb just broke on me. Here’s what happened, I launch KSP and all is well I fly some of my craft that are already in space and mechjeb works fine. Then I head into the VAB and make a rocket, from that point on none of my existing or new mechjebs worked. The tab that you extend down is gone however the thumbnail for the mod still appears in the bottom right corner and does nothing when clicked on. Is anyone else having this problem?
  18. Sometimes when I launch a vessel, there's this horrible gray filter on everything I can fix this by reverting to launch. I have mechjeb, KAC, hyperedit, and Making History. Are any of these causing this, or is it a stock bug?
  19. Hello all, I am posting this here, because I have noticed some odd behaviour in conjunction with engines using liquid hydrogen (LH2), such as from the Cryo Engines pack by @Nertea or from BDB by @CobaltWolf. I am not posting the relevant threads, as I believe this is not a bug of these specific mods but rather something underlying, which makes these engines work. The issue is that with any LH2 engine, that I have used so far, the dV calculation within the game seems incorrect. This becomes apparent, when using a mod such as MechJeb and/or KER, which calculate the dV per stage and for the whole ship. Following please find some screenshots to illustrate what I am referring to: In the first screenshot, I am at the beginning of executing a manouver node of ~350m/s, I have 3,770m/s left in my rocket. You would expect that after the burn, you'd be left with ~3,418m/s. Instead, you end up with roughly twice the dV expended, with only 3,114m/s left in your rocket. FWIW, I installed KER as well, to see if the error can be traced back to some error with MechJeb, but this does not seem to be the case, as the remaining dV is calculated almost to the same value (#floatingpointerror) in both mods. Now, I do believe there is only one way to calculate the dV of a rocket, hence the error must be somewhere else?! I heard that others, @RocketPCGaming specifically, wondered about this inconsistency as well. As I have currently no idea, what might be causing this, I would like to stick some heads together to try and find the cause for this. As a start I would like to ask others, whether or not they have seen the same kind of behaviour and if so, was/is it similar to what I have seen (roughly twice the dV expended than anticipated) or was it a different kind of inconsistency? Your feedback will be very welcome!
  20. I'm using Realism Overhaul and RP-0, along with a whole host of other mods for this playthrough. I do have Mission Control and the Tracking Station upgraded to level 2. Yet for some reason maneuver nodes are unavailable to me. For a brief time while ascending through the atmosphere I can click on my blue line flightpath and place a node, but once I get high enough and transition to space, my flightpath line turns pink and I can no longer click on it. Also, I cannot right-click on other ships, moons, or planets to make them targets. I can't rendezvous with anything, or leave Earth orbit. Essentially, I can't play the game. I'm not sure if this is MechJeb, Principia, or some other mod that's blocking it, or perhaps a setting I haven't found yet, or a genuine bug. Please help. Many thanks and appreciation to you all.
  21. I've had a problem with controlling ships when controlling from docking ports at a right angle from the root part. Both SAS and mechjeb's Smart ASS have wild oscillations around the roll axis of the docking port, like its overshooting its attempt to stop rotation. This happens with both an inline docking port part like the shielded clamp-o-tron or with a normal docking port attached radially. I might try testing this in an unmodded install, but was wondering if anyone else has experienced this? I have several mods installed but the only one I can think that would effect SAS's ability to hold steady is mechjeb. Nothing out of ordinary appears in the logs Edit: this is in 1.3.1 since I'm still waiting for mods to update
  22. 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!
  23. 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
  24. wiki.mechjeb.com drastically outdated and missing information. Using MechJeb 2 version 2.7.0.0 KSP version 1.3.1.1891 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.
  25. 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 ?
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