Mykill Metal Posted January 27, 2015 Share Posted January 27, 2015 Anyone know why my ships are rotating randomly on both "ascent guidance" and "maneuver planner"? First, on launch, it rotates so Jeb is sitting upright instead of being upside-down. I have tried to rotate the ship in the VAB so it corrects this but it doesn't matter. Then when it reaches the end of the launch burn and sets up the circularization node, it moves towards it but goes WAY past and keeps doing this. I need to manually point it towards the node and then press "execute next node". Even still, it warps to the node fine, but when it goes to 1x time it just starts to roll back and forth. Still pointing at the node. But it twists and turns like nobody's buisness... Any clue as to what's happening? Link to comment Share on other sites More sharing options...
DaniDE Posted January 27, 2015 Share Posted January 27, 2015 (edited) Sounds like you have a probe core in your ship somewhere that is oriented differently than Jebediahs command capsule. On the launchpad, first right-click the command capsule and select "control from here", then start up everything else including ascent guidance. Visual hint for that: On a command unit/pod that is orientated straight up to the sky, the Navball is all blue.(AFAIK the game assumes command from the command unit that was placed first during design in the VAB /SPH.)The other scenario is power-related, happens if - for example - the SAS system eats up all power and can then not maneuver correctly any longer. Switch on RCS or check power usage/generation in this case. Or it is a probe core again that is in control instead of the capsule and runs out of power. If no RCS is present at all, then the torque wheels on a manned capsule would also not be running without power.This is all I can think of with that little information about the vessel in question, hope it helps anyway. Edited January 27, 2015 by DaniDE Link to comment Share on other sites More sharing options...
smjjames Posted January 27, 2015 Share Posted January 27, 2015 Also, I've noticed that changing the root part of a ship can screw up the deltaV display in the VAB and in flight, not sure if it also screws up other things. Had to rebuild a ship from scratch due to that.There was one other landing oddity that I had which may or may not be related to the design of my lander. Two times while landing on minmus, when MJ started the phase where it's near touchdown, it suddenly went full throttle and kept rotating horizontially like it was trying to fix an initial screw up and then it got stuck 'orbiting' a point. The first time I had it, I aborted autoland (after aborting like twice to get it out of that) and quickly started up ascent for a few seconds to get it out of that, clicked land somewhere (or maybe land at target? I forget) and it landed normally, the second time only took aborting the AP and I did land somewhere from that. It's landed two other times normally, so, not sure.The first time that I was landing, I was actually landing near an anomaly (monolith), so I thought there was some wierd voodoo going on related to the anomaly, no idea. Link to comment Share on other sites More sharing options...
Pecan Posted January 27, 2015 Share Posted January 27, 2015 ...First, on launch, it rotates so Jeb is sitting upright instead of being upside-down...Do you have 'Force Roll' enabled? That's what it does. Link to comment Share on other sites More sharing options...
sarbian Posted January 28, 2015 Share Posted January 28, 2015 Also, I've noticed that changing the root part of a ship can screw up the deltaV display in the VAB and in flight, not sure if it also screws up other things. Had to rebuild a ship from scratch due to that.If you have a vessel with Stage4=>Stage3=>Stage2(RootPart)=>Stage1=>Stage0 when you stage the root part you have 2 vessel : Stage2(RootPart) and Stage1=>Stage0. For MJ the second vessel is nothing more than a discarded part you did not want. All he care about is the root part. KER works the same.There is a tool to change the root part in KSP now, so no need to rebuild all... Link to comment Share on other sites More sharing options...
IcarusBen Posted January 28, 2015 Share Posted January 28, 2015 How do I install MechJeb? I tried copying the MechJeb folder to GameData, then I tried copying the folders inside to the GameData/Squad folder, but while I can put the parts on the ship and they store resources (and the MechJeb pod even still works as a probe core, including the RCS, solar panels and thrusters) but I can't get the actual MechJeb part to work. Link to comment Share on other sites More sharing options...
Red Iron Crown Posted January 28, 2015 Share Posted January 28, 2015 How do I install MechJeb? I tried copying the MechJeb folder to GameData, then I tried copying the folders inside to the GameData/Squad folder, but while I can put the parts on the ship and they store resources (and the MechJeb pod even still works as a probe core, including the RCS, solar panels and thrusters) but I can't get the actual MechJeb part to work.Are you playing career mode or science mode? If so, the functionality must be unlocked through the tech tree. Link to comment Share on other sites More sharing options...
Galane Posted January 28, 2015 Share Posted January 28, 2015 I did a rendezvous in Moho orbit last night, all the same setup and ships as the previous attempt where it insisted on screwing up every maneuver, but this time it worked perfectly.I know it's a PITA to find intermittent bugs but it would be nice to know some attempt is being made to address this problem that becomes more frequent at smaller diameter orbits. Link to comment Share on other sites More sharing options...
IcarusBen Posted January 28, 2015 Share Posted January 28, 2015 I'm in sandbox mode. I can put the parts on, and the core modules has functioning solar panels, RCS, SAS, thrusters and probe functionality, but no MechJeb functions. I don't even get a MechJeb menu. Link to comment Share on other sites More sharing options...
Mykill Metal Posted January 28, 2015 Share Posted January 28, 2015 Do you have 'Force Roll' enabled? That's what it does....Where do I find this option? Link to comment Share on other sites More sharing options...
Starwaster Posted January 28, 2015 Share Posted January 28, 2015 ...Where do I find this option?Ascent Autopilot Link to comment Share on other sites More sharing options...
sarbian Posted January 28, 2015 Share Posted January 28, 2015 How do I install MechJeb? I tried copying the MechJeb folder to GameData, then I tried copying the folders inside to the GameData/Squad folder, but while I can put the parts on the ship and they store resources (and the MechJeb pod even still works as a probe core, including the RCS, solar panels and thrusters) but I can't get the actual MechJeb part to work.If you have KSP into a sub dir of "C:\Program Files (x86)" then move it our of there and test again. If it still does not work post your log somewhere we can look at. Link to comment Share on other sites More sharing options...
IcarusBen Posted January 29, 2015 Share Posted January 29, 2015 MechJeb is working again, thanks! Link to comment Share on other sites More sharing options...
MorpheusFT Posted January 29, 2015 Share Posted January 29, 2015 Atm Mechjeb rendezvous function has a small error. When matching planes it doesnt place the manouvre node at the descending or ascending node. Which in turn makes it trying to correct itself over and over. Link to comment Share on other sites More sharing options...
WuphonsReach Posted January 29, 2015 Share Posted January 29, 2015 Is there a way for MechJeb to figure out that a burn is going wrong and abort after 30 seconds if things are not improving?The use case is a space tug ship with radial engines and two docking points (one facing forward, one facing backward). After docking with something on the backward facing port (where I right-click on the astern docking port and pick "control from here"), I often forget to right-click on the forward facing docking port or probe core and change the orientation of the craft.I then queue up a maneuver node and MJ happily burns away in the wrong direction (because the engines are facing the wrong) way. So instead of executing a 250 m/s DV maneuver, I'll look back and realize that the maneuver DV now requires 750 m/s (and increasing as the ship continues to burn in the wrong direction).The logic check could probably simply be to look at the DV required at the start of the burn, then see whether that value has decreased within 30 seconds (or 1/2 of the expected burn time?). If it's a 10 second burn, at the 5 second mark the DV should have dropped by at least 10%. If not, something is seriously amiss and the burn should be aborted. Link to comment Share on other sites More sharing options...
Gunso Posted January 30, 2015 Share Posted January 30, 2015 Is there a way for MechJeb to figure out that a burn is going wrong and abort after 30 seconds if things are not improving?The use case is a space tug ship with radial engines and two docking points (one facing forward, one facing backward). After docking with something on the backward facing port (where I right-click on the astern docking port and pick "control from here"), I often forget to right-click on the forward facing docking port or probe core and change the orientation of the craft.I then queue up a maneuver node and MJ happily burns away in the wrong direction (because the engines are facing the wrong) way. So instead of executing a 250 m/s DV maneuver, I'll look back and realize that the maneuver DV now requires 750 m/s (and increasing as the ship continues to burn in the wrong direction).The logic check could probably simply be to look at the DV required at the start of the burn, then see whether that value has decreased within 30 seconds (or 1/2 of the expected burn time?). If it's a 10 second burn, at the 5 second mark the DV should have dropped by at least 10%. If not, something is seriously amiss and the burn should be aborted.we need HAL 5000 Link to comment Share on other sites More sharing options...
Starwaster Posted January 30, 2015 Share Posted January 30, 2015 we need HAL 5000 I'm sorry, Gunso. I'm afraid we can't do that. Link to comment Share on other sites More sharing options...
Jacke Posted January 30, 2015 Share Posted January 30, 2015 I'm sorry, Gunso. I'm afraid we can't do that.We do have a HAL 9000. Link to comment Share on other sites More sharing options...
Starwaster Posted January 30, 2015 Share Posted January 30, 2015 We do have a HAL 9000. This mission is too important for me to allow you to jeopardize it. Link to comment Share on other sites More sharing options...
Galane Posted January 30, 2015 Share Posted January 30, 2015 Is there a way for MechJeb to figure out that a burn is going wrong and abort after 30 seconds if things are not improving?The use case is a space tug ship with radial engines and two docking points (one facing forward, one facing backward). After docking with something on the backward facing port (where I right-click on the astern docking port and pick "control from here"), I often forget to right-click on the forward facing docking port or probe core and change the orientation of the craft.I then queue up a maneuver node and MJ happily burns away in the wrong direction (because the engines are facing the wrong) way. So instead of executing a 250 m/s DV maneuver, I'll look back and realize that the maneuver DV now requires 750 m/s (and increasing as the ship continues to burn in the wrong direction).Just needs a sanity check to compare the thrust vector of the engines against the up/forward direction of the active control part then pop a warning if they're opposing directions. Link to comment Share on other sites More sharing options...
sarbian Posted January 30, 2015 Share Posted January 30, 2015 I can add a warning message but I don't want to cancel the burn.And I'll add the Center and Direction of Thrust to the list of visual help/debug tools. I should add a new window for those too... Link to comment Share on other sites More sharing options...
Halaberiel Posted January 30, 2015 Share Posted January 30, 2015 (edited) So I edited the part file so that everything unlocks at the start, except it's not. I have no maneuver planner, landing, or rendezvous guidance. When I first go to launch my vessel, for around 1 second or less all the options are there then they're gone. If I go into Blizzy I can add the part to the toolbar but then nothing gets added. Any idea what's up? If I go to the science area it tells me landing & the others are unlocked. PART { // --- general parameters --- name = mumech_MJ2_AR202 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- node definitions --- node_attach = 0.0, 0.0, 0.0, 1, 0, 0 // --- editor parameters --- TechRequired = start entryCost = 15000 cost = 750 category = Control subcategory = 0 title = MechJeb 2 (AR202 case) manufacturer = Anatid Robotics description = A ruggedized version of MechJeb's neural circuits in a radial-mount case. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.005 } } MODULE { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = start } MechJebModuleSmartASS { unlockTechs = start } MechJebModuleManeuverPlanner { unlockTechs = start } MechJebModuleNodeEditor { unlockTechs = start } MechJebModuleTranslatron { unlockTechs = start } MechJebModuleWarpHelper { unlockTechs = start } MechJebModuleAttitudeAdjustment { unlockTechs = start } MechJebModuleThrustWindow { unlockTechs = start } MechJebModuleRCSBalancerWindow { unlockTechs = start } MechJebModuleRoverWindow { unlockTechs = start } MechJebModuleAscentGuidance { unlockTechs = start } MechJebModuleLandingGuidance { unlockTechs = start } MechJebModuleSpaceplaneGuidance { unlockTechs = start } MechJebModuleDockingGuidance { unlockTechs = start } MechJebModuleRendezvousAutopilotWindow { unlockTechs = start } MechJebModuleRendezvousGuidance { unlockTechs = start } } } MODULE { name = MechJebAR202 } RESOURCE { name = ElectricCharge amount = 5 maxAmount = 5 }}PART { // --- general parameters --- name = mumech_MJ2_AR202_features1 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = start entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Maneuver & Translatron manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Maneuver Planner, Translatron, Warp Helper, Attitude Adjustment, Thrust Window, RCS Balancer. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe}PART { // --- general parameters --- name = mumech_MJ2_AR202_features2 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = start entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Rover Autopilot manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Rover Autopilot. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe}PART { // --- general parameters --- name = mumech_MJ2_AR202_features3 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = start entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Ascent, Landing, Spaceplane manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Ascent Autopilot, Landing Autopilot, Spaceplane Guidance. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe}PART { // --- general parameters --- name = mumech_MJ2_AR202_features4 module = Part author = r4m0n/The_Duck (code) || keptin (part) // --- asset parameters --- mesh = model.mu rescaleFactor = 0.75 // --- editor parameters --- TechRequired = start entryCost = 15000 cost = 750 category = none subcategory = 0 title = MechJeb Features- Rendezvous & Docking manufacturer = Anatid Robotics description = Unlocks the following MechJeb windows: Rendezvous Guidance, Rendezvous Autopilot, Docking Autopilot. Once unlocked, all existing MechJeb modules will be automatically upgraded to latest firmware. // --- standard part parameters --- mass = 0.00001 dragModelType = default maximum_drag = 0.0 minimum_drag = 0.0 angularDrag = 0 crashTolerance = 6 maxTemp = 2900 CrewCapacity = 0 vesselType = Probe} Edited January 30, 2015 by Halaberiel Link to comment Share on other sites More sharing options...
skips Posted January 30, 2015 Share Posted January 30, 2015 @HalaberielIf you are playing in Career mode with KSP 0.90, there are some upgrade requirements on the KSC buildings that you must do before all of the MechJeb capabilities are available. This requirement is a Squad decision. If you do not like it, either play in sandbox mode or complain to them.skips Link to comment Share on other sites More sharing options...
Halaberiel Posted January 30, 2015 Share Posted January 30, 2015 @HalaberielIf you are playing in Career mode with KSP 0.90, there are some upgrade requirements on the KSC buildings that you must do before all of the MechJeb capabilities are available. This requirement is a Squad decision. If you do not like it, either play in sandbox mode or complain to them.skipsNo worries thanks for letting me know Link to comment Share on other sites More sharing options...
NikoKun Posted January 31, 2015 Share Posted January 31, 2015 (edited) Anyone else having issues with Ascent Guidance not disingaging when it's supposed too, at the desired orbit height? Cause mine gets into Orbit just fine, but then wont stop the engines when it gets there, and just keeps going. :/It wont circularize the orbit either.. it's like it stops right before that step, doesn't even get to the "coasting to orbit" stage. And I don't think I've changed anything from the default setting, but I'll try reinstalling or something in a bit. :/ Edited January 31, 2015 by NikoKun Link to comment Share on other sites More sharing options...
Recommended Posts