Red Iron Crown Posted May 24, 2014 Share Posted May 24, 2014 The other part, the radial mount AR-202 case, should be in the Control tab rather than with the pods. It only adds those two parts. Link to comment Share on other sites More sharing options...
eempc Posted May 24, 2014 Share Posted May 24, 2014 The other part, the radial mount AR-202 case, should be in the Control tab rather than with the pods. It only adds those two parts.Thanks, I see it now. Link to comment Share on other sites More sharing options...
vardicd Posted May 24, 2014 Share Posted May 24, 2014 problem with my mechjeb, I am unable to get any craft I try into orbit because the craft sways back and forth so heavily it ends up losing control it all directions and Ive used several popular crafts like munraker from the Spacecraft Exchange...not sure why its occuring I have the settings right...I took a break from KSP since 0.21 so I know how to work everything but mechjeb is def off..I'm seeing this with a few of my aircraft as well, I thought it was an issue with KAX propellers, but now... I just tried a completely stock install with only mech jeb and the back and forth shimmy my craft developed is no longer present. I can only assume its some other mod messing with my settings. I'll experiment. Link to comment Share on other sites More sharing options...
lordyod Posted May 25, 2014 Share Posted May 25, 2014 So does this mod break when you install other mods? I'm running a number of popular mods (interstellar, remote tech, etc) and no matter what I do I can't get mechjeb to either a) actually engage the autopilot to do anything or see that I have a target selected. I have the required tech nodes unlocked for rendezvous autopilot, maneuvers, ascent, etc. When I engage the autopilot for ascents and hit launch it doesn't steer. When I use MJ to set up a maneuver node and click execute, it makes the node correctly but doesn't do anything when the ship gets there. And finally when I want to use the rendezvous planner (or node planner for things like transfer orbits) it doesn't see that I have things targeted. For instance when I get into orbit and want to rendezvous with my space station, I open up the rendezvous autopilot, it says to select the target, I select the space station, and it still says to select the target.Is there somewhere I can look to figure out what is going wrong here? Link to comment Share on other sites More sharing options...
Virtualgenius Posted May 25, 2014 Share Posted May 25, 2014 (edited) do you have enough electricity thats usually the issue i have Edited May 25, 2014 by Virtualgenius Link to comment Share on other sites More sharing options...
lordyod Posted May 25, 2014 Share Posted May 25, 2014 Full charge of well over 1000 EC. Is there some interference with TAC life support maybe? Link to comment Share on other sites More sharing options...
ola Posted May 25, 2014 Share Posted May 25, 2014 Suggestion (might be an old one, in that case it's +1): force roll in AGAP. It would really help with all those asymmetrical crafts. Think KSO and the likes. Link to comment Share on other sites More sharing options...
jebandhisfriends Posted May 25, 2014 Share Posted May 25, 2014 where can i get the version for 23.0 because this version doesnt work for me.it doesnt show any icons or my velocity speed etc. Link to comment Share on other sites More sharing options...
sarbian Posted May 26, 2014 Share Posted May 26, 2014 lordyod : have you tried without remote tech ? It should work (it does here) but it's one of the mad that can lock MJ from contriving a ship. Interstellar works fine.Copy your save game before loading it without RT.And have a look at the KSP_DATA/outputlog.txt to see if there are exception while you use MJ.ola : it's on the list, but I'm busy with an other mod for now. Link to comment Share on other sites More sharing options...
dozer Posted May 26, 2014 Share Posted May 26, 2014 Hi!I've been searching around trying to figure out the status of Autom8. I saw another request on this thread back in april, but it didn't seem like it was answered. So here goes.. Is Autom8 on its way back any time soon?Either way, thanks for great work with MechJeb! I couldn't do without! Link to comment Share on other sites More sharing options...
modernwar90 Posted May 27, 2014 Share Posted May 27, 2014 I am having a problem with mechjeb. I just installed mechjeb for version .23. I open the ascent autopilot and set a periapsis of 100km. I leave the ascent path as the default and engage autopilot. The craft follows the nodes and reaches a periapsis of ~100km... Here's the problem, during the "circularizing" stage, the autopilot always burns before the node time and I end up with an orbit of ~150km for my periapsis and ~50km for my apoapsis... Reinstalling does nothing. I tried it with a simple craft, MechJeb pod with a LT-T45 engine attached to the bottom. I turn on infinite fuel and the problem still happens no matter the craft I'm using. Please help Link to comment Share on other sites More sharing options...
futrtrubl Posted May 27, 2014 Share Posted May 27, 2014 I am having a problem with mechjeb. I just installed mechjeb for version .23. I open the ascent autopilot and set a periapsis of 100km. I leave the ascent path as the default and engage autopilot. The craft follows the nodes and reaches a periapsis of ~100km... Here's the problem, during the "circularizing" stage, the autopilot always burns before the node time and I end up with an orbit of ~150km for my periapsis and ~50km for my apoapsis... Reinstalling does nothing. I tried it with a simple craft, MechJeb pod with a LT-T45 engine attached to the bottom. I turn on infinite fuel and the problem still happens no matter the craft I'm using. Please helpNot really the issue but you have swapped peri- and apo-apsis, peri is the lower, apo is the higher. If mechjeb is burning significantly before the node it is because it thinks you have a very low TWR, either due to low thrust/high mass or if you limited acceleration or throttle within mechjeb.Edward Link to comment Share on other sites More sharing options...
raxo2222 Posted May 27, 2014 Share Posted May 27, 2014 Can we have all command pods having integrated MechJeb? Or at least unmanned core, like vanilla unmanned probes? Link to comment Share on other sites More sharing options...
Senshi Posted May 27, 2014 Share Posted May 27, 2014 Adding MechJeb to all command modules is easy (and has been explained in this thread a couple dozen times, I guess ):Create a MechJebOverride.cfg somewhere in GameData.Fill it with@PART[*]:HAS[@MODULE[ModuleCommand]]{ !MODULE[MechJebCore] MODULE { name = MechJebCore }} Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 27, 2014 Share Posted May 27, 2014 Adding MechJeb to all command modules is easy (and has been explained in this thread a couple dozen times, I guess ):Create a MechJebOverride.cfg somewhere in GameData.Fill it with@PART[*]:HAS[@MODULE[ModuleCommand]]{ !MODULE[MechJebCore] MODULE { name = MechJebCore }}Why on earth are you deleting an MJ core and putting one back in?@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final{ %MODULE[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 = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } }}Is probably the better option. Integrates it fully into the tech tree and makes a bit more sense. Link to comment Share on other sites More sharing options...
LameLefty Posted May 27, 2014 Share Posted May 27, 2014 I use this (cribbed off this very thread probably 4 or 5 months ago):@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]] { MODULE { name = MechJebCore }}Concise, simple and automagically follows the MJ Tech Tree integration without having to specify it out module by module. Link to comment Share on other sites More sharing options...
Starwaster Posted May 29, 2014 Share Posted May 29, 2014 I use this (cribbed off this very thread probably 4 or 5 months ago):@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]] { MODULE { name = MechJebCore }}Concise, simple and automagically follows the MJ Tech Tree integration without having to specify it out module by module.For Career Mode compatibility, I suggest this version instead:@PART[*]:HAS[@MODULE[ModuleCommand],!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 = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } }}@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[ProtractorModule]]:Final{ MODULE { name = ProtractorModule }} Link to comment Share on other sites More sharing options...
modernwar90 Posted May 29, 2014 Share Posted May 29, 2014 (edited) Not really the issue but you have swapped peri- and apo-apsis, peri is the lower, apo is the higher. If mechjeb is burning significantly before the node it is because it thinks you have a very low TWR, either due to low thrust/high mass or if you limited acceleration or throttle within mechjeb.EdwardI found the problem. I was using non-stock parts in my builds and when I uninstalled the mod and used stock parts, my orbits were almost perfect.EDIT: Another way I can recreate this problem every single time is when I have docking ports on my craft. No docking ports: perfect orbit... Docking ports: Elliptical orbit... Any reason to explain/fix this? Kinda hard to put space stations in orbit with no docking ports... Edited May 29, 2014 by modernwar90 Link to comment Share on other sites More sharing options...
Starwaster Posted May 30, 2014 Share Posted May 30, 2014 I found the problem. I was using non-stock parts in my builds and when I uninstalled the mod and used stock parts, my orbits were almost perfect.EDIT: Another way I can recreate this problem every single time is when I have docking ports on my craft. No docking ports: perfect orbit... Docking ports: Elliptical orbit... Any reason to explain/fix this? Kinda hard to put space stations in orbit with no docking ports...I sense coincidence, not causality.You did something differently or even outright wrong when you tried it with docking ports. Link to comment Share on other sites More sharing options...
sarbian Posted May 30, 2014 Share Posted May 30, 2014 It's MJ for .23. Since I don't know if you use a version that works with the new ModuleEngineFX or not I will not provide any support. Current KSP version is 0.23.5 and MJ is either v2.2.1 or dev #257 Link to comment Share on other sites More sharing options...
Galane Posted May 30, 2014 Share Posted May 30, 2014 (edited) Something weird with this craft http://pastebin.com/H2waPH3RAll stock parts except the two 16K unit Kethane tanks. If I make it with two 8K tanks there's no problem, but with the 16K ones it fails to correctly complete maneuvers in Mun orbit.Put a craft in a 20K Mun orbit (slightly off equatorial) and this one in a 50K or 58K or 20K orbit then try to do a rendezvous. When it does the plane change it'll start the maneuver and burn but instead of finishing it throttles down to an idle and aims the engine at the Mun then will continue to burn while it wobbles the craft around slightly.Stop it, remove all nodes and try again. It may go directly to Hohmann transfer or intercept and do the same thing with flaking out to idling, pointing the engine down and wobbling around.Replace the 16K Kethane tanks with 8K ones and it'll work properly. I've tried shifting parts around, had more reaction wheels, more and less RCS thrusters, tried the Kethane tanks together with more weight at the ends and also using hyperedit to fill the Kethane tanks to see if more mass would help. Having RCS off and just using torque made no difference.Not one bleeping thing I've changed on the craft has made a difference - except for using the smaller Kethane tanks. Why is MechJeb seemingly giving up on the maneuvers?I need the 32K capacity to offload the Kethane from my 32K mining lander so I can dispose of it then fly out a replacement with landing leg spreading telescoping pistons from the newest Infernal Robotics that will use Tweak Scale instead of having multiple different sized parts.I've also seen it do something similar with rocket gliders where the altitude or distance from the runway or *something* doesn't suit autoland so it just aims the back end down and drops the aircraft instead of flying it. Turn off AL, manually get it into a glide then reengage AL and it wrenches it right back to butt end downwards - but when it's right, autoland can glide the exact same plane right down dead center on the KSC runway in a perfect deadstick landing. (I have gliders built on both long stock SRBs and on the ReStock monster SRB, which surprisingly works the best.)Edit: I see build 257 is released. The above is with 255. I'll try 257.Edit MK2: Same fail with build 257. I've tried shortening the length of the ship by mounting the two Kethane tanks side by side with a ReStock rockomax sized bi-coupler. Same problem. Then I tried more power by swapping the poodle for a skipper. Not a bit of change. Every burn it aims the engine at the Mun, barely cracks the throttle and wobbles around instead of rotating the ship to the proper orientation and burning how it ought.If I use two 8,000 unit Kethane tanks instead of two 16,000 unit ones, without changing any other part on the craft it works correctly. The lander I'm attempting to salvage the cargo from also works correctly with its pair of 16K K-tanks, full or empty. Edited May 31, 2014 by Galane Link to comment Share on other sites More sharing options...
Justin Kerbice Posted May 30, 2014 Share Posted May 30, 2014 Hi,with the last version (2.2.1.0 downloaded today, the same thing happened with 2.2.1.0-238 build) on 0.23.5, any plane matching/Hohmann transfert from Kerbin orbit (210 kms circular) to Duna makes the manoeuver planner module refuse to work claiming "target must be in the same SOI". It's too bad as such manoeuver can be done as explained here for example.What am I doing wrong ? Or is there any other way to make Mechjeb do a part of the job in such cases ?Thanks. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted May 30, 2014 Share Posted May 30, 2014 There's a "Transfer to another planet" function in the maneuver planner that does what you want, Justin. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted May 30, 2014 Share Posted May 30, 2014 Hohmann transfers must be done within the same SoI - if you burn until you're just out of Kerbins, once you're out, you'll be able to do one. Terribly inefficient, but yes, the transfer to another planet (or moon, if there's several in the same SoI) is the option you want. Link to comment Share on other sites More sharing options...
modernwar90 Posted May 31, 2014 Share Posted May 31, 2014 I sense coincidence, not causality.You did something differently or even outright wrong when you tried it with docking ports.What would I be doing wrong with them? I don't see how you can use docking ports wrong so MechJeb doesn't work because of them... I just click them onto the side of a rockomax hubmax like you're supposed to... I even manually set the MechJeb pod "control from here". Link to comment Share on other sites More sharing options...
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