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Realism Overhaul and Mechjeb


Teilnehmer

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I'm trying to play Realism Overhaul recently and have some problems with Mechjeb.

1. When executing maneuver nodes, how to make Mechjeb perform an RCS ullage burn until the fuel gets stable before starting the main engine?

2. Is there a way to make Mechjeb more accurate with turning vessels? When the RCS torque is not so high, Mechjeb usually overturns my vessel, then turns it back and overturns again. It takes Mechjeb 3 or 4 tries to reach the desired direction.

And a couple of RO questions unrelated to Mechjeb:

3. Why don't any stock SAS modes work in my RO installation except the basic kill rotation mode?

4. Is there a plugin showing the ullage state and ignition count (e.g. in the staging bar) to eliminate the need to right-click engines every time before burn?

Edited by Teilnehmer
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Otherwise get an ullage engine.

With ullage engines, everything is OK, yes. I do so with middle stages.

But with the last stage, if I have, say, 8 ignitions, it’s not very convenient to have 8 (or 8 pairs for the sake of symmetry) solid motors when I already have the RCS system capable to perform ullage burns.

Or I think there's a time delay on the auto stage function, then you have to manually use RCS.

Hm… Interesting idea. But I mean the situation when only the last stage is present and its engine is already marked as ‘activated’. Autostaging shouldn’t happen.

Or should I deactivate the engine, create a stage in the stages bar, and move the engine to the new stage before executing each maneuver?

- - - Updated - - -

Oh, I’ve found a MechJeb issue report requesting exactly the same:

https://github.com/MuMech/MechJeb2/issues/665

OK.

I have a little experience with the MechJeb source code so I can try to solve that myself.

Edited by Teilnehmer
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