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


r4m0n

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I like MechJeb a lot, but its very presence on any ship of any size causes an intermittent stutter of the entire game; however, this is exacerbated by larger ships. If I leave it installed, but not placed on the active ship, the game runs fine. I don't even know how to determine what would cause this problem.

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So you also just copied the MechJeb2 Folder in the Gamedata, where it rests next to the "Squad" one?

Dammit, cant make it work :(

Edit: or do I miss a step regarding the "parts" ?

Yes, all it need is inside that folder you put in the GameData.

But remember to delete all the others files from previous installs...

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Mechjeb 2 is up to date. But it doesn't seem contain the parts from 1.9.8 and this one doesn't work in 0.20 (yet ?)

I hope they'll stay compatible because I only have 13 flights on 47 that can work with only Mech-Jeb 2. (And I was waiting the new 0.2 before launching an ambitious Duna mission.

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I like MechJeb a lot, but its very presence on any ship of any size causes an intermittent stutter of the entire game; however, this is exacerbated by larger ships. If I leave it installed, but not placed on the active ship, the game runs fine. I don't even know how to determine what would cause this problem.

I only had this problem with the new .20 update, when I was still trying to run mods like MechJeb before they were updated as well. It would even lag badly on a ship with only a few parts, although I don't remember if it mattered whether using a MechJeb part or not.

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I can't get the update to work and was hoping for some help. I downloaded the update and put it in my GameData folder so it looks like this: KSP>GameData>MechJeb2, but when I turn on the game I don't have any MechJeb parts; it's as though I don't have the mod at all. Any thoughts?

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I can't get the update to work and was hoping for some help. I downloaded the update and put it in my GameData folder so it looks like this: KSP>GameData>MechJeb2, but when I turn on the game I don't have any MechJeb parts; it's as though I don't have the mod at all. Any thoughts?

Do you have Damned Robotic? I added DR and it made my KSP stuck on loading screen. Had to take it off and reinstall MEchJeb

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I can't get the update to work and was hoping for some help. I downloaded the update and put it in my GameData folder so it looks like this: KSP>GameData>MechJeb2, but when I turn on the game I don't have any MechJeb parts; it's as though I don't have the mod at all. Any thoughts?

I just installed it into KSP\Parts and KSP\Plugins. Seems to be working fine like that.

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I just installed it into KSP\Parts and KSP\Plugins. Seems to be working fine like that.

See I can't do that b/c for some reason if I have anything in the old parts folder all my parts disappear. I had to delete everything from that folder to be able to see any parts in-game.

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Do you have Damned Robotic? I added DR and it made my KSP stuck on loading screen. Had to take it off and reinstall MEchJeb

Not sure what that is. If it's a mod then no I don't.

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I seem to be having the same problem as several folks here. MechJeb 2 simply isn't working. I have KSP via Steam and have completely deleted KSP and re-installed .20 a couple of times. I have no other mods running, and it doesn't matter if I install it the new way or the old way... nothing shows up in the game. I'm on Windows 7. When I first ran .20 after the update, the older version of MechJeb was there, but I couldn't use or select any of the parts and the textures were not correct. I was hoping MechJeb 2 would fix that, and it sounds like it's supposed to, but it just... doesn't show up in the parts. It does, however, briefly flash on the loading screen.

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MechJeb2 only has the MechJeb2 AR202 module now. Attach it to your spacecraft and you will be able to use MechJeb2. Of course, connect it to your command capsule or you will jettison it at some point.

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Ah, thanks GJNelson. That's it.

Not very obvious I'm afraid. No wonder I wasn't seeing it. Now the question is what will happen to all of the flights I have in progress with the old parts. Should I go through the trouble of installing both MechJeb 2 and the old one (and updating the part cfg files), or just start a new game.

Ahh, the hard decisions make being a virtual space program administrator all the more challenging.

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Ah, thanks GJNelson. That's it.

Not very obvious I'm afraid. No wonder I wasn't seeing it. Now the question is what will happen to all of the flights I have in progress with the old parts. Should I go through the trouble of installing both MechJeb 2 and the old one (and updating the part cfg files), or just start a new game.

Ahh, the hard decisions make being a virtual space program administrator all the more challenging.

I have the old parts installed as well as the new one on .20 and it works fine. I updated the config files for the old parts to use the new mechjeb and changed the surface attach rule to allow them to be used as the first part in a ship. Switching to the old flights seems to work fine. I haven't had time to actually use any of the functions in mechjeb, so can't speak for that, but at least I get no crashes or errors when loading or switching ships.

Some of the textures are still messed up though, but I can live with that for now.

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Would it be possible to add support for VTOL craft to MechJeb?

In order of complexity to implement and desirability, I can think of three ways to do it:

  • Add a toggle that switches what MechJeb thinks of as the business end of the ship. Its current behavior is to point the front of whatever part you're controlling from (e.g., the nose of a cupola) in the direction you want to thrust; using the toggle would have it instead point the top of the cupola in that direction. Combined with action groups to switch whether the back or bottom rockets are active, this would allow VTOL flight.
  • Add a six-button panel that lets you orient the ship with its front, back, top, bottom, left, or right face in the desired direction of thrust. This would additionally allow things like controlling a ship from a rear-facing 'turret'.
  • Have MechJeb automatically determine the direction of the ship's thrust vector and orient based on that. That way I could, for instance, tell it to ascend with the bottom rockets active and have it start to go up, then turn on the rear rocket and have it bring the nose up accordingly.

I can sort of get the behavior I want by placing an OKTO2 on top of the ship and switching pod which I'm controlling from when I switch active rockets. However, the ultimate goal here is for me to be able to land a ship with a cupola on its side on the Mun while in the cupola view, and switching to IVA also causes control to switch to that pod. As I found out the hard way, this has deleterious effects on MechJeb's ability to land the craft, especially if one switches to IVA less than 500 meters off the surface. :0.0:

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In MechJeb II, where are the phase angles?

I can't recall exactly, but it's either in the Orbit tab of Custom Window Editor or Misc. They're the first 2 options (All moon phase angles, all planet phase angles).

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How do you upgrade from 1.9.8 to 2.whatever? The folder structure is different fro MechJeb.

In the game, do I need to change the MechJeb parts attached to ships in the VAB?

What about flights already in progress that are using MechJeb parts, will they be unaffected?

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When adding the following to a pod, cockpit or probecore, mechjebs breaks.

The menu on the side will be empty in VAB and on the launchpad.

And when trying to liftoff, the vehicle gets stuck. The engines run but it just doesn't want to move.

MODULE

{

name = MechJebCore

blacklist = MechJebModuleLandingAutopilot MechJebModuleAscentAutopilot MechJebModuleDockingAutopilot MechJebModuleDockingGuidance MechJebModuleRendezvousAutopilot MechJebModuleRoverController MechJebModuleRoverWindow MechJebModuleSpaceplaneAutopilot

}

Screenshots of the empty menus:

screenshot54_zps3cab2e3a.png

screenshot55_zpsea7e2c33.png

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How do you upgrade from 1.9.8 to 2.whatever? The folder structure is different fro MechJeb.

In the game, do I need to change the MechJeb parts attached to ships in the VAB?

What about flights already in progress that are using MechJeb parts, will they be unaffected?

The MechJeb 2 part is different. You can keep MechJeb 1 alongside MechJeb 2.

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Is anyone having problem with the SURF(within smart A.S.S.) control in MJ 2.0.8? I made a large rocket that mech Jeb 1.9.8 could fly just fine using the SURF control, however when I fly it with 2.0.8 it wobbles like freaking crazy! The rocket is stable I can control it by hand and the ASAS seems to handle it just fine.

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The rendevousz atopilot works until it plans to match velocities at closest approach. Then it stops and says next maneuver in 68 years?

Oh good... I'm not the only one having that problem. Ran into that last night.

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The rendevousz atopilot works until it plans to match velocities at closest approach. Then it stops and says next maneuver in 68 years?

This happens for me too; the problem is it's not plotting the actual interception, as you can rotate the craft around manually and see that there's no blue target on the navball.

There's a short term fix; open up the "Rendezvous Planner" and click "Match velocities at closest approach" and it'll skip to that part correctly, and from there complete the rest of the flight under autopilot correct.

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