Darkstorm406 Posted September 9, 2012 Share Posted September 9, 2012 Hi, I am having some real trouble with installing Mechjeb. I have tried to install multiple times with a fresh (0.16) install and fresh downloads of the latest (1.9.1) version of Mechjeb. I have extracted the files and copied the contents of the Parts folder into the Parts directory in the KSP folder, likewise with the Plugins folder contents into the Plugins directory, however whenever I start up the game and go to build anything, the Mechjeb parts are greyed out and it tells me that 'This part is not available in this version of KSP.'To confirm, I have pre-ordered the game and am running 0.16 with no errors. I would be grateful for any help in solving this problem. Thanks! Link to comment Share on other sites More sharing options...
sal_vager Posted September 9, 2012 Share Posted September 9, 2012 Hi Darkstorm406, MechJeb needs to create a few files when it is in use, which it wont be able to do if you are running KSP on the desktop, in fact running KSP from any Windows created folder or subfolder you create in a Windows folder will introduce strange problems, I suggest you unzip KSP to a folder such as C:\Games Link to comment Share on other sites More sharing options...
Darkstorm406 Posted September 9, 2012 Share Posted September 9, 2012 (edited) Ok cheers, I will try this and post results.Update:Tried this and unfortunately it didn't solve the problem. There was a slight bit of progress however: the game seemed to hang while loading at the Mechjeb parts, and it took a few restarts to get in the game, however the parts still don't work for me. Edited September 9, 2012 by Darkstorm406 Link to comment Share on other sites More sharing options...
sal_vager Posted September 9, 2012 Share Posted September 9, 2012 Did you unzip a new copy of KSP and MechJeb or did you move the folder?It should "just work" as long as the most up to date MuMechLib.dll is in the plugins folder and the parts are in the parts folder, MechJeb will create a mumechlib folder within PluginData, but only if it is allowed to write to the directory, which Windows or Anti-virus will prevent.Make sure KSP is whitelisted in your A-V, and make sure you are not running KSP from Program Files, Desktop, Downloads, or similar places, if you have done so you will find there are files in ~\application data\ksp Link to comment Share on other sites More sharing options...
Nadrek Posted September 9, 2012 Share Posted September 9, 2012 First, if anyone corrects me, you should probably pay attention to them. But, based on my knowledge thus far:Molniya, Tundra, and _eostationary orbits all are designed to provide coverage over specific surface locations. They all operate on the premise that the sidereal orbital period is a specific fraction of the sidereal rotation period; i.e. your orbit moves at a specific rate compared to the surface.Tundra and _eostationary orbits have a SOP (Sidereal Orbital Period) equal to the SRP (Sidereal rotation period).Molniya orbits have a SOP exactly 1/2 the SRP.Note that your Sidereal orbital period is equal to:2pi * (a^3/GM)^0.5Where a is the semi-major axis of your orbit (half the distance from periapsis to apoapsis, including going through the body you're orbiting)And GM is the standard gravitational parameterSo, the altitude of the _eostationary orbit is based on the SOP (how long it takes to go all the way around the orbit from the point of view of other stars) - since it's a circular equatorial orbit, the semi-major axis is equal to the distance from the center of the planet to your spaceship, all the time. With this, you can calculate the orbital period, and if your orbital period is 6 hours, you're at the right distance. If you're at the right distance in a circular orbit, you must therefore be at the right speed to keep falling and missing the planet by the same amount all the time (i.e. orbiting). Link to comment Share on other sites More sharing options...
Darkstorm406 Posted September 9, 2012 Share Posted September 9, 2012 (edited) Did you unzip a new copy of KSP and MechJeb or did you move the folder?It should "just work" as long as the most up to date MuMechLib.dll is in the plugins folder and the parts are in the parts folder, MechJeb will create a mumechlib folder within PluginData, but only if it is allowed to write to the directory, which Windows or Anti-virus will prevent.Make sure KSP is whitelisted in your A-V, and make sure you are not running KSP from Program Files, Desktop, Downloads, or similar places, if you have done so you will find there are files in ~\application data\kspAmazing! It is working. It was an A-V issue, where it was denying KSP.exe certain permissions. Thanks for your help Sal-Vager You're a certified genius. Edited September 9, 2012 by Darkstorm406 Missed a full stop. Grammar - I fail it. Link to comment Share on other sites More sharing options...
Bersonic Posted September 9, 2012 Share Posted September 9, 2012 GSO is 2868km, not 4868km. I'm sorry for causing the confusion.I'm assuming the geostationary heading is -90? for the ascent autopilot. Link to comment Share on other sites More sharing options...
Companion Posted September 9, 2012 Share Posted September 9, 2012 I'm getting this, no question, im horrible at landing! Link to comment Share on other sites More sharing options...
CAPFlyer Posted September 10, 2012 Share Posted September 10, 2012 I'm assuming the geostationary heading is -90? for the ascent autopilot.Heading would be just plain 90. Inclination is 0. -90 inclination puts you on a polar orbit, which is not geostationary. Link to comment Share on other sites More sharing options...
Sabactus Posted September 10, 2012 Share Posted September 10, 2012 Is there a way to have the landing autopilot be able to handle spaceplanes with VTOL ability? Link to comment Share on other sites More sharing options...
willow Posted September 10, 2012 Share Posted September 10, 2012 I think -90 is more commonly known as 270 which is not a polar orbit, neither is it geostationary. Geostationary would always be 90 degrees since that's the rotational direction of the planet. Link to comment Share on other sites More sharing options...
CAPFlyer Posted September 10, 2012 Share Posted September 10, 2012 270 would be a retrograde orbit which is even worse than a polar orbit. Link to comment Share on other sites More sharing options...
TG_bigboss Posted September 10, 2012 Share Posted September 10, 2012 It would be cool on next release to include a rendezvous module for when your in space. Its hard linking up with other crafts to use the fuel exchange mod. Link to comment Share on other sites More sharing options...
Ekku Zakku Posted September 10, 2012 Share Posted September 10, 2012 Orbital rendezvous aren't that hard, all you have to do is get on the same inclination as the target craft, and then if it's ahead of you in the orbit, you take a lower inside orbit to catch up. It's it's behind you, then take a higher outside orbit. Think of it not like trying to catch up with speed, but catch up by travelling a shorter distance. It's not until you get within a certain distance that changing your speed relative to the other craft is beneficial.And also, practice! My first rendezvous was pretty poor, but once I kept trying it, it just became second nature. Also the 10+ Munar orbit rendezvous I've done probably helped as well XD it's easier to do around the Mun I think, so you could download my Apollo style ship if you want to be able to try that =3 Link to comment Share on other sites More sharing options...
Nori Posted September 11, 2012 Share Posted September 11, 2012 Is there a reference somewhere on the things you can do with this plugin through modding? For instance there is the MuMechVariableEngine module class, but without going through the source code how can I tell what parameters I would need for a engine? Didn't see anything on the wiki or elsewhere. Link to comment Share on other sites More sharing options...
r4m0n Posted September 11, 2012 Author Share Posted September 11, 2012 Is there a reference somewhere on the things you can do with this plugin through modding? For instance there is the MuMechVariableEngine module class, but without going through the source code how can I tell what parameters I would need for a engine? Didn't see anything on the wiki or elsewhere.The Variable family and other stuff are from here. Link to comment Share on other sites More sharing options...
Nori Posted September 11, 2012 Share Posted September 11, 2012 Nice! Thanks. Link to comment Share on other sites More sharing options...
manuelasa1999 Posted September 12, 2012 Share Posted September 12, 2012 One question where can i get the LPA for the rendezvous of the ascent pilot? In the orbital information only appear LPe but no LPa...Please answer Link to comment Share on other sites More sharing options...
trbinsc Posted September 12, 2012 Share Posted September 12, 2012 Launch the rocket using the ascent autopilot, and look at the ascent stats after circularization. Link to comment Share on other sites More sharing options...
manuelasa1999 Posted September 12, 2012 Share Posted September 12, 2012 Thank you very muchhh Link to comment Share on other sites More sharing options...
Peewee Posted September 13, 2012 Share Posted September 13, 2012 (edited) Cross-posting from Autom8 scripts threadNever mind, worked it out. Edited September 13, 2012 by Peewee Link to comment Share on other sites More sharing options...
EndlessWaves Posted September 14, 2012 Share Posted September 14, 2012 Nice plug-in but I'm having trouble deciphering thrust to weight ratio. It seems to be divided by a factor of roughly ten from the actual TWR given by the part descriptions. Is it precisely 10 or is it 9.81 (i.e. Kerbin's gravity), if the latter then does it automatically adjust itself for other SOIs? Link to comment Share on other sites More sharing options...
mrenigma03 Posted September 14, 2012 Share Posted September 14, 2012 It's 9.81 if you're orbiting the planet, and yes, it changes based on the body you are orbiting. Link to comment Share on other sites More sharing options...
Elven_sword Posted September 14, 2012 Share Posted September 14, 2012 (edited) With the release of the Space: 1999 Eagle and the Nostromo from Alien, the need for a VTOL landing solution has reared its ugly head. Can we have a VTOL landing option? Wouldn't it just be a matter of "rotating" the controls 90 degrees? Edited September 15, 2012 by Elven_sword Link to comment Share on other sites More sharing options...
Arrowstar Posted September 15, 2012 Share Posted September 15, 2012 Hey R4m0n, I found a bug with MechJeb. When you get close to another spacecraft, the TGT+ pointing does not work. The MechJeb seems to know that there's pointing error (it says so) but it stops and does not move to correct it. Can you investigate? Link to comment Share on other sites More sharing options...
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