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[PART, 1.0.2] Anatid Robotics / MuMech - MechJeb - Autopilot - Historical thread


r4m0n

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I have downloaded the latest version of both KSP and Mechjeb, Installed KSP and only the Mechjeb addon and still no flyout menu...

I am attaching images of my KSP folder, Gamedata folder and a game screenshot of pod with MechJeb 2 AR202 case attached and no flyout menu...

I love my MechJeb and I am dying here :(

FmvE6NF.png

KSP FOLDER

kjiQVgg.png

KSP GAMEDATA FOLDER

02klc5s.png

KSP SCREENSHOT

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How do I get MechJeb so show the CORRECT current Delta-V?

I am currently trying to build a lander that has parts for my Mun base on it. Except I want those parts to decouple after the ship is landed. But MechJeb shows me what the Delta-V is for Stage 0, as in AFTER they have decoupled. But I want to know what the Delta-V is for Stage 1 while they are still attached so I know if I have enough fuel to successfully land but instead it shows 0 Delta-V for that stage.

I also have this problem when in flight as non-fuel related parts which are set to decouple in the following stages as MechJeb just assumes them to be acceptable to dispose off so it shows the Delta-V of the stages after you have ejected them, thus you don't know how much Delta-V you really have left in the tank.

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start with a clean install and only add the mechjeb folder and report back

I notice that the toolbar button "MJ" is also missing from the lower right corner.

Probably a stupid question, but on your clean install, did you use a freshly downloaded copy of KSP and MechJeb? If not, give that a try

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Yes I downloaded a new copy last night of both Mechjeb 2 (2.4.0) and ksp 0.25, I have also just installed kerbal engineer and the menu for that one does not show either?? I am stumped and pissed that I update ksp and now my addons that require a flyout menu do not work anymore....

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I notice that the toolbar button "MJ" is also missing from the lower right corner.

Probably a stupid question, but on your clean install, did you use a freshly downloaded copy of KSP and MechJeb? If not, give that a try

Is this maybe the 'helpful' windows feature of disabling foreign DLL file execution from the program files domain? Try moving KSP_win out onto your desktop and running it from there, and see if the situation changes.

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It sounds like the plugin DLLs just aren't loading. Try copying (not moving) your whole KSP folder to somewhere else on your hard disk (e.g. C:\Games\KSP_win) and running it from there. If it still doesn't work then upload your output_log.txt file (in KSP_Data) somewhere (any filesharing service that will handle the file size) and include a link...

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Is this maybe the 'helpful' windows feature of disabling foreign DLL file execution from the program files domain? Try moving KSP_win out onto your desktop and running it from there, and see if the situation changes.

Thanks, that did the trick, I figured it was a dll that wasn't working as none of my addons that use the flyout menus would not load, but I had never heard of windows not allowing unknown dll's to load, fricking windows! I just got a new win8 alienware laptop and did not have this issue with my old win7 xps laptop...

so what is the fix for the "helpful" windows feature? Do I need to run it from my desktop for now on or is there a setting that I need to change in windows 8?

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You may be able to right-click on the DLLs and select properties and then click the "Unblock" button (or something like that) but it is easier to just have it installed somewhere outside of Program Files instead...

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How do I get MechJeb so show the CORRECT current Delta-V?

I am currently trying to build a lander that has parts for my Mun base on it. Except I want those parts to decouple after the ship is landed. But MechJeb shows me what the Delta-V is for Stage 0, as in AFTER they have decoupled. But I want to know what the Delta-V is for Stage 1 while they are still attached so I know if I have enough fuel to successfully land but instead it shows 0 Delta-V for that stage.

I also have this problem when in flight as non-fuel related parts which are set to decouple in the following stages as MechJeb just assumes them to be acceptable to dispose off so it shows the Delta-V of the stages after you have ejected them, thus you don't know how much Delta-V you really have left in the tank.

Connect them with a single docking port instead of a decoupler and it will calculate correctly for the scenario you describe. It is doing the proper thing, it assumes that you would decouple any dead weight stages before burning (which is the much more common scenario). By using a docking port instead of a decoupler, the decouple action is removed from the staging list and the calculation.

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Is this maybe the 'helpful' windows feature ...

Oh man; I'm an ex-professional software guy and the people here always laugh when I shout at the computer (approved technique) "Stop being HELPFUL! I KNOW what I want you to do just just do it!" At least the buggers can't take over the world as long as we can still turn them off ^^.

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Thanks, that did the trick, I figured it was a dll that wasn't working as none of my addons that use the flyout menus would not load, but I had never heard of windows not allowing unknown dll's to load, fricking windows! I just got a new win8 alienware laptop and did not have this issue with my old win7 xps laptop...

so what is the fix for the "helpful" windows feature? Do I need to run it from my desktop for now on or is there a setting that I need to change in windows 8?

You can right click the KSP executable and run as administrator, but then any files created during the run (logs, persistent and saves) will be "owned" by a non-existent administrator user and you won't be able to edit them directly. You can make copies, delete the originals then rename the copies to the same names as the originals. Then you may edit them. (It's like locking a door then hanging a key to the lock next to the door.)

But next time you run KSP as an administrator (note, this is NOT the capital A Administrator, analogous to Root in Linux) Windows will "helpfully" change ownership of all those files. Windows 7 and 8 do this, even when the user account you are logged into has administrator rights. If you later do not want to run KSP as an administrator, you'll need to do the copy/delete/rename dance on the persistent, save and log files or KSP will likely complain about being unable to use them.

XP didn't play such silly games. If you had to run a program as an administrator, all files created by it were tagged as being owned by the logged in account, or at least didn't have write access locked.

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Got similiar strange problem here:

screenshot2.jpg

From log I see that all usual buttons should be there, but no delta-v window if showing and if I launch that craft, none of my previously configured window will show up. It worked before, I remember only updating Kerbal Alarm Clock and installing Fine Print since last normal launch. I'll try to disable them for a test, but maybe anyone got any ideas what's going on and also what's that issue with NEAR module (using NEAR 1.3, don't know if it may cause error in log)?

Disabling KAC and FP didn't help. I have win7 and previously it worked fine, so above suggestion is probably not my case also =\

Edited by Mystique
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Well, MJ is getting an exception in its OnStart function which is likely stopping it from initialising correctly. I would suggest removing NEAR and trying it again. If that works then try reinstalling NEAR but make sure you have the latest version and you aren't trying to use it on the Windows x64 version of KSP as it will deliberately disable itself.

Also, uploading your output_log.txt file (or player.log on Mac/Linux) will make it much easier for people to give you support...

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Well, MJ is getting an exception in its OnStart function which is likely stopping it from initialising correctly. I would suggest removing NEAR and trying it again. If that works then try reinstalling NEAR but make sure you have the latest version and you aren't trying to use it on the Windows x64 version of KSP as it will deliberately disable itself.

Also, uploading your output_log.txt file (or player.log on Mac/Linux) will make it much easier for people to give you support...

Disabled NEAR, removed NEAR module dll from MJ folder, started game specifically from KSP.exe - same result except there was no error regarding NEAR (which isn't that important when I'm still missing all the windows).

Here is output_log.txt:

https://www.dropbox.com/s/4yppqvur4zzh9od/output_log.txt?dl=0

Could it be also something wrong with mechjeb_settings_global.cfg?

Here are its contents, though from list of windows in debug window it feels like it's trying to load exactly my preset.

MechJebModuleJoke
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleMenu
{
windowStat = NORMAL
windowProgr = 1
windowVPos = -185
hideButton = False
useAppLauncher = True
windowVector = 1910,1070,0,0
windowVectorEditor = 1720,85,200,95
showInFlight = True
showInEditor = True
enabled = True
}
MechJebModuleRoverWindow
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleSmartASS
{
autoDisableSmartASS = True
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleSettings
{
useOldSkin = False
skinId = 0
dontUseDropDownMenu = False
hideBrakeOnEject = False
windowVector = 10,40,0,0
windowVectorEditor = 300,265,293,269
showInFlight = True
showInEditor = True
enabled = False
UIScale
{
_val = 1
_text = 1
}
}
MechJebModuleRoverController
{
terrainLookAhead
{
_val = 1
_text = 1
}
hPIDp
{
_val = 0.5
_text = 0.5
}
hPIDi
{
_val = 0.0005
_text = 0.0005
}
hPIDd
{
_val = 0.0025
_text = 0.0025
}
sPIDp
{
_val = 2
_text = 2
}
sPIDi
{
_val = 1
_text = 1
}
sPIDd
{
_val = 0.001
_text = 0.001
}
}
MechJebModuleRendezvousAutopilot
{
desiredDistance
{
_val = 100
_text = 100
}
maxPhasingOrbits
{
_val = 5
_text = 5
}
}
MechJebModuleRCSBalancerWindow
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleRendezvousGuidance
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleRendezvousAutopilotWindow
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleWarpHelper
{
warpTarget = Periapsis
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
leadTime
{
_val = 0
_text = 0s
}
phaseAngle
{
_val = 0
_text = 0
}
}
MechJebModuleTranslatron
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleWaypointWindow
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
MohoMapdist
{
_val = 5000
_text = 5000
}
EveMapdist
{
_val = 5000
_text = 5000
}
GillyMapdist
{
_val = -500
_text = -500
}
KerbinMapdist
{
_val = 500
_text = 500
}
MunMapdist
{
_val = 4000
_text = 4000
}
MinmusMapdist
{
_val = 3500
_text = 3500
}
DunaMapdist
{
_val = 5000
_text = 5000
}
IkeMapdist
{
_val = 4000
_text = 4000
}
DresMapdist
{
_val = 1500
_text = 1500
}
EelooMapdist
{
_val = 2000
_text = 2000
}
JoolMapdist
{
_val = 30000
_text = 30000
}
TyloMapdist
{
_val = 5000
_text = 5000
}
LaytheMapdist
{
_val = 1000
_text = 1000
}
PolMapdist
{
_val = 500
_text = 500
}
BopMapdist
{
_val = 1000
_text = 1000
}
VallMapdist
{
_val = 5000
_text = 5000
}
}
ModExtensionDemo
{
}
MechJebModuleWaypointHelpWindow
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleSpaceplaneGuidance
{
runwayIndex = 0
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleSpaceplaneAutopilot
{
}
MechJebModuleStageStats
{
}
MechJebModuleThrustWindow
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleTargetController
{
targetLatitude
{
negative = False
degrees
{
_val = 0
_text = 0
}
minutes
{
_val = 0
_text = 0
}
seconds
{
_val = 0
_text = 0
}
}
targetLongitude
{
negative = False
degrees
{
_val = 0
_text = 0
}
minutes
{
_val = 0
_text = 0
}
seconds
{
_val = 0
_text = 0
}
}
}
MechJebModuleDockingGuidance
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleDockingAutopilot
{
speedLimit
{
_val = 1
_text = 1
}
}
MechJebModuleInfoItems
{
showInitialMass = False
showFinalMass = False
showInitialTWR = True
showAtmoInitialTWR = False
showMaxTWR = False
showVacDeltaV = True
showVacTime = True
showAtmoDeltaV = True
showAtmoTime = True
TWRbody = 1
}
MechJebModuleAscentAutopilot
{
desiredInclination = 0
autoThrottle = True
correctiveSteering = True
forceRoll = True
_autostage = False
limitAoA = False
ascentPath
{
autoPath = True
autoTurnPerc = 0.1
turnStartAltitude
{
_val = 5000
_text = 5
}
turnEndAltitude
{
_val = 70000
_text = 70
}
turnEndAngle
{
_val = 0
_text = 0
}
turnShapeExponent
{
_val = 0.4
_text = 40
}
}
desiredOrbitAltitude
{
_val = 100000
_text = 100
}
maxAoA
{
_val = 5
_text = 5
}
aoALimitFadeoutPressure
{
_val = 1000
_text = 1000
}
launchPhaseAngle
{
_val = 0
_text = 0
}
warpCountDown
{
val = 11
_text = 11
}
}
MechJebModuleAscentPathEditor
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleAscentGuidance
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleCustomWindowEditor
{
itemCategory = Orbit
windowVector = 10,40,0,0
windowVectorEditor = 10,40,200,540
showInFlight = True
showInEditor = True
enabled = False
}
MechJebModuleAttitudeAdjustment
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleJokeObscurePanel
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleNodeExecutor
{
autowarp = True
tolerance
{
_val = 0.1
_text = 0.1
}
}
MechJebModuleManeuverPlanner
{
windowVector = 10,40,300,216
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleNodeEditor
{
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
progradeDelta
{
_val = 0
_text = 0
}
radialPlusDelta
{
_val = 0
_text = 0
}
normalPlusDelta
{
_val = 0
_text = 0
}
timeOffset
{
_val = 0
_text = 0s
}
}
MechJebModuleLandingAutopilot
{
deployGears = True
deployChutes = True
touchdownSpeed
{
_val = 0.5
_text = 0.5
}
limitGearsStage
{
val = 0
_text = 0
}
limitChutesStage
{
val = 0
_text = 0
}
}
MechJebModuleLandingGuidance
{
landingSiteIdx = 0
windowVector = 10,40,0,0
windowVectorEditor = 10,40,0,0
showInFlight = True
showInEditor = False
enabled = False
}
MechJebModuleLandingPredictions
{
makeAerobrakeNodes = False
}
MechJebModuleWarpController
{
}
MechJebModuleThrustController
{
limitToTerminalVelocity = False
limitToPreventOverheats = False
smoothThrottle = False
throttleSmoothingTime = 1
limitToPreventFlameout = False
manageIntakes = False
limitAcceleration = False
flameoutSafetyPct
{
_val = 5
_text = 5
}
maxAcceleration
{
_val = 40
_text = 40
}
}
MechJebModuleRCSController
{
conserveFuel = False
rcsThrottle = True
Tf
{
_val = 1
_text = 1
}
}
MechJebModuleRCSBalancer
{
smartTranslation = False
rcsForRotation = True
advancedOptions = False
overdrive
{
_val = 1
_text = 100
}
overdriveScale
{
_val = 0.9
_text = 0.9
}
tuningParamFactorTorque
{
_val = 1
_text = 1
}
tuningParamFactorTranslate
{
_val = 0.005
_text = 0.005
}
tuningParamFactorWaste
{
_val = 1
_text = 1
}
}
MechJebModuleAttitudeController
{
Tf_autoTune = True
Tf = 0.3
TfMin = 0.1
TfMax = 0.5
kpFactor = 3
kiFactor = 6
kdFactor = 0.5
useSAS = False
}
MechJebModuleStagingController
{
autostagePreDelay
{
_val = 0.5
_text = 0.5
}
autostagePostDelay
{
_val = 1
_text = 1
}
}
MechJebModuleFlightRecorder
{
}

Update: so I just removed old mechjeb_settings_global.cfg set up all those windows again as I need them and that fixed main issued with MJ windows, but NEAR exception is still there for some reason, even though NEAR seems to be working. Maybe it has something to do with NEAR version 3.0 while optional dll officially supports NEAR 1.2.1?

Edited by Mystique
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Hi,

I have just came back after 6 months break, deleted all mods and reinstalled KSP. Then I copy/pasted MechJeb to GameData folder. However, when I start the career, RnD is empty of MechJeb, and I cant put a piece of it on my ship.

Is there anything Im missing?

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Hi,

I have just came back after 6 months break, deleted all mods and reinstalled KSP. Then I copy/pasted MechJeb to GameData folder. However, when I start the career, RnD is empty of MechJeb, and I cant put a piece of it on my ship.

Is there anything Im missing?

You must research MJ first, it's not available right from the start. Few pages ago nodes containing MJ modules were highlighted, IIRC.

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I'm trying to find an autopilot that can hold altitude and heading... the only one that seems to work is mj, though it does a terrible job... I'm just trying to have a pleasure level low-altitude flight at around 3000m ASL without having to adjust the trim every couple of minutes 'cause it goes +/- 5m/s vertical speed... and mj is the only autopilot that can hold altitude but it makes my plane wobble in every possible way, therefore not maintaining anything... the plane is very basic, have lots of pitch authority, lots of lift and with FAR guidances it flies perfectly... though that +/- 5m/s VS... any idea on how to reduce the wobble? or anyone know any other mod i could use??? (i've been searching for 2 hours and i can't find anything else that can do this job... tried kOS but i don't know any programming so i don't know how to configure it... regardless of trying to understand the tutorials...)

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I'm trying to find an autopilot that can hold altitude and heading... the only one that seems to work is mj, though it does a terrible job... I'm just trying to have a pleasure level low-altitude flight at around 3000m ASL without having to adjust the trim every couple of minutes 'cause it goes +/- 5m/s vertical speed... and mj is the only autopilot that can hold altitude but it makes my plane wobble in every possible way, therefore not maintaining anything... the plane is very basic, have lots of pitch authority, lots of lift and with FAR guidances it flies perfectly... though that +/- 5m/s VS... any idea on how to reduce the wobble? or anyone know any other mod i could use??? (i've been searching for 2 hours and i can't find anything else that can do this job... tried kOS but i don't know any programming so i don't know how to configure it... regardless of trying to understand the tutorials...)

Are you using NEAR or FAR? If yes, then take a look at these - http://forum.kerbalspaceprogram.com/threads/60933-Optional-MechJeb-Modules-for-FAR-NEAR-km_Gimbal-(Oct-19)

If not or it doesn't help, then you have a problem with this quite known issue. Perhaps it may help to turn off all reaction wheels to control plane using only control surfaces and/or try to adjust number of control surfaces so they don't give too much control, which, as I can see, also causes a bit too fast MJ's autopilot to make you plane wobble.

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Are you using NEAR or FAR? If yes, then take a look at these - http://forum.kerbalspaceprogram.com/threads/60933-Optional-MechJeb-Modules-for-FAR-NEAR-km_Gimbal-(Oct-19)

If not or it doesn't help, then you have a problem with this quite known issue. Perhaps it may help to turn off all reaction wheels to control plane using only control surfaces and/or try to adjust number of control surfaces so they don't give too much control, which, as I can see, also causes a bit too fast MJ's autopilot to make you plane wobble.

Thank you Mystique, i also asked for help in the kOS thread and they told me how to raw control a ship with commands, i'm gonna try if that helps... that optional module seems like a good idea as well... but now it's outdated and the devs is on vacation, so 4th of november i'll check back!

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#335 is the last 0.24. 2 version.

Hi all, I'm still away in NYC but I see you manage fine without me so far. BARCLONE you'll have post a save so I can duplicate it easily after I am back

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First things first... FANTASTIC MOD!!!!

Second. Landings are really hot. Some warning here would be really nice. Also, a message in the dialog that points out there are no activated rockets would go a long way.

Third, someone more clever than me could mash up the code between launch guidance, and landing to make a sub-orbital navigation wizard. I am able to use the two together to make my sub orbital jumps. However a point to point launch and descent navigation aid would be amazing. no research would need to be done, just use the code from those two wizards, and a new dialog.

Fourth, the rover autopilot only works on flat featureless terrain. It gets confused and drives around in circles in hilly areas.

Finally, I really like the Chatter mod beeps. It just seems like a space ship control terminal needs beeps. Would be really neat, if rather than having random beeps, something like MechJeb would integrate beeping into its various autopilots.

This mod is must have. Especially if you want to land your space crane... With enough fuel to get back to orbit.

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