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


r4m0n

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The Problems with the spinning out of control persist with a fresh install. I am unsure it its Mechjeb or another part. I did get this message when undocking my stack:

MechJeb module MechJebModuleThrustController threw an exception in Drive: System.NullReferenceException: Object reference not set to an instance of an object

at MuMech.CelestialBodyExtensions.RealMaxAtmosphereAltitude (.CelestialBody body) [0x00000] in <filename unknown>:0

at MuMech.VesselState.TerminalVelocity () [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleThrustController.TerminalVelocityThrottle () [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleThrustController.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0

at MuMech.MechJebCore.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0

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It seems that if I delete the reference and the part that I need to figure out where the next part should be connected. It looks like it's an XYZ coord. in the .craft file.

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justadude : can you list the mods you use ?

I had a similar error yesterday. When I looked into it I found out that sometime the onStart of a module is not called, which does not make sense. So I think this may be a conflict with an other mod.

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Kethane and Ore pockets are almost never in the same spot. I would *love* to take some predictable hops from one to another. On Kerbin it would be the quickest way to get anywhere (KSC2, anomalies) too.

Is there an easy way to do this with Mechjeb?

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Hi, I have a small feature request for the maneuver node editor:

Add a "Substract" buttons next to "Add" button. That would make moving the values back and forth much easier, since you don't have to add and remove the minus-sign in the text box all the time. Instead you could adjust all values with your mouse only. I mostly wish for that feature when i plan a correction burn to get the right periaps at my target planet.

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Ramon and Duck. In trying to make a new model for the part Mechjeb, a more voluptuous that match the amazing utility of Mj.

So, i see your have the light on/off. How can i make mine interact with Mj to have such type os light on/off?

Thank you!

9181822567_2a81d6cf71_o.png

Edited by Climberfx
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I made a new version : www.sarbian.com/sarbian/MechJeb2.dll

2 included patch :

- Attitude controller Improvement (ASAS / Docking / Ascent Guidance ) by Raf04. This is the best part of this patch. Give him feedback : https://github.com/MuMech/MechJeb2/pull/152

- Allow to force Roll for ASAS and Docking mode by me.

And all other dev patch up to MechJeb2-2.0.8.0-68 ( Jun 23 )

Source : https://github.com/sarbian/MechJeb2/tree/Raf04_Sarbian

The new attitude controller works great, a huge improvement.

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justadude : can you list the mods you use ?

I had a similar error yesterday. When I looked into it I found out that sometime the onStart of a module is not called, which does not make sense. So I think this may be a conflict with an other mod.

I was able to ascertain that a Novapunch pod was buggy. However I am still experiencing trouble and it might be due to other parts.

I use following mods:

KSPX

KWRockerty

AIES (some)

Circular Solar Panels from Lion Aerospace(?)

KLF

PartCatalog

I recently added

MapSat

FASA Gemini Pack

Novapunch (mainly parachutes)

i believe the trouble started with Novapunch parts, but I am not sure. While I am reviewing my designs, I get the impression that they are not it.

YOur updated version is a great improvement with the docking and attitude control, but it seems not to initiate the Gravity turn on launch and cant seem to land on the mun, crashing into it by never initiating the braking maneuver.

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I'll look into the console error, but I think the main dev will be far better than me here. I don't know the KSP event system much yet.

For the spinning thing you can you post a .craft, or even better a save and step to reproduce ? I'll get your mods to test ( what is/link to KLF ?)

About "my" version : the real improvement is from Raf04. Don't thanks me for his work, I just do minor patch :)

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In the MechJeb Wiki, I found this documentation for the MechJeb API: http://wiki.mechjeb.com/index.php?title=Autom8

Now, this is extremely cool, as it allows me to automate launches. Why would I want to do that? Well, once I've got a stable launch platform for, say, a refueling station or an interplanetary return stage, I could automate launches so that when I don't use the computer for anything else, I'll just let it launch a mission to, for example, put an interplanetary return stage in orbit around Eve. This would take some of the tedious boring missions out of the game, and let me focus on the glorious missions. Also, it would, with very little work, allow me to set up an extensive support network all over the Kerbol system. One mission every night, one mission when I go to work and so on.

However, the last edits to the documentation is almost a year old, and the API does not seem to reflect the full capabilities of a modern MechJeb.

So, at last, my question: Is the documentation up to date, or is it missing something? Is there any newer documentation?

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Personally, I like the old mechjeb better. Would there be any possibility of an update to it? When I put it on my KSP games, most of the parts bug out and no longer work. It seems mechjeb 2 overcompensates and tends to wobble around when attempting to face a certain direction. Also, it is absolutely terrible at ascent autopilot.

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The new attitude controller works great, a huge improvement.
Yes, now Mechjeb doesn't use 10 tonnes of monopropellent in 10 seconds. It's quite a major improvement. It's functionally more realistic too.
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If i got a lander already landed on the mun. At what phase/time/distance ( ? ) do i input coords for landing in mechjeb at that specific point? And how much distance is it in meters if you change the last number in long or lat?

Is there a simpler way to land near my existing lander?

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The newest version is 2.0.8.66 and it has been changed quite a bit since the build you are using. If that was a known bug it's long since squashed

Thank you it seems to work so far.

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I got several complaints about Mechjeb's Rendezvous Autopilot. I'm not sure of this feature is still in BETA or not, but twice it has failed to get me up to my space station, and to a point where I can use Docking Autopilot. It goes under it, then when it tries to correct itself, it repeats the process it took to get there.

The third time, it bugs out after doing the Hohmann Transfer. What I mean is the Delta-V shows: -68v, 35d, 3h and stays there. This also causes my computer to have horrible framerate. I can have 7 to nearly 3 FPS. Disabling the autopilot, makes my FPS go back to normal.

Also, MechJeb seems to disable Quicksave. My ship would be not moving at all. I hit F5, nothing shows up.

I'm testing the mod with a drone-powered rover/lander combo rocket (with ingame cheats). All stock parts.

Edited by Benie
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I've only use MechJeb for the sake of getting easy delta-v measurements. However, if you don't use a command pod for your first piece, it appears to be unable to understand your rockets at all. I can't help but wonder if this isn't related to the problems other users have with it behaving oddly in flight.

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Was I wrong or was there a window in the old version that let you hover, and kept an altitude?

Translatron. Its still there. Set verticle speed to 0 m/s and you'll hover.

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The light code is the MechJebAR202.cs file. It seems to check for transform named "light_green" and "light_red" . ( https://github.com/MuMech/MechJeb2/blob/master/MechJeb2/MechJebAR202.cs )

And you ll need to add the MechJebAR202 module to your part

Thank you Sarbian. and to make it work, i will need to add this Transform on Unity model preparation, i believe, yes?

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