smart013 Posted September 16, 2014 Share Posted September 16, 2014 Hi... is there a possibility for the landing module to enter some offset from the target? Say 20m beside the target or so? Right now its easy to land right on top of it on planets without atmosphere Link to comment Share on other sites More sharing options...
Red Iron Crown Posted September 16, 2014 Share Posted September 16, 2014 Hi... is there a possibility for the landing module to enter some offset from the target? Say 20m beside the target or so? Right now its easy to land right on top of it on planets without atmosphere I plant a flag at the LZ and target that. Some disposable part or tiny rover might be useful for the same at an unmanned location. Link to comment Share on other sites More sharing options...
K3-Chris Posted September 16, 2014 Share Posted September 16, 2014 (edited) I'm on #319, seems MJ still have no idea how to handle the biprop RCS "vernors" turn on RCS balancing and they make jets the size of kerbin, and a heavy lander using them had according to MJ "inf" TWR making it "land" on the mun by time-warping to the surface, then firing up my nukes to slow down from 500m/s+ to 495m/s~ >_> about 490m/s more lithobraking than I'm comfortable with, luckily I had a quicksave and landed manually successfully.Translatron when asked to do 0 vertical speed just flicked the NERVAs on and off really fast, yeah, PWM of NERVAs has been achieved. Edited September 16, 2014 by K3|Chris Link to comment Share on other sites More sharing options...
FlexGunship Posted September 16, 2014 Share Posted September 16, 2014 Bug Report: (dev version #319) While trying to do a "land at coordinates" on Duna, if the orbit is low (I was at 65km) MechJeb does an initial de-orbit burn, and then turns to the anti-normal (normal-) direction and seems to burn until the ship is out of fuel. This happens even if MechJeb is given a full orbit to prepare for the de-orbit operation.After raising my orbit to 100km there was no problem.No crashes or anything. But I have a saved game to recreate if there's some data you need to debug this. The debug output didn't show anything but normal messaging in both cases. Link to comment Share on other sites More sharing options...
FlexGunship Posted September 16, 2014 Share Posted September 16, 2014 Hi... is there a possibility for the landing module to enter some offset from the target? Say 20m beside the target or so? Right now its easy to land right on top of it on planets without atmosphere Adjust your landing coordinates a couple of seconds to either side. That's all it takes. Link to comment Share on other sites More sharing options...
Galane Posted September 16, 2014 Share Posted September 16, 2014 Bug Report: (dev version #319) While trying to do a "land at coordinates" on Duna, if the orbit is low (I was at 65km) MechJeb does an initial de-orbit burn, and then turns to the anti-normal (normal-) direction and seems to burn until the ship is out of fuel. This happens even if MechJeb is given a full orbit to prepare for the de-orbit operation.After raising my orbit to 100km there was no problem.No crashes or anything. But I have a saved game to recreate if there's some data you need to debug this. The debug output didn't show anything but normal messaging in both cases.That's been a long time glitch. Usually just reloading will get it to stop being confused about which way the engines should go and how the throttle should be operated - or where possible begin the landing above 100 KM*. It's like a problem with a car that sets no diagnostic codes in the computer memory and always goes away when you take it to a mechanic. Very hard to track down.*Note that a 100KM altitude isn't possible around Gilly. Just looked for but couldn't find a list of SOI diameters of all the bodies in the system. Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted September 16, 2014 Share Posted September 16, 2014 *Note that a 100KM altitude isn't possible around Gilly. Just looked for but couldn't find a list of SOI diameters of all the bodies in the system.http://wiki.kerbalspaceprogram.com/wiki/Gillyksp wiki lists it as 126km. And why would you need mechjeb to land on Gilly of all places??landing's not the hard part, it's not bouncing off again lol Link to comment Share on other sites More sharing options...
Oinker Posted September 16, 2014 Share Posted September 16, 2014 Tried a circularize @ apo with ap 136, pe 74 [snip]. It creates a perfect maneuver node and removes it when I click execute. Too many mods to list but there couldn't be that many that would cause this behavior.There are not much code in MJ that would delete a node. - check the value you use for tolerance (in the node editor)Yep. Tolerance was set to 15m/s. Reduced it to 1 and it worked. Tested the limits and found it would work @ 4m/s but not 5. Don't know what default setting is. I must have over-typed in that box while setting the other boxes. Hope others find this post useful. Link to comment Share on other sites More sharing options...
Wanderfound Posted September 17, 2014 Share Posted September 17, 2014 Is there a reason why the manoeuvre planner for interplanetary transfers doesn't have a "bugger the transfer window, I want to go today" option? It would be very useful to me. Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted September 17, 2014 Share Posted September 17, 2014 Is there a reason why the manoeuvre planner for interplanetary transfers doesn't have a "bugger the transfer window, I want to go today" option? It would be very useful to me.Second this. I realize it can be done using the "intercept target at..." option, but that's very counter intuitive and a lot of random number plunking unless you have some separate source for calculating transfers. Link to comment Share on other sites More sharing options...
marce Posted September 17, 2014 Share Posted September 17, 2014 Is there a reason why the manoeuvre planner for interplanetary transfers doesn't have a "bugger the transfer window, I want to go today" option? It would be very useful to me.Agreed, I select a launch window based on TriggerAu's cool ingame planner.And sometimes an emergency mission has to launch *now* even if it wastes every last bit of carefully collected Karborundum. Link to comment Share on other sites More sharing options...
dtoxic Posted September 17, 2014 Share Posted September 17, 2014 ksp 0.24.2 x32 MJ 319 DEVeverytime i put a Mechjeb part and try to launch this pops up no other errors or crash[HighLogic]: =========================== Scene Change : From EDITOR to FLIGHT =====================(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1)[iR GUI] destroyfirst i was thinking i edited a part wrong trying to add mechjeb to a probebut this happens with the stock one toocan anyone assist? Link to comment Share on other sites More sharing options...
Galane Posted September 18, 2014 Share Posted September 18, 2014 Agreed, I select a launch window based on TriggerAu's cool ingame planner.And sometimes an emergency mission has to launch *now* even if it wastes every last bit of carefully collected Karborundum. There's this. http://forum.kerbalspaceprogram.com/threads/36476-WIN-MAC-KSP-Trajectory-Optimization-Tool-v1-1-6-New-Mac-Version-Available!That's an "off board" calculating program that works with a plugin to insert data into KSP. It requires installing the Matlab runtime. I haven't used it. Looks complex. I'd much prefer a "go now" option in MechJeb. If you have enough fuel and use more efficient engines... Link to comment Share on other sites More sharing options...
Mekan1k Posted September 18, 2014 Share Posted September 18, 2014 Will there be a variation of the mechjeb spaceplane autopilot that allows us to set a course to a specific location? (Flies us there, then sets into a holding pattern around the location)Maybe a version that allows us to determine if the spaceplane autopilot uses the real or sea-level altitude? (That way, if you set an altitude for 2 km, you don't need to worry about running into a mountain when you are flying.) Link to comment Share on other sites More sharing options...
Mokmo Posted September 18, 2014 Share Posted September 18, 2014 Dev build site is down ? Oh well. Link to comment Share on other sites More sharing options...
Jimmy G Posted September 18, 2014 Share Posted September 18, 2014 Bug Report: (dev version #319) While trying to do a "land at coordinates" on Duna, if the orbit is low (I was at 65km) MechJeb does an initial de-orbit burn, and then turns to the anti-normal (normal-) direction and seems to burn until the ship is out of fuel. This happens even if MechJeb is given a full orbit to prepare for the de-orbit operation.After raising my orbit to 100km there was no problem.Wow and I thought I was the only one. I tried several times and every time MJ be like. And when it finally worked, it landed at the polar opposite of the spot I had picked. Link to comment Share on other sites More sharing options...
Galane Posted September 18, 2014 Share Posted September 18, 2014 Maybe a version that allows us to determine if the spaceplane autopilot uses the real or sea-level altitude? (That way, if you set an altitude for 2 km, you don't need to worry about running into a mountain when you are flying.)There's a mod for that. http://forum.kerbalspaceprogram.com/threads/50736-0-24-2-(Jul-19-14)-Automate-Vertical-Velocity-and-Altitude-Control Link to comment Share on other sites More sharing options...
sarbian Posted September 18, 2014 Share Posted September 18, 2014 ksp 0.24.2 x32 MJ 319 DEVeverytime i put a Mechjeb part and try to launch this pops up no other errors or crash[HighLogic]: =========================== Scene Change : From EDITOR to FLIGHT =====================(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)NullReferenceException: Object reference not set to an instance of an object at MuMech.MechJebCore.OnDestroy () [0x00000] in <filename unknown>:0 (Filename: Line: -1)[iR GUI] destroyfirst i was thinking i edited a part wrong trying to add mechjeb to a probebut this happens with the stock one toocan anyone assist?This message is a small error I have to fix but it should have no impact on the game.Will there be a variation of the mechjeb spaceplane autopilot that allows us to set a course to a specific location? (Flies us there, then sets into a holding pattern around the location)Maybe a version that allows us to determine if the spaceplane autopilot uses the real or sea-level altitude? (That way, if you set an altitude for 2 km, you don't need to worry about running into a mountain when you are flying.)Not unless someone submit the code. It's a good idea, but my current priorities is trying to fix some of the most outstanding bugs before .25 hits Link to comment Share on other sites More sharing options...
marce Posted September 18, 2014 Share Posted September 18, 2014 There's this. http://forum.kerbalspaceprogram.com/threads/36476-WIN-MAC-KSP-Trajectory-Optimization-Tool-v1-1-6-New-Mac-Version-Available!That's an "off board" calculating program that works with a plugin to insert data into KSP. It requires installing the Matlab runtime. I haven't used it. Looks complex. I'd much prefer a "go now" option in MechJeb. If you have enough fuel and use more efficient engines...Seems I wasn't clear enough: I want the "go now" button too because I do the launch window selection myself and don't require MJ selecting one. Link to comment Share on other sites More sharing options...
Wanderfound Posted September 18, 2014 Share Posted September 18, 2014 Seems I wasn't clear enough: I want the "go now" button too because I do the launch window selection myself and don't require MJ selecting one.I've also had several occurences of "tell MJ to go to Duna, okay, it's half a year away, time accelerate half a year to the node, reset the manoeuvre 'cos they go screwy if you leave them that long, oh great, apparently the window was yesterday and now the new manoeuvre node is again half a year away". Aaargh.Basically gave up on using MJ for interplanetary stuff after that.(note to Sarbian: as always, hugely grateful for your work and I appreciate that you're busy getting ready for .25. I think that the rapid response to my post shows that I'm not alone on this one, though) Link to comment Share on other sites More sharing options...
dtoxic Posted September 18, 2014 Share Posted September 18, 2014 This message is a small error I have to fix but it should have no impact on the game.ok was thinking i was doing something wrong thx for the info Link to comment Share on other sites More sharing options...
BARCLONE Posted September 18, 2014 Share Posted September 18, 2014 The Jenkins page for dev builds seems to have been down now for a full 24 hours. Does anyone know if this is a maintenance issue or if we're having other problems? Link to comment Share on other sites More sharing options...
sarbian Posted September 18, 2014 Share Posted September 18, 2014 (edited) Edit : and it's back Edited September 18, 2014 by sarbian Link to comment Share on other sites More sharing options...
EdFred Posted September 18, 2014 Share Posted September 18, 2014 7773 Posts and the search function for the forum blows goats. So simple question...Is there a toolbar button (for the standard toolbar, not the blizzy78 toolbar) for MJ which removes the slide out tab on the right? Link to comment Share on other sites More sharing options...
undercoveryankee Posted September 18, 2014 Share Posted September 18, 2014 7773 Posts and the search function for the forum blows goats. So simple question...Is there a toolbar button (for the standard toolbar, not the blizzy78 toolbar) for MJ which removes the slide out tab on the right?As far as I've ever seen, your choices are the slide-out tab or blizzy78 toolbar. Personally, I've been using the slide-out tab long enough that I'm used to it, it doesn't take up that much useful real estate on the screen, and with the stock toolbar icons as big as they are I would probably keep the tab until we get a choice of button sizes. Link to comment Share on other sites More sharing options...
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