futrtrubl Posted May 14, 2015 Share Posted May 14, 2015 ahhh now i get it, thanks. So if i want to turn at higher alt, i'll need to manage my speed accordingly. Now i know what to tweak on my rocket design.That's not quite what I meant. You can do it that way, or you could just change the speed at which the turn starts. Link to comment Share on other sites More sharing options...
Starwaster Posted May 14, 2015 Share Posted May 14, 2015 ahhh now i get it, thanks. So if i want to turn at higher alt, i'll need to manage my speed accordingly. Now i know what to tweak on my rocket design.It's like this: If you have a pretty good TWR then you should start turning earlier. You can afford to and early turns are better because you start building up that horizontal movement early and only have to spend a few hundred DV to circularize instead of a few thousand.You start your turn high up if you just don't have the TWR to pull off an early turn. A starting TWR of 1.6 (ASL) is good. If possible I start my turns no later than 250m and most of my designs have the TWR to be doing 100m/s by then, or close to it. Link to comment Share on other sites More sharing options...
Jacke Posted May 14, 2015 Share Posted May 14, 2015 Would it be possible to get drag locks for the MechJeb windows, say able to turn them on and off in the MechJeb main window? Every now and them I go to turn my view and drag a window as well. Link to comment Share on other sites More sharing options...
Tontow Posted May 14, 2015 Share Posted May 14, 2015 I have noticed there seems to no way to change argument of periapsis using mechjeb build 445. I am pretty sure it was possible to do this before. Any ideas please?Is it still locked in my tech tree?Removed from mechjeb?Still in Mechjeb but and there is a bug on my save game?Any ideas welcome. Thanks ;-)I also have started to need argument of periapsis maneuver node editing, but I can't find it. Link to comment Share on other sites More sharing options...
DavidHunter Posted May 14, 2015 Share Posted May 14, 2015 I also have started to need argument of periapsis maneuver node editing, but I can't find it. As far as I am aware, argument of Pe was never an option in MJ... Link to comment Share on other sites More sharing options...
MK3424 Posted May 14, 2015 Share Posted May 14, 2015 Maybe a small suggestion: can you add 2 buttons to the rendezvous planner: "execute next maneuver" and "cancel maneuver"?Because it needs the maneuver planner window to be opened in order to execute the maneuvers you've set with the rendezvous planner. Link to comment Share on other sites More sharing options...
Apollo13 Posted May 14, 2015 Share Posted May 14, 2015 Maybe a small suggestion: can you add 2 buttons to the rendezvous planner: "execute next maneuver" and "cancel maneuver"?Because it needs the maneuver planner window to be opened in order to execute the maneuvers you've set with the rendezvous planner.I agree with this...because...well, because I'm just kinda lazy. LOL. That, and one less MJ2 window cluttering the screen. Doesn't even need to be two buttons. The Rendezvous Autopilot has this button. Would be nice if the Planner did as well. Link to comment Share on other sites More sharing options...
Gunso Posted May 14, 2015 Share Posted May 14, 2015 That's not quite what I meant. You can do it that way, or you could just change the speed at which the turn starts.but on the window i see its set at 100m/s and there's no way to change it there.It's like this: If you have a pretty good TWR then you should start turning earlier. You can afford to and early turns are better because you start building up that horizontal movement early and only have to spend a few hundred DV to circularize instead of a few thousand.You start your turn high up if you just don't have the TWR to pull off an early turn. A starting TWR of 1.6 (ASL) is good. If possible I start my turns no later than 250m and most of my designs have the TWR to be doing 100m/s by then, or close to it.got it! thanks!! Link to comment Share on other sites More sharing options...
smjjames Posted May 14, 2015 Share Posted May 14, 2015 but on the window i see its set at 100m/s and there's no way to change it there.Uncheck the automatic turn toggle. Link to comment Share on other sites More sharing options...
Shadriss Posted May 14, 2015 Share Posted May 14, 2015 See... the odd thing about MJ not properly taking the craft to orbit is this: So you place it in autopilot, and the throttles are left untouched. Turn it OFF afterwards, and it zeros the throttle, so there is still some connection there that is working. While en-route to orbit, if you manually take care of the throttles, it will still change the craft's course as normal, so that works. The messages at the bottom of the Ascent box still update and swap according to the proper events, IE, once I have the apoapsis where I want it, it updates from 'Gravity Turn' to 'Coasting to Edge of Atmosphere'. So again, that portion is seemingly still working. All other aspects I've tested of MJ still function as I expect, though I've not had reason to do rendezvous or docking evolutions yet. I'm no coder, but to me, it would seem that something was either accidentally edited in the throttle control area, or the full version of Kerbal changed something somewhere so that the previous code is no longer reliable. It's still a great mod, and I can still use it for a great many things, but at least on my end, there's something definitely hinky.For future reference, I figured this out. I'm going to guess that Moo (and anyone else seeing this problem) have access to the MJ tools like the ascent guidance availiable BEFORE it's actually unlocked. Not sure how this is happening, but it was the case for me. With the Ascent Guidance part itself not actually unlocked via science, you get the issues I described above. Once it's unlocked properly, works as intended. Link to comment Share on other sites More sharing options...
pellinor Posted May 14, 2015 Share Posted May 14, 2015 Maybe a small suggestion: can you add 2 buttons to the rendezvous planner: "execute next maneuver" and "cancel maneuver"?Because it needs the maneuver planner window to be opened in order to execute the maneuvers you've set with the rendezvous planner.Actually it would be useful to have this "execute next node / cancel execution" button as an object that can be placed into a custom window. I quite often use this function for nodes made by hand or with preciseNode. Link to comment Share on other sites More sharing options...
AgentMOO Posted May 14, 2015 Share Posted May 14, 2015 For future reference, I figured this out. I'm going to guess that Moo (and anyone else seeing this problem) have access to the MJ tools like the ascent guidance availiable BEFORE it's actually unlocked. Not sure how this is happening, but it was the case for me. With the Ascent Guidance part itself not actually unlocked via science, you get the issues I described above. Once it's unlocked properly, works as intended.Mines in sandbox mode. Does unlocking it in career mode affect sandbox mode? Link to comment Share on other sites More sharing options...
smjjames Posted May 14, 2015 Share Posted May 14, 2015 Mines in sandbox mode. Does unlocking it in career mode affect sandbox mode?No, not having it unlocked in one save won't affect other saves. Link to comment Share on other sites More sharing options...
sarbian Posted May 14, 2015 Share Posted May 14, 2015 (edited) Those having problem with the ascent AP : Put your log somewhere and post a screenshot with the delta-V window open when getting near the point it should burn. Edited May 14, 2015 by sarbian Link to comment Share on other sites More sharing options...
khearn Posted May 14, 2015 Share Posted May 14, 2015 (edited) I've run into the ascent AP not being able to control the throttle before. And the maneuver nodes not getting throttle when executed. This has happened to me when updating from build 438 to 449 or later (I haven't tried any builds between 438 and 449, so the change may have been anywhere in between). I also noticed that when this happens, the slideout drawer for mechjeb has a lot fewer windows available (But the autopilot and maneuver planner were still available through blizzty's toolbar). This is happening early in a career game where I haven't unlocked the tech that should allow the ascent autopilot and maneuver planner. But back in build 438, they were available at the start, when they shouldn't have been. I'm wondering if that was fixed in between builds and this is an effect of having a ship that thinks it has the functionality and a backend that thinks it doesn't (or something like that)?This seems to save something in the persistence file, because even if I delete the GameData\Mechjeb2 directory and reinstall build 438, the problem is still there. But switching back to an older persistence file after moving back to build 438 fixes it.Sorry, I don't have logs from when I've had this happen, but I thought this info might be helpful.Edit: Looking back at the changelog, it looks like the science unlocking was fixed in build 440, so this looks like it may well be related. Edited May 14, 2015 by khearn Link to comment Share on other sites More sharing options...
AgentMOO Posted May 14, 2015 Share Posted May 14, 2015 Output log: http://www./view/bovi0nfyyeole35/output_log.txtWith the modified craft without the electric engines it does the burn. But has the same problem when using the rendezvous autopilot. Link to comment Share on other sites More sharing options...
Galane Posted May 14, 2015 Share Posted May 14, 2015 Build 455 got a lander down safely, though offshore from KSC, after returning from Mun and circularizing into an equatorial 72KM orbit. I saved just before starting the landing so I can try build 458 from the same starting conditions.It appeared to be turning the lander slightly to affect the north/south deflection during the firey phase. I had use RCS for small corrections enabled. The landing site looked like it was pretty close in line with the pad, just a bit overshot. Perfectly upright and a gentle plopdown into the water.Valentina had something to say about her spacecraft, seaweed and something else that was either unintelligible or unfit for mixed company. Any landing you can swim away from... Link to comment Share on other sites More sharing options...
AgentMOO Posted May 14, 2015 Share Posted May 14, 2015 (edited) Oops, I didn't see there was a new build. I'll try that one.Update: Still not performing the burns. Edited May 14, 2015 by AgentMOO Link to comment Share on other sites More sharing options...
Apollo13 Posted May 15, 2015 Share Posted May 15, 2015 (edited) Maybe a small suggestion: can you add 2 buttons to the rendezvous planner: "execute next maneuver" and "cancel maneuver"?Because it needs the maneuver planner window to be opened in order to execute the maneuvers you've set with the rendezvous planner.I agree with this...because...well, because I'm just kinda lazy. LOL. That, and one less MJ2 window cluttering the screen. Doesn't even need to be two buttons. The Rendezvous Autopilot has this button. Would be nice if the Planner did as well.Ask, and ye shall receive. This from the dev version (#457): Add execute nodes button to the RendezVous Guidance Edited May 15, 2015 by Apollo13 Link to comment Share on other sites More sharing options...
Sandman Posted May 15, 2015 Share Posted May 15, 2015 Been following this thread fairly closely since the 1.0 updates. I want to thank you very much for your work on this tool.Naturally, I have a request, too if you or others think it seems like an appropriate addition: on the Ascent Guidance menu, I think I would like an option to limit the throttle to a % of terminal velocity.Whether you add it or not, thanks again. Link to comment Share on other sites More sharing options...
sarbian Posted May 15, 2015 Share Posted May 15, 2015 AgentMOO : Well, now I ll need the craft file with the required mod / MM patch. I saw an exeception in the log and you have those NaN in the Dv window.MechJeb2 -> at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.PartSim.New (.Part thePart, Int32 id, Double atmosphere, KerbalEngineer.LogMsg log) [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.Simulation.PrepareSimulation (System.Collections.Generic.List`1 parts, Double theGravity, Double theAtmosphere, Double theMach, Boolean dumpTree, Boolean vectoredThrust, Boolean fullThrust) [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.SimManager.StartSimulation () [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
smjjames Posted May 15, 2015 Share Posted May 15, 2015 AgentMOO : Well, now I ll need the craft file with the required mod / MM patch. I saw an exeception in the log and you have those NaN in the Dv window.I actually ran into something similar with the NaN in the Dv window, except that it was with TWR and SLT and only happens if a specific mods part is the root part, no MJ exceptions in the log, checked just now with 459. Do you want the craft file for that one? Link to comment Share on other sites More sharing options...
AgentMOO Posted May 15, 2015 Share Posted May 15, 2015 http://www./download/773pgba671mrv38/newb6.craft Electric engines (Problems with ascent guidance) http://www./download/gn382p8r24t5w3o/newb7.craft Thud Engines (problems with rendezvous autopilot)AgentMOO : Well, now I ll need the craft file with the required mod / MM patch. I saw an exeception in the log and you have those NaN in the Dv window.MechJeb2 -> at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.PartSim.New (.Part thePart, Int32 id, Double atmosphere, KerbalEngineer.LogMsg log) [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.Simulation.PrepareSimulation (System.Collections.Generic.List`1 parts, Double theGravity, Double theAtmosphere, Double theMach, Boolean dumpTree, Boolean vectoredThrust, Boolean fullThrust) [0x00000] in <filename unknown>:0 at KerbalEngineer.VesselSimulator.SimManager.StartSimulation () [0x00000] in <filename unknown>:0 Link to comment Share on other sites More sharing options...
sarbian Posted May 15, 2015 Share Posted May 15, 2015 Both worked fine on #4​59 Link to comment Share on other sites More sharing options...
Lexx Thai Posted May 15, 2015 Share Posted May 15, 2015 The DEV MJ versions are doubles the engines thrust in hangar. After standing rockets on launchpad, values becomes normal. Link to comment Share on other sites More sharing options...
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