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


r4m0n

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MechJeb and RemoteTech for All

Adds MechJeb2 to all command modules and probes. Adds RemoteTech remote control to all probes. Works for the stock parts and all the major addons.

I made a patch for modulemanager that let me do a file with only


@PART[module,CommandPod]
{
!MODULE[MechJebCore]

MODULE
{
name = MechJebCore
}
}

It adds the module where module = CommandPod. No reply from ialdabaoth yet

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I made a patch for modulemanager that let me do a file with only


@PART[module,CommandPod]
{
!MODULE[MechJebCore]

MODULE
{
name = MechJebCore
}
}

It adds the module where module = CommandPod. No reply from ialdabaoth yet

That's much better than creating a file to modify individual parts for each mod you want to support. Would you take it a step further and create another patch to add the RemoteTech remote control where module = CommandPod and CrewCapacity = 0? With that patch, the only parts I'd need to modify with a config file are the stock antennae and dishes. Addons wouldn't need a config file unless they had antennae and none do.

After the Crew Manifest addon is updated, you could use the very same method to add its module when CrewCapacity > 0

Add this when module = CommandPod and CrewCapacity = 0
{
MODULE
{
name = ModuleRemoteTechSPU
minimumCrew = 0
EnergyDrain = 0.02777778
isRemoteCommand = false
}
}

Edited by Oinker
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Addons wouldn't need a config file unless they had antennae and none do.

Not quite true, the AIES parts pack has several antennas. On the other hand, they all have "antenna" or "dish" in the name, so maybe they could be attached to that way.

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Any body have an idea in how to fix this?

The old parts are not supported in KSP .20 and have been removed from MechJeb 2.0.8. You should have only the AR202 MechJeb computer part. Many of us aren't even using that but are adding the MechJeb module to the stock and addon command pods and probes with ModuleManager. This way our craft files can be opened by those who don't have MechJeb installed.

Delete the MechJeb parts and plugins from the legacy folders. The new stuff goes in GameData folder only. If you can't pick them out from the legacy folders, you may want to do a clean install and reinstall only .20 compliant addons.

Edited by Oinker
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Thanks Oinker....i just did a clean install of the game and i couldn't find 2.0.8. i do have it now i will remove all old mechjeb..is 2.0.8 in the new file format?

Edited by Big_Ron
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I tried the 2.08 patch last night and it seemed to skip some of the navigation nodes. I got the latest 2.0.8.0 69 this morning. I'm going to try this out as as soon as I can.

It seems to be MUCH better then it used to as far as RCS.

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I tried the 2.08 patch last night and it seemed to skip some of the navigation nodes. I got the latest 2.0.8.0 69 this morning. I'm going to try this out as as soon as I can.

It seems to be MUCH better then it used to as far as RCS.

I already use both, and i prefer the Raf Patch, but i copied the attitude from the post that suggest this patch. I put 2 in the attitude, the default was 1, and this make my RCS get almost perfect. The perfection will come with .21 implementation.

:)

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Anyone else having trouble with mechjeb "chasing" things ? For example when I use maneuver planner to circularize it does fine down to the last few seconds and the little blue node on the ball goes crazy and mechjeb chases it all over and never really completes its circularize orbit even though its completed it dont complete. Same with rendezvous planner autopilot. Trying to get things lined up to dock with the space station but it dont align our orbits like it used to it just chases the blue node on the nav ball. I tried disabling autopilot deleting the maneuver and trying again but it still insists to chase the blue node on the nav ball.

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One weird issue regarding Pol, tried to land two landers on it with totally different design. Both started to rotate fast shortly after starting final decent. Had an simelar experience with an lander on Minmus but thought it was because the engines was above the center of mass as all other landers works well on it.

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Anyone else having trouble with mechjeb "chasing" things ? For example when I use maneuver planner to circularize it does fine down to the last few seconds and the little blue node on the ball goes crazy and mechjeb chases it all over and never really completes its circularize orbit even though its completed it dont complete. Same with rendezvous planner autopilot. Trying to get things lined up to dock with the space station but it dont align our orbits like it used to it just chases the blue node on the nav ball. I tried disabling autopilot deleting the maneuver and trying again but it still insists to chase the blue node on the nav ball.

I've had this happen before. I found there are two options:

1: Add more control authority to the vehicle, usually RCS, to hold the vehicle stable a bit longer to complete the burn

2: Increase the allowable tolerance for the maneuver. Default is sometimes too tight for craft with poor rotational control.

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I've had this happen before. I found there are two options:

1: Add more control authority to the vehicle, usually RCS, to hold the vehicle stable a bit longer to complete the burn

2: Increase the allowable tolerance for the maneuver. Default is sometimes too tight for craft with poor rotational control.

I did add more RCS but didnt help. How do I do #2 increase the allowable tolerance for the maneuver ?

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I did add more RCS but didnt help. How do I do #2 increase the allowable tolerance for the maneuver ?

Load up the maneuver planner, there is a box on the lower right that indicates the tolerance. Default is 0.1m/s so double that and it should help. Note that this means mechjeb will terminate the maneuver you are that many m/s away from the deltaV required to match that maneuver node so you are allowing mechjeb to 'quit' early.

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Many of us aren't even using that but are adding the MechJeb module to the stock and addon command pods and probes

Hey, speak for yourself, I have been waiting patiently for those parts to be updated, I want to the use the "eye"pod probe head and I am wanting those parts to be updated. I am a proud user of all the Mumech Mechjeb parts.

I have tried updating the parts myself and I can't seem to get them to work, I'm not sure what I'm doing wrong, but IF I could, I would of fixed them and handed them out by now.

-Æ

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Given the SAS and ASAS changes, the RCS fuel thing may solve itself. Or it may break thing really baddly.

On another thought though. I just started using FAR and quickly came to the realization that it messes with MJeb's head something fierce. MJ can't calculate terminal velcocity at all with FAR. So accent and landing AP's are borked. Are there any plans to make MJ compatible with FAR? A FAR mode would be very nice :)

If not or until then, any FAR users have a pro tips for dealing with MJ?

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If not or until then, any FAR users have a pro tips for dealing with MJ?

The time-honored trick of telling MechJeb to keep your acceleration at terminal velocity through the ascent isn't really a very good practice, to be honest. See, the optimal ascent trajectory (in terms of delta v expended) is a zero-lift turn, which means your angle of attack is always zero. Put another way, your rocket's nose is pointed straight at the prograde marker on the navball at all times, throughout the ascent.

If you're burning such that your rocket is at terminal velocity during the early part of your ascent, you're going to end up burning way too hard. Sure, you'll save some delta v that would otherwise be lost to gravity drag, but you'll pay for it in delta v spent pushing your rocket in a direction other than along your ascent path.

So the best strategy for FAR, in my opinion, is to use MechJeb's acceleration limiter and experiment with ascent trajectories. The kinds of rockets I build tend, as a rule, to get very close to a zero-lift profile when I limit MechJeb to 18 meters per second, start turning at 500 meters, finish turning at 40 kilometers, and set the curve parameter to 60%. I got there empirically, by trying different strategies with the same rocket and dialing it in to the point where varying any parameter significantly cost me delta v. I could optimize things further, but I'm happy with where I ended up, so I'm sticking with it.

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it's acting like its hunting for a target when docking. i put the .Dll from 2.0.7 and its rock solid again

Where did you find the 2.0.7 dll? I found the 2.0.8 and it is still chasing that blue target and eating RCS

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Trying out some of the new modes...can someone tell me why it would take 68 *years* to rendezvous in LKO?

It's a bug with Rendezvous Autopilot. I get that everytime I set the final distance below 100. Use the Rendezvous Planner, and click the "Match velocities at closest approach" button after it does the Hohmann Transfer. It will 'debug' the autopilot and show something like 21m.

Edited by Benie
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