Aeshi Posted April 29, 2013 Share Posted April 29, 2013 Aeshi, for now use 100+ km orbits, anything less makes mechjeb glitch out. Same with landing, described by Scott Manly, and probably rendezvous as well, if its not 100 x 100 or higher, mechjeb doesn't compute.I just tried telling Mechjeb to do a 105km orbit and it gave me a 50km x 150km one, so it seems to apply regardless of height. At a guess I would say it might be something to do with the flight path settings, but I still have those on default (10km start turn, 70km end turn, 45-degree angle) Link to comment Share on other sites More sharing options...
Climberfx Posted April 29, 2013 Share Posted April 29, 2013 For rocket i do 7.5 start, 50 finish turn, 50% degree, to and 100km orbit. I can put this for all orbits, 75, 150, etc... Link to comment Share on other sites More sharing options...
Tassyr Posted April 29, 2013 Share Posted April 29, 2013 (edited) Question about MJ2. Does it have 'transfer to planet/object below your current orbit' yet, or no?Aside, has anyone got the rover 'speed' function to do ANYTHING short of 'max out rover speed until it destroys itself?"And- last question. has anyone else noticed that on the "Rovemax Model 1" wheels, no matter which version of MechJeb you use, the system utterly forgets how to function and just tips over drunkenly? I don't get this problem with the smaller wheels and cannot figure out why- but it's as if the wheels engage, spinning like mad, I can use manual controls, but mechjeb just sits on its hands and waits to crash. ESPECIALLY on landings- where it'll get within ten, fifteen meters of the ground then start swaying madly as if it's forgotten what 'down' is, usually ending up crashing my ship. Edited April 29, 2013 by Tassyr Link to comment Share on other sites More sharing options...
Climberfx Posted April 29, 2013 Share Posted April 29, 2013 Question about MJ2. Does it have 'transfer to planet/object below your current orbit' yet, or no?Aside, has anyone got the rover 'speed' function to do ANYTHING short of 'max out rover speed until it destroys itself?"You have the return from moon option.For the rovers, i still never use it! Link to comment Share on other sites More sharing options...
Tassyr Posted April 29, 2013 Share Posted April 29, 2013 You have the return from moon option.For the rovers, i still never use it!Well that's return from moon- I mean 'Autopilot to Eve" for example. XD Link to comment Share on other sites More sharing options...
Climberfx Posted April 29, 2013 Share Posted April 29, 2013 Well that's return from moon- I mean 'Autopilot to Eve" for example. XDI already try to sync before the take off, but i don't succeed yet. The i do in the present, is get a 605km orbit on Kerbin, select target, transfer to another planet, fine tuning transfer, then after SOL, i use rad+ rad- in conjunction of Lander show aerobrake predictions, to adjust an aerobrake to have an stable orbit, then fix PE and AP or circularize (depends the result of prediction orbit), in final i choose a coordinate from target (i type it, seeing manually putting the mouse over a target) or click a point on map to land. wait until it fix the landing target, normally i prefer to cancel the auto landing, and do the final run or manual, or clicking on land anywhere when i got closer to the ground.Not an auto, but works. Link to comment Share on other sites More sharing options...
Tassyr Posted April 29, 2013 Share Posted April 29, 2013 Man, is there a tutorial somewhere about 'getting to orbit' with mechjeb 2? It seems to hate me. The Inclination will be off by up to 5 degrees or more by the time it hits orbit, and then it'll circularize wrong and end up with an orbit of 150AP/ 50PE on almost every run. O.o Link to comment Share on other sites More sharing options...
Climberfx Posted April 29, 2013 Share Posted April 29, 2013 Man, is there a tutorial somewhere about 'getting to orbit' with mechjeb 2? It seems to hate me. The Inclination will be off by up to 5 degrees or more by the time it hits orbit, and then it'll circularize wrong and end up with an orbit of 150AP/ 50PE on almost every run. O.oI have a sort of videos, for rockets, SSTO's, VTOL...in my Youtube channel, and other on vimeo channel (but hided, you will only see it if get the link from forum post), but i can give you the links here:http://www.youtube.com/user/Climberfxhttp://forum.kerbalspaceprogram.com/showthread.php/25478-0-19-1-Pavão-SSTO-X-Wing-Like-Space-Jet-KSPX-Partshttp://forum.kerbalspaceprogram.com/showthread.php/25839-0-19-1-Dragon-Rocket-SSTOhttp://forum.kerbalspaceprogram.com/showthread.php/25849-0-19-1-Falcon-Rocket-SSTOhttp://forum.kerbalspaceprogram.com/showthread.php/26502-0-19-1-STAR-series-Turbo-Upgrade-more-effective-and-efficient%21-double-intakeshttp://forum.kerbalspaceprogram.com/showthread.php/25619-0-19-1-Flexa-SSTO-Jedi-StartFighter-inspired-Space-Jet-KSPX-Partshttp://forum.kerbalspaceprogram.com/showthread.php/25679-0-19-1-STAR-STAR-Junior-STAR-Baby-Rocket-SSTO Link to comment Share on other sites More sharing options...
Llewsa Posted April 29, 2013 Share Posted April 29, 2013 is the current version of mechjeb2 (2.0.7) meant to be saving custom windows and setting?every time i go to launch or restart a flight even reload a save mechjeb seems to have default settings and windows Link to comment Share on other sites More sharing options...
BananaDealer Posted April 29, 2013 Share Posted April 29, 2013 There seems to be something wrong with Jeb's planning capabilities...When I try to rendezvous with a target, or at all use the Manoeuvre Planner, it will effectively make the wrong mode. As in the burn required will be opposite to where the node crosshair points to on the navball. The autopilot will also start burns waaaay before the node, like as long as 30 minutes (that's the longest I've seen it make a node for with this bug)... It will also start thrusting up whenever I activate engines with the autopilot on. It will also miss burns on nodes (with autopilot on)...I've been having this issue for like only a day, so I'm inclined to assume it was only Jeb's version of opposite day, but hey...Anyways, that thing aside...I have a little suggestion. Can you maybe include a "keep with target" feature in the A.S.S, or an option in the rendezvous autopilot/planner to select a distance which will be kept after the manoeuvre is complete. With Jeb 2.0.7, it sometimes lands the rendezvous at 20 meters, but oft times it ends up at about 100 meters.Something like "Target +", but also keeping a set distance and not letting you or the target drift off. That would be a nice feature to have during rescues or retrieval, as currently I can't seem to manage to keep my distance manually while operating something like Romfarer's CanadArm2... Link to comment Share on other sites More sharing options...
shand Posted April 29, 2013 Share Posted April 29, 2013 make sure you are controlling your craft from a part facing "front". so for example, the navball is blue on the launchpad. Also make sure you have the correct engines active before the autopilot kicks in - it uses the TWR to calculate lead time (i beleive) for your 30 minute burn, was the estimated burn time approximately 1 hour? mechjeb i beleive has issues with manually activated engines (it certainly used to) and instead goes on the staging. i have found it ttends to instanteously start a burn if you dont have an active engine and then you activate one, espeically via actiongroup/rightclick. equally messing with the timewarp may trigger it. Link to comment Share on other sites More sharing options...
Climberfx Posted April 29, 2013 Share Posted April 29, 2013 i have found it ttends to instanteously start a burn if you dont have an active engine and then you activate one, espeically via actiongroup/rightclick. equally messing with the timewarp may trigger it.Here the same, even when the time is out or on the future. The burn happens on the wrong moment. Better to turn on the desired rocket before planing maneuvers. Link to comment Share on other sites More sharing options...
Tassyr Posted April 29, 2013 Share Posted April 29, 2013 Additionally- not to sound like a complainer- but has anyone figured out how to get to Minmus? I match phases, perfect. I engage the Hohmann transfer and for the briefest of seconds it works- then it passes by minmus and misses. o.O Link to comment Share on other sites More sharing options...
Throggdor Posted April 29, 2013 Share Posted April 29, 2013 For landings, so far the only thing I have found that works is to use the map to select your landing site.Typing the numbers in manually don't work.After reading the above, I tried to blend this with the manual coordinate input system and it worked perfectly. I use the "select from map" option get it relatively (within ±20 minutes for longitude and latitude) close, and then just change the numbers in the manual section to specify my exact landing coordinates. I always get to within 1 or 2 meters of my exact coordinates, provided my craft is stable.I’d also like to note a hypothesis as to why I was originally having an issue with the landings in the first place and I would end up doing a burn that took me on an escape trajectory to nowhere. I was using mechjeb to give me my approaches to the Mun and it gave me the most efficient approach which would put in an orbit which revolved around the Mun in the opposite direction of its rotational axis. The approaches I have been using with the method above put me in an orbit that goes in the same direction of the Mun’s rotation. Link to comment Share on other sites More sharing options...
Climberfx Posted April 29, 2013 Share Posted April 29, 2013 Additionally- not to sound like a complainer- but has anyone figured out how to get to Minmus? I match phases, perfect. I engage the Hohmann transfer and for the briefest of seconds it works- then it passes by minmus and misses. o.OMatch phases for minmus?Man, you are doing wrong.For minmus, Mach planes, Hohmann transfer, then fine tuning transfer (and choose your pe, that Mj will do wrong, but get closer), then, pass SOL, and check the Pe with rad+- manual adjust, then circularize on the pe. and done! Link to comment Share on other sites More sharing options...
BananaDealer Posted April 29, 2013 Share Posted April 29, 2013 make sure you are controlling your craft from a part facing "front". so for example, the navball is blue on the launchpad. Also make sure you have the correct engines active before the autopilot kicks in - it uses the TWR to calculate lead time (i beleive) for your 30 minute burn, was the estimated burn time approximately 1 hour? mechjeb i beleive has issues with manually activated engines (it certainly used to) and instead goes on the staging. i have found it ttends to instanteously start a burn if you dont have an active engine and then you activate one, espeically via actiongroup/rightclick. equally messing with the timewarp may trigger it.Of course I was facing my "front" at the node... The correct engines were set on- the bloody thing had only a single set of my Squirrel ION engines...And the estimated burn was of about 300m/s spread over 19/26 seconds (it fluctuated)... So yeah... Link to comment Share on other sites More sharing options...
udk_lethal_d0se Posted April 29, 2013 Share Posted April 29, 2013 I like this a lot, can be quite daunting at first but very easily to get to grips with. Thanks. Link to comment Share on other sites More sharing options...
Tassyr Posted April 29, 2013 Share Posted April 29, 2013 Thanks. worked. I'm... kinda figuring this out blindly. XD Link to comment Share on other sites More sharing options...
Redpossum Posted April 29, 2013 Share Posted April 29, 2013 I have MechJeb 1.9.8 installed and working. I want to upgrade to v2.07 Now, I have no problems with finding directories or file manipulation, but in the absence of a readme.txt file, I'm unclear on the intent.Does the new MechJeb2.dll replace the old MuMechLib.dll or are both supposed to remain in the /plugins folder? Link to comment Share on other sites More sharing options...
SkyHook Posted April 29, 2013 Share Posted April 29, 2013 Has anyone found a fix for the transparent UI? I have tried alot of things, no luck. MechJeb 2.0.7, 1.9.8, tons of mods.. Link to comment Share on other sites More sharing options...
BlazingAngel665 Posted April 29, 2013 Share Posted April 29, 2013 Does anyone else notice a suspiciously troll face looking texture on the dark side of the moon when using MJ 2.07? Link to comment Share on other sites More sharing options...
B787_300 Posted April 30, 2013 Share Posted April 30, 2013 not in 2.0.7... Link to comment Share on other sites More sharing options...
The_Duck Posted April 30, 2013 Share Posted April 30, 2013 (edited) OK, on the recent DLL builds, it says that there should be a window to allow a GUI change to MJ1 style. I assume this means no transparency. I really would like that. However, I can't seem to find this window anywhere at all. Any ideas?Heh, looks like I forgot to actually add the file with the new settings window to the Git repository! I've fixed that, try grabbing the latest build.Does anyone else notice a suspiciously troll face looking texture on the dark side of the moon when using MJ 2.07?You sure you're using 2.0.7 and not 2.0.0? You can check at the top of the right-hand MJ menu. Do your ships occasionally get struck by lightning? Edited April 30, 2013 by The_Duck Link to comment Share on other sites More sharing options...
BioSehnsucht Posted April 30, 2013 Share Posted April 30, 2013 If you installed the troll version, and didn't delete the settings file in the MJ plugindata folder (I think thats where it was), there's a "JokeModule" that is still turned on. Drove me nuts for awhile after getting the non troll version that I was still getting trolled. You can just edit the file and set it to false or whatever it is... Link to comment Share on other sites More sharing options...
Orphican Posted April 30, 2013 Share Posted April 30, 2013 Has anyone found a fix for the transparent UI? I have tried alot of things, no luck. MechJeb 2.0.7, 1.9.8, tons of mods..If your talking about the bug I posted a pic of on page 115 then try not to alt-tab away from the game while it is loading. Simple but it seems to work though I have not a clue as to why. Link to comment Share on other sites More sharing options...
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