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Found 23 results

  1. 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.
  2. So whenever I use mechjeb 2 all the text just says mechjeb text
  3. How can I help Dello with Mechjeb? What steps should I follow?
  4. Hey guys. I recently started RSS and in their tutorials and many other outside ones, it is said that with Ascent guidance that I need to have omit coast checked, but there's no such button in my AG window. There is a "fixed coast length" that can be ticked and a space for what I assume is time in seconds next to it, so do I leave this at 0 and/or checked or unchecked in order to have the same effect? I'm playing on KSP 1.10.1 with the latest Mechjeb 2 dev Version available for it
  5. I run KSP via Steam, and today when I launched Steam I saw an auto update for KSP in progress. It's now at 1.12. After it completed I tried to launch KSP and it just sits at "Loading Part Upgrade" message, and the progress bar doesn't move, while the scenes and witty expressions change. All I can do is terminate the process via Task Manager. I've tried restarting my computer without success. Any suggestions on how to fix this? Either removing the update, or running KSP from another source? <next day> I uninstalled KSP entirely and reinstalled it, and it ran just fine. So I started/stopped it multiple times, each time adding a single mod. Here's what I came up with: The following three mods stop the load at the "Loading Part Upgrade" message I described originally: Surface Lights KIS Warp Plugin - even after downloading the latest version, I received multiple file errors while trying to install it. MechJeb2 didn't stop the load, but did generate the 'incompatible mod' warning. B9Switch didn't interfere with the game loading when I first added it, but after I added Station Parts Expansion Redux I received a fatal error message related to B9Switch while the game was loading, and the game stopped on it's own, rather than allowing to quit normally. I'd be curious if others are experiencing the same issues. I figure I just need to be patient for each of those mods to be updated before I can continue my career game.
  6. I have a target craft orbiting Kerbin East to West (rather than the usual West to East) and need to get another ship up to it. When I use the 'launch to target plane' function, then engage the autopilot, the game warps to the launch time, the engines activate and the throttle goes to 100%, but the vehicle doesn't leave the pad - no flames, no noise, nothing. It just sits there. MJ2 shows that it's 'launching to target plane' but nothing is happening. MJ2 works properly for the other launch options. Is this a bug? Or is there something about using this option that's different from the others? <later> Disregard ... the problem is that there's no probe control.
  7. Hi, i have a new Macbook Air M1 with a CrossOver installed GOG version KSP 1.11.1.3066 technically on win10 64bit (bottle). Works fine! Really. I want to use the last MechJeb2 mod, but there is no visible text in the box... it is working, I can fly with it, but I don't know, which button need to push... Previously on my old Asus laptop pc worked, I used to fly to Mun... etc. Help!
  8. 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?
  9. I use MechJeb2 and a big rocket to land into a 200km orbit (repeatedly due to ongoing space station build). All good, first burn takes me to 65-70km, with 2300m/s horizontal velocity. Then I wait until 200km and make a small burn to circularise. Nothing to complain really but I am wondering if all can be done at one go ? I mean how can I adjust MechJeb to fly to 200km at once and keep firing to complete circularising ? I feel like there must be an ascent profile such that correct vertical velocity is achieved at the desired altitude. Hope it is not a silly question. Thanks, Charles
  10. I've been playing 1.11 w/ MechJeb2 installed for a few days. I've seen the warning at startup (of course) that MJ2 isn't compatible, so I've been proceeding w/ caution, but until today it seemed to function normally for executing maneuver nodes, landings, and ascent guidance. That ended this morning. I have two ships (A and B) docked in Mun orbit; I have a station waiting for them to return to it. I separate them, and use MJ2 to set up nodes for ship A to a) match planes; b) rendezvous with the station; and c) match velocity. I execute the first node, then manually warp up to 1000x to quickly get to the second node, then let MJ2 execute the remaining 2 nodes. When I return to ship B, I find that all four of ship B's RCS thrusters on the command pod appear to be firing. None of the other RCS thrusters appear to be active, just the command pod's thrusters. I say 'appear' because the RCS is turned off (according to the navball), and no monopropellant is being used, as evidenced by the resources pop-out (upper right corner), or the command pods info screen when I right-click. And the ship isn't changing position (as evidenced by the navball). But both the visual and audio indicators show that the pod's RCS is active. If I start with ship B, the same thing happens for ship A. I was in the process of trying to narrow it down , by restoring and checking back with the ship that was left behind after each node, and the problem seems to occur after warping up to 1000x. Unfortunately, I can't seem to verify that categorically because as I was repeating the scenarios, MJ2 began to fail to execute the nodes. I'd set up all the nodes as described above, MJ2 would warp to the first node, but then not fire the engine. I verified that there's plenty of fuel and the engine was active, but the candle won't light. I've used these ships and this sequence several times under 1.10. I've restarted both KSP and my computer several times. And I've verified the files from the Steam Library. I've not seen an update for MJ2 for KSP 1.11, but I wouldn't be surprised if I'm not looking in the right place; if one exists, I'd appreciate a link to it. I should probably try removing MJ2 altogether and setting the nodes manually to confirm whether or not MJ2 is really where the failure is happening, but I find that MJ2 makes the game eminently more playable by automating some of the more tedious tasks, now that I know how to do them, so I'm loathe to play without it. I'm a bit of a KSP newbie, so any suggestions, while they will be appreciated, may require some explanation.
  11. I'm running KSP 1.8.1 from Steam with a fair number of mods: Realism Overhaul and all its dependencies, Real Solar System and its dependencies, MechJeb2, and Principia. My problem is that I can load my worlds (albeit slowly) and open the launchpad and set a target in map view, but the moment I try engaging the autopilot in MechJeb (or pausing the game—that seems to cause the same problem) the game freezes and I have to force close it. I'm running it from Steam with the -force-glcore launch option so the game doesn't run out of memory (I have 16gb RAM and my PC's specs should not be a bottleneck). I've attached my Player.log, KSP.log, and a video with the replication steps here: https://www.dropbox.com/sh/z8024cpf160fjlq/AABq_k5UnXyunaHYc75tk_cKa?dl=0. (Note that the video has like entire minutes of nothing happening; this was actually during the loading screens. Sorry for the choppy video. It didn't look that bad from my end.) I'm trying to launch Raidernick's Luna 13 into Earth orbit at the lunar plane of orbit. I'm confused because this worked before (about a month ago) without major issues, but trying it now the game pretty much always freezes up. Even funnier is that the one time I record my screen to show it, it actually doesn't freeze the first time around! It did freeze when I disengaged and re-engaged the autpilot though, so the problem really is still there. I know I'm not running out of RAM or anything because when I open the task manager nothing is excessively full (the RAM sits around 70% full when the game is running). I'd really appreciate it if you guys could give me a hand with getting my game functional again. I know RO works for the people who use it so I'm kinda sad that it doesn't seem to be working for me.. Thanks in advance!
  12. 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? :-/
  13. Hi. Just one quick thing. Is it possible to set different tasks on different vessels via MechJeb to be executed simultanously? Or maybe MechJeb works only for active vesssel and is not operating when not in focus? Let's say that I want to make some of my satellites to always point in the prograde direction or do other stuff while I am piloting another vessel or making another one from scratch in VAB? That would be really cool if MechJeb had this "set and forget" function
  14. Want to know your CoL/CoM/CoT and other fun and useful things while in flight?
  15. I have been away for some time, and I through I get an old version out and give it a go before the new release of KSP 2 so I have KSP 1-6-2401 running on a windows 7 workstations, and the game runs great, but when I try to install the Mod MechJeb2 into the game, the games loads OK, but I am not seeing the UI within the game the version of MechJeb I have is MechJeb2-2.8.3.0-892, and I unzip it and place it in " C:\KSP 1-6-2401\GameData\mechjeb2 " what am I doing wrong ? Update: forget it. after a reboot, MechJeb appeared within KSP.
  16. Mechjeb2 Cant clear landing location. I'm lander on Menmus and want to take of and land at another spot. I launch and then start the Landing Guidance function, pick and spot to land and it is not able to clear the old spot. CANT CLEAR THE OLD LANDING SPOT????? Do I really need to go all the way back up into orbit to land somewhere else?? Thanks Sorry post wrong spot cant kill
  17. Can Mechjeb handle docking maneuvers on or very near the surface of the lower gravity worlds, like Minmus, Dres, Pol, Bop, or Gilly? I'm interested in building a tall multi segment vertical tower on one of those. The base would be a massive heavy ore loaded thing to provide a steady anchor to build on.
  18. 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.
  19. Hello there, I have the following problem: I casually played KSP for some days now and had no problems at first. A few minutes ago my pc crashed and after restarting it my whole data was not reachable ingame. The only thing I see when i go to the menu to continue the game is a blank data file. If I click on it i can even choose which game mode I wanna play. The only mod I installed was Mechjeb2 on its latest version. After browsing around in my Steam game files I found that my ship plans got saved and so were 5 backup datas in the .sfs format and the saves that I did but I can't access them in any way. It would be nice if someone could assist me with this problem. Sincerely S0M3B0D4
  20. Hi Guys, I was searching for a related topic but could not find anything with the same problem so I started this thread. The issue is, I have "mechjeb2" and "kerbal engineer redux" installed beside a bunch of other mods. It works just fine but shouldn't it be greyed out or locked in function if you start in career mode? Actually here it does not, and I already tried to switch between career and unlocked for KER. For mechjeb I could not find a way to switch beside editing the config files. So even when I have not researched anything a place a single Mk1 vessel with a booster on the launchpad then I have all option of the mechjeb and KER available, just as it looks like in sandbox mode. Can there be a problem that MJ and KER do not realize it is career mode? So could anybody give me a hint what is wrong here? My System: KSP 1.1.3.1289, KER 1.1.1.0, MJ2 2.5.8.0 Mods by Ckan: KSCSwitcher, RealismOverhau, ModuleManager, KerbalJointReinforcement, FerramAerospaceResearch, RealChute,SolverEngines, RealPlume, CommunityResourcePack, RealSolarSystem, RealFuels, AdvancedJetEngine, ModularFlightIntegrator, RealHeat, Kopernicus, RSSDateTimeFormatter, RSSTextures8192, SmokeScreen, KSP-AVC, KAS, KerbalAlarmClock, KerbalEngineerRedux, KIS, TriggerAu-Flags, EasyVesselSwitch, SVE-HighResolution (edited to match RSS), SVE-Sunflare, SVE-Terrain, RCSBuildAid, PersistentRotation, PersistentThrust, Toolbar, SolarSailNavigator, MechJeb2, Trajectories, Graphotron, HotSpot, VesselView, RasterPropMonitor, RasterPropMonitor-Core, DockingPortSoundFX, RCSSounds, RoverWheelSounds, SCANsat,ShipEffects, WaterSounds, ContractConfigurator
  21. Hi, Everything started when version MechJeb2-2.5.6.0-575 came out (MechJeb2-2.5.6.0-574 was ok). The problem is following: When you turn on the landing autopilot and the vessel approaches the ground it starts to deccelerate. The problem is that the braking maneouver is not SMOOTH like in the previous versions. The engine throttle starts to go up and down so in result the vessel is being stopped 3-4 meters above the ground and it stays like that with the engine turned on until it runs out of fuel. In the previous versions, when I was using the landing autopilot, the vessel was very gently touching the ground and the throttle was very smooth. It happens no matter I set the touchdown speed to 0.5 m/s or to 1 m/s or higher. Do you guys have the same problem with all builds above 575? Regards, Damian
  22. I have been trying to add Mechjeb module to some computerized parts such as SAS modules and probe cores, but I cannot get it working. I would be most grateful for advice from more experienced community members. Here is the code I am using (unsuccessfully): @PART[probeStackSmall],!MODULE[MechJebCore]]:Final { @MODULE { name = 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 = specializedControl } MechJebModuleLandingGuidance { unlockTechs = specializedControl } MechJebModuleSpaceplaneGuidance { unlockTechs = hypersonicFlight } MechJebModuleDockingGuidance { unlockTechs = specializedControl } MechJebModuleRendezvousAutopilotWindow { unlockTechs = specializedControl } MechJebModuleRendezvousGuidance { unlockTechs = specializedControl } } }
  23. I've got the latest dev build of MechJeb installed(So features actually work), and I have FAR(Farram Aerospace) installed, and I also have the MechJeb with FAR patch installed, but I'm still having a lot of trouble with using MechJeb features. Now, I know I could just not use them, but frankly most of the fun in the game is just building the ships for me, and I'm really awful at the flying so normally I let MechJeb handle that for me. Right now I can't do that. They oscillate like crazy while flying, they tip over as they're leaving the atmosphere, and it seems to have forgotten how to do a circularization burn properly. Do these mods just not play well together, even with the patch? Is there a setting I should change? Should I just not use FAR if I want to rely on MechJeb for ascent? Any answers or information at all would be really helpful, thank you.
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