Xzabath Posted July 28, 2013 Share Posted July 28, 2013 I am new to the game and am anxious to use this add-on. I'm trying to launch a ship using the ascent autopilot. What MechJeb parts must be installed? Just one? All? Thanks in advance!All you need is the little walkie talkie type (mechjebar202)thing on your ship, then you should get gall the benefits of this awesome mod. Link to comment Share on other sites More sharing options...
MUSTANG Posted July 28, 2013 Share Posted July 28, 2013 I'm still having the hardest time getting this to work on Spaceplanes. I've tried the AR202 case on multiple sides/rotations, tried controlling from different locations, still no luck. Link to comment Share on other sites More sharing options...
sarbian Posted July 28, 2013 Share Posted July 28, 2013 I opened up the persistent.sfs file, and noticed it largely appears to have a similar format to the .craft files. What is the safest and easiest way to hack on a MechJeb module? Or, is there another way to get MechJeb to dock these two for me without editing files?One way would be to edit you command pod to add the MJ2 module. You can do that for all you commande pod with modulemanger, and its extenssionPut those 2 dll in your Gamedata folder ( anywhere)https://github.com/Ialdabaoth/ModuleManager/blob/master/ModuleManager.dll?raw=true ( from http://forum.kerbalspaceprogram.com/showthread.php/31342-0-20-ModuleManager-1-3-for-all-your-stock-modding-needs )http://www.sarbian.com/sarbian/MMSarbianExt.dll (from http://forum.kerbalspaceprogram.com/showthread.php/41616-Extension-for-ModuleManager-with-wildcard-and-conditional-v0-2-24-july-2013 )Create a MJ2.cfg in your Gamedata folder ( anywhere) with this :@PART[*]:HAS[@MODULE[ModuleCommand]]{ !MODULE[MechJebCore] MODULE { name = MechJebCore }}You have now have MJ2 on all your command pods. Link to comment Share on other sites More sharing options...
Avalon304 Posted July 28, 2013 Share Posted July 28, 2013 One way would be to edit you command pod to add the MJ2 module. You can do that for all you commande pod with modulemanger, and its extenssionPut those 2 dll in your Gamedata folder ( anywhere)https://github.com/Ialdabaoth/ModuleManager/blob/master/ModuleManager.dll?raw=true ( from http://forum.kerbalspaceprogram.com/showthread.php/31342-0-20-ModuleManager-1-3-for-all-your-stock-modding-needs )http://www.sarbian.com/sarbian/MMSarbianExt.dll (from http://forum.kerbalspaceprogram.com/showthread.php/41616-Extension-for-ModuleManager-with-wildcard-and-conditional-v0-2-24-july-2013 )Create a MJ2.cfg in your Gamedata folder ( anywhere) with this :@PART[*]:HAS[@MODULE[ModuleCommand]]{ !MODULE[MechJebCore] MODULE { name = MechJebCore }}You have now have MJ2 on all your command pods.Which part do I add if I want to do that manually? Link to comment Share on other sites More sharing options...
sarbian Posted July 28, 2013 Share Posted July 28, 2013 Just add the MODULE { name = MechJebCore }to the command pod you are using in GameData\Squad\Parts\Command. The module will be on your saved ship the next time you launch KSP Link to comment Share on other sites More sharing options...
nukeboyt Posted July 28, 2013 Share Posted July 28, 2013 Clean install of KSP v 0.21. Only two plugins installed are Subassembly Manager and MechJeb 2.09 Can't find the control module that was there in version 2.08. MJ is present (& on) by default on any command pod. Is that the way it's supposed to be in the latest version. I liked the option of being able to create ships with or without MJ.Thanks Link to comment Share on other sites More sharing options...
Hedd Posted July 28, 2013 Share Posted July 28, 2013 ^See my previous post on the subject.See if any of that helps.I did in fact find this post of yours and is what started my experimenting with turning the SAS on and off. Unfortunately it hasn't yielded any fruit. Link to comment Share on other sites More sharing options...
sojourner Posted July 28, 2013 Share Posted July 28, 2013 I did in fact find this post of yours and is what started my experimenting with turning the SAS on and off. Unfortunately it hasn't yielded any fruit.If none of those worked, not sure what to tell you. As close as I can figure, the problem appears to be MJ being overly sensitive to movement by the target docking port. Unless that docking port is made nearly rock steady, any oscillations of it cause the active craft to just start to spin and roll randomly when docking autopilot is activated. Link to comment Share on other sites More sharing options...
HeadHunter67 Posted July 28, 2013 Share Posted July 28, 2013 Yeah, docking autopilot was acting really weird for me, too. I eventually just turned it off and did it manually. After all, if the autopilot requires the target to be "rock steady", you really don't need an autopilot anyhow. I tend to use MJ guidance when the situation is beyond my own skills - having a robot for the "easy" jobs is pointless. Link to comment Share on other sites More sharing options...
Dungchunker Posted July 28, 2013 Share Posted July 28, 2013 I recently installed the newer version of the Mechjeb 2.0.9 that was in the top listing (by release date) which added mechjeb to all your command pods (which is what i assume you did) i had issues with some of the sub screens not opening within it, such as the assent guide and the landing guide..and one or two more. also there is no "part" to put on or remove with this mod as it is defaulted to all your command pods and remote controls (changes in the original Squad .cfg's were made) and you cannot shut it off. If you go to the actual mechjeb forum page you can get JUST mechjeb 2.0.9 with the part to add and remove. If you did install the mod that changes your cfgs on your command pods you will have to either recover them from a backup or reinstall your game .....or go in ans manually change them back to their original values. Well, i guess that would be this thread...on the 1st page. Link to comment Share on other sites More sharing options...
sojourner Posted July 28, 2013 Share Posted July 28, 2013 I recently installed the newer version of the Mechjeb 2.0.9 that was in the top listing (by release date) Wait, where is this?? Link to comment Share on other sites More sharing options...
Hedd Posted July 28, 2013 Share Posted July 28, 2013 (edited) If none of those worked, not sure what to tell you. As close as I can figure, the problem appears to be MJ being overly sensitive to movement by the target docking port. Unless that docking port is made nearly rock steady, any oscillations of it cause the active craft to just start to spin and roll randomly when docking autopilot is activated.Video representation. Had some odd stuff going on the background so ignore the music.http://www.youtube.com/watch?v=mChcsFzJPpI Edited July 28, 2013 by Hedd Link to comment Share on other sites More sharing options...
tfm Posted July 28, 2013 Share Posted July 28, 2013 I just wanted to also say that the docking autopilot has some real issues with 2.0.9. 2.0.8 (on .20) would dock in just a couple of minutes (using tones of mono) but .9 seems to move at .1 mps and constantly toggles RCS on and off and barely moves. It is pretty much unusable on the exact same craft files from .20 that it could dock quickly. If I engage the main engine while DAP is on it puts on RCS full to try to stop it (and does a good job of slowing the craft down to the .1mps).Hope this information helps in some way. I really want the auto dock back.Thank youTFM Link to comment Share on other sites More sharing options...
tfm Posted July 28, 2013 Share Posted July 28, 2013 Video representation. Had some odd stuff going on the background so ignore the music.Err, the music with your example is quite vulgar. I strongly suggest sensitive peoples mute your audio before playing. Link to comment Share on other sites More sharing options...
nukeboyt Posted July 28, 2013 Share Posted July 28, 2013 Thanks Dungchunker! That was the problem. sojourner, I had installed the 2.09 available at http://kerbalspaceprogram.com/21mechjeb209/ and it overwrote the parts files and made each command pod MecJeb-ready. I re installed KSP to restore the original files, then installed the MecJeb from page 1 of this thread. It only installed the MecJeb 2 (AR202) module and the required plugin .dll. This is what I wanted. Link to comment Share on other sites More sharing options...
Hedd Posted July 28, 2013 Share Posted July 28, 2013 Err, the music with your example is quite vulgar. I strongly suggest sensitive peoples mute your audio before playing.fired up the editor program, should be fine now. Link to comment Share on other sites More sharing options...
Rodder37 Posted July 28, 2013 Share Posted July 28, 2013 I haven't tried docking yet, but the things I've tried are working good. I really like the space plane autopilot. MechJeb is a game saver for me as I'm not really interested in learning everything manually. I just have fun thinking of & making space/air craft to fly different missions. MechJeb allows me to do this. Thanks to all involved. Link to comment Share on other sites More sharing options...
dapullia Posted July 28, 2013 Share Posted July 28, 2013 It's called rendezvous planner/autopilot now. works great for me. I set the autopilot to 50m then activate docking autopilot from there. uses very little monoprop. (well, compared to what I was used to with ORDA. I was never one to try manual docking. I'm sure those guys think MJ is a monoprop guzzler. Works fine for me. I've had it put me as close as 200m in some cases. The furthest it's left me is 30km from the target, but that was just a poor rocket with low control authority to begin with.I have checked the Rendezvous Planner but I have no option to actually engage the autopilot. Its only giving manual guidance. Link to comment Share on other sites More sharing options...
dmusson Posted July 28, 2013 Share Posted July 28, 2013 I have checked the Rendezvous Planner but I have no option to actually engage the autopilot. Its only giving manual guidance.You don't activate the autopilot in the rendezvous planner window, it has its own dedicated window called Rendezvous Autopilot (the option right above Rendezvous Planner) Link to comment Share on other sites More sharing options...
Atoning Unifex Posted July 28, 2013 Share Posted July 28, 2013 One question i have been pondering about MJ: why, when performing a manoeuvre using RCS, do the jets fire constantly throughout the manoeuvre? Surely it would make more sense, and be more efficient, to fire for a short time and then let momentum take over? Link to comment Share on other sites More sharing options...
dapullia Posted July 28, 2013 Share Posted July 28, 2013 You don't activate the autopilot in the rendezvous planner window, it has its own dedicated window called Rendezvous Autopilot (the option right above Rendezvous Planner)That's my point...this is the window that's missing in the interface. I have used MecJeb since back in .20 and it had the separate option. After the .21 update, it no longer has the Rendezvous Autopilot option. Link to comment Share on other sites More sharing options...
birk Posted July 28, 2013 Share Posted July 28, 2013 Thanks! I really appreciate your help! Link to comment Share on other sites More sharing options...
dapullia Posted July 28, 2013 Share Posted July 28, 2013 That's my point...this is the window that's missing in the interface. I have used MecJeb since back in .20 and it had the separate option. After the .21 update, it no longer has the Rendezvous Autopilot option.I figured it out....seems I had a bad copy of the MecJeb dll. Redownloaded and it fixed it. Link to comment Share on other sites More sharing options...
sarbian Posted July 28, 2013 Share Posted July 28, 2013 Thanks Dungchunker! That was the problem. sojourner, I had installed the 2.09 available at http://kerbalspaceprogram.com/21mechjeb209/ and it overwrote the parts files and made each command pod MecJeb-ready. I re installed KSP to restore the original files, then installed the MecJeb from page 1 of this thread. It only installed the MecJeb 2 (AR202) module and the required plugin .dll. This is what I wanted.I don't think this one was posted by the devs. Link to comment Share on other sites More sharing options...
Benie Posted July 28, 2013 Share Posted July 28, 2013 Ok, guys. Since watching Scott Manley take out the fear and confusement of Reaction Wheels, I'm "almost" ready to try out the update."Almost", as in, hearing MechJeb is still bugged in places is now keeping me away. Can someone possibly give me a Known Issues list of what people are reporting, and what is actually known by the MechJeb devs? Link to comment Share on other sites More sharing options...
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