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


r4m0n

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The other day build 102 made one of my Kethane mining Mun rovers do a complete forward flip immediately after liftoff. Fortunately it was on a fairly steep slope so it didn't hit the ground. From then on it worked perfectly.

Never did that before, hasn't happened since! Only once before with an earlier build did I get hit with the bug that'd make rockets pitch over and do a 360 degree flat turn (assuming the rocket wasn't so heavy it'd just crash) before getting its vector straight.

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Update: I noticed that if I explored the uploads_2013_10_MechJeb2-2.1.0.0 file, that the file structure was different than what's in the Game Data folder. The structure in the zip is: MechJeb2\Plugins\MechJeb2.dll. But in the Game Data folder it is \MechJeb2\Plugins\PluginData\MechJeb2. The .dll was dropped at the Plugins level. The \PluginData\Mechjeb2 folder was empty. So, I copied the MechJeb2.dll file and dropped it into the \PluginData\Mechjeb2 folder. Then I started a new sandbox game. Hooray! MechJeb was there and working. The problem now is that MechJeb is still not there in career mode. I think I'm getting close but I'm not sure what else to try. Any ideas?

Don't do that. keep your dll in plugins. that it 'worked' is actually just coincidence. doing strange things will only confuse you later.

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The other day build 102 made one of my Kethane mining Mun rovers do a complete forward flip immediately after liftoff. Fortunately it was on a fairly steep slope so it didn't hit the ground. From then on it worked perfectly.

Never did that before, hasn't happened since! Only once before with an earlier build did I get hit with the bug that'd make rockets pitch over and do a 360 degree flat turn (assuming the rocket wasn't so heavy it'd just crash) before getting its vector straight.

I had several problems of that nature with 102. Eventually I reverted back to build 98, and I've been having pretty consistent success with that. :)

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Probably been mentioned before, but it seems mechjeb since .22 came out or maybe even .21 moves just too much and constantly tries to roll and adjust it's trajectory. Say I'm on the other side of the navball and I set Smart ASS to stick in a node. My ship will the roll back and forth while MJ is trying to fix stick to the node. It ends up going extremely fast and misses the node unless I time warp when it's getting close multiple times. I remember in 0.20 it was perfect, it gave just enough roll, pitch and yaw to end up at a 90 degree roll on the node.

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I may try an older build to see if it overcontrols less. When launching the components for mu Duna mission it pitches over too far, then comes back too far and repeats the oscillation a few times before it gets onto the right path. It's a little better with corrective steering off.

When I went to dock the third part to the core I was beginning to think it'd never makes it due to the massive overshoots docking autopilot was doing every which way. It finally settled down and docked but it had burned up a lot of mono getting there.

Also of concern is maneuver planner failing to completely turn off the throttle after completing some circularization burns and Hohmann transfer insertion burns. With the Kethane lander for this mission it does that after ascent from Duna and when doing a Duna to Ike transfer. Doesn't do that around Mun with my much heavier 32K unit lander that uses the same four engines.

Something I don't have on the Duna lander is a big reaction wheel. Nor do I have big reaction wheels on the orbital parts of this lash-up of parts. Perhaps I should boost the torque values on the RockoOKTOClampo to 20. 'Course then it wouldn't be the equipment from the OKTO2 mounted inside the decoupler.

http://forum.kerbalspaceprogram.com/threads/58167-Duna-mission-planning-and-R-D

If someone want to try these on a faster system with more RAM I'm happy to share, once I finish up the little details that the "real" mission ships will require.

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I may try an older build to see if it overcontrols less. When launching the components for mu Duna mission it pitches over too far, then comes back too far and repeats the oscillation a few times before it gets onto the right path. It's a little better with corrective steering off.

When I went to dock the third part to the core I was beginning to think it'd never makes it due to the massive overshoots docking autopilot was doing every which way. It finally settled down and docked but it had burned up a lot of mono getting there.

Also of concern is maneuver planner failing to completely turn off the throttle after completing some circularization burns and Hohmann transfer insertion burns. With the Kethane lander for this mission it does that after ascent from Duna and when doing a Duna to Ike transfer. Doesn't do that around Mun with my much heavier 32K unit lander that uses the same four engines.

Something I don't have on the Duna lander is a big reaction wheel. Nor do I have big reaction wheels on the orbital parts of this lash-up of parts. Perhaps I should boost the torque values on the RockoOKTOClampo to 20. 'Course then it wouldn't be the equipment from the OKTO2 mounted inside the decoupler.

http://forum.kerbalspaceprogram.com/threads/58167-Duna-mission-planning-and-R-D

If someone want to try these on a faster system with more RAM I'm happy to share, once I finish up the little details that the "real" mission ships will require.

Regarding your problem with the oscillating around maneuver nodes, docking ports, etc.: Try adjusting the 'Tf' value in the 'Attitude Adjustment' window. Set it lower for small ships, probes, etc. and higher for big rockets and stations. I've found this can help a lot in certain situations. You'll have to fiddle with it to find out what works best. One drawback is that if you're launching a large multi-stage rocket, you have to start with it pretty high, like 0.9 or more, and then manually bring it down as you lose stages, ending up with something like 0.15 if your orbiter is just, say, a Mk1-2 pod with service module and small engine.

Several posts/pages back Sarbian had mentioned that he'd look into some kind of auto-detection for the Tf value, so hopefully this would correct a lot of these problems.

Hope this helps somewhat. :)

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I've noticed that when turning to a heading, it will often try to move pitch in the opposite direction of the target while at the same time attempting to roll, and yaw towards the target. For instance, if the vessel is facing compass 90 pitch 0 with roll 90, and it targets compass 90 pitch 45, it will start by full yaw left, full roll left, and full pitch up. This causes it to get into a corkscrew type motion around the target. Depending on the vessel's mass distribution in w/h versus forward/back, it can be minor, annoying but hit the target eventually, or divergent shooting off into an uncontrolled spin. On some short and very wide vessels, mechjeb simply cannot be used; anytime it tries to turn to a marker, it spins out of control.

When attempting to face a target, why does it roll at all? Simply attempting to hold roll while treating pitch and yaw independently based on the current orientation would yield much better results than it currently gets.

Edited by Virindi
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Probably been mentioned before, but it seems mechjeb since .22 came out or maybe even .21 moves just too much and constantly tries to roll and adjust it's trajectory. Say I'm on the other side of the navball and I set Smart ASS to stick in a node. My ship will the roll back and forth while MJ is trying to fix stick to the node. It ends up going extremely fast and misses the node unless I time warp when it's getting close multiple times. I remember in 0.20 it was perfect, it gave just enough roll, pitch and yaw to end up at a 90 degree roll on the node.

Came here to say the same thing. My ships just sort of roll around and tumble until, seemingly by chance, the orientation hits, and then the warp takes effect. Very weird.

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Came here to say the same thing. My ships just sort of roll around and tumble until, seemingly by chance, the orientation hits, and then the warp takes effect. Very weird.

Do you have Force Roll enabled a lot? That will definitely make it worse because it's not only trying to orient the craft but it also tries to handle the roll at the same time. What it should be doing is prioritizing one over the other. Queuing one before the other. (orientation first preferably)

Regarding your problem with the oscillating around maneuver nodes, docking ports, etc.: Try adjusting the 'Tf' value in the 'Attitude Adjustment' window. Set it lower for small ships, probes, etc. and higher for big rockets and stations. I've found this can help a lot in certain situations. You'll have to fiddle with it to find out what works best. One drawback is that if you're launching a large multi-stage rocket, you have to start with it pretty high, like 0.9 or more, and then manually bring it down as you lose stages, ending up with something like 0.15 if your orbiter is just, say, a Mk1-2 pod with service module and small engine.

Several posts/pages back Sarbian had mentioned that he'd look into some kind of auto-detection for the Tf value, so hopefully this would correct a lot of these problems.

Hope this helps somewhat. :)

That probably would help to some extent but it doesn't eliminate the base cause of the oscillation. It still oscillates to and fro, it just does it more slowly. (or more quickly depending on how you adjusted Tf)

What's needed is either an overhaul of the PID controller or introduction of some kind of 'dead zone'. By the latter I mean that if its desired orientation is within a few degrees that it doesn't try to reorient. Given a choice, a proper PID controller is better.

Edited by Starwaster
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Virindi & jeffs47 : yes the current code always try to align with some specific roll even if there is not force rol enabled, and it roll too soon in the maneuver. It cause some strange movement for large attitude change.

It's on the list of thing I need to have a look, but right now I can't. If someone want to submit a patch please do it, but keep in mind it must be better in all situation (Rocket, plane, in/out of atmo, light heavy ship). The current one work quite well in all situation as long as tf is adjusted ( if you ignore the rolling problem :P ).

With a proper tf there should be no oscillation at all (tf don't just slow down them, it remove them). Keep in mind that MJ don't know some other mods module, so it may not know how much torque you have available (FAR being the most common case, and I am working on it).

As for an other overhaul : do better, please. The attitude controller had a lot of change over this year. Previous version were far worse than the current in a lot a situation.

Edited by sarbian
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I got a question, is there a way to plan complete missions? I.E. I want that from the launchpad, mechjeb automatically puts the craft into orbit, transfers to minmus and lands in a specific coordinate. Is this possible?

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Virindi & jeffs47 : yes the current code always try to align with some specific roll even if there is not force rol enabled, and it roll too soon in the maneuver. It cause some strange movement for large attitude change.

It's on the list of thing I need to have a look, but right now I can't. If someone want to submit a patch please do it, but keep in mind it must be better in all situation (Rocket, plane, in/out of atmo, light heavy ship). The current one work quite well in all situation as long as tf is adjusted ( if you ignore the rolling problem :P ).

With a proper tf there should be no oscillation at all (tf don't just slow down them, it remove them). Keep in mind that MJ don't know some other mods module, so it may not know how much torque you have available (FAR being the most common case, and I am working on it).

As for an other overhaul : do better, please. The attitude controller had a lot of change over this year. Previous version were far worse than the current in a lot a situation.

Not everyone has time to contribute code. Or are unable. So they provide feedback.

I got a question, is there a way to plan complete missions? I.E. I want that from the launchpad, mechjeb automatically puts the craft into orbit, transfers to minmus and lands in a specific coordinate. Is this possible?

Not at the press of a single button. You'll have to issue commands at each step.

Any idea why I'd be getting a huge slowdown/pause on selecting this part (AR202 Case) in the VAB? The game hangs for a good 3-4 seconds when selecting it and again when placing it on the craft.

Check debug screen for errors maybe. Also if you have low RAM. Make sure as little as possible is running in the background.

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Is there any way I can change that?

yes by editing the config, in the AR202 part config it will have a set of parameters that are like {someWindow = advFlightControl}... you could advFlightControl to whatever node you want it on

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yes by editing the config, in the AR202 part config it will have a set of parameters that are like {someWindow = advFlightControl}... you could advFlightControl to whatever node you want it on

I found it easier to add mechjebcore to the command pod's part config when I was ready for mechjeb.

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This one's for Sarbian, since I know he lurks in this forum and it's kind of MechJeb related.

My old script added MJ2 to all probes and command modules using a wildcard (thank you, sarb). I'm updating it to .22 and want it to add MJ2 to all probes and command modules but only after the user reaches TechRequired = flightControl since the MJ2.1 part isn't available on the tech tree until then. I'll be deleting the MJ parts and dropping the tiny battery storage and energy consumption they have in their configs. Any way to check against the tech value prior to adding a module to a config?

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This one's for Sarbian, since I know he lurks in this forum and it's kind of MechJeb related.

My old script added MJ2 to all probes and command modules using a wildcard (thank you, sarb). I'm updating it to .22 and want it to add MJ2 to all probes and command modules but only after the user reaches TechRequired = flightControl since the MJ2.1 part isn't available on the tech tree until then. I'll be deleting the MJ parts and dropping the tiny battery storage and energy consumption they have in their configs. Any way to check against the tech value prior to adding a module to a config?

The best you can hope for is the following. The basic module will appear for all command pods (and probes) and will provide information screens only. No autopilot functions until you start unlocking them.

This particular config file script assumes ModuleManager 1.5

It will work with ModuleManager 1.3 & Sarbian's wildcard extensions but the :Final directive isn't implemented for wildcards in the older version


@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final
{
MODULE
{
name = MechJebCore
MechJebLocalSettings {
MechJebModuleCustomWindowEditor { unlockTechs = flightControl }
MechJebModuleSmartASS { unlockTechs = flightControl }
MechJebModuleManeuverPlanner { unlockTechs = advFlightControl }
MechJebModuleNodeEditor { unlockTechs = advFlightControl }
MechJebModuleTranslatron { unlockTechs = advFlightControl }
MechJebModuleWarpHelper { unlockTechs = advFlightControl }
MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl }
MechJebModuleThrustWindow { unlockTechs = advFlightControl }
MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl }
MechJebModuleRoverWindow { unlockTechs = fieldScience }
MechJebModuleAscentGuidance { unlockTechs = unmannedTech }
MechJebModuleLandingGuidance { unlockTechs = unmannedTech }
MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech }
MechJebModuleDockingGuidance { unlockTechs = advUnmanned }
MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned }
MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned }
}
}
}

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Me too, I have played most of the way through career mode without mods just for fun, but now I want my mechjeb back. All I'm getting is data, no autopilot functionality at all. Frustrating.

Hi, IMHO a short review of KSP/Parts/MechJeb2_AR202/part.cfg brings up that you have to unlock these capabilities first in the "Research Center" of KSP.

    MODULE
{
name = MechJebCore
MechJebLocalSettings {
MechJebModuleCustomWindowEditor { unlockTechs = flightControl }
MechJebModuleSmartASS { unlockTechs = flightControl }
MechJebModuleManeuverPlanner { unlockTechs = advFlightControl }
MechJebModuleNodeEditor { unlockTechs = advFlightControl }
MechJebModuleTranslatron { unlockTechs = advFlightControl }
MechJebModuleWarpHelper { unlockTechs = advFlightControl }
MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl }
MechJebModuleThrustWindow { unlockTechs = advFlightControl }
MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl }
MechJebModuleRoverWindow { unlockTechs = fieldScience }
MechJebModuleAscentGuidance { unlockTechs = unmannedTech }
MechJebModuleLandingGuidance { unlockTechs = unmannedTech }
MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech }
MechJebModuleDockingGuidance { unlockTechs = advUnmanned }
MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned }
MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned }
}
}

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I'm having a few issues that someone may be able to help out.The biggest one is trying to orbit mun. I've got the orbit of kerbal down pat and using the rendezvous module I can even make it to mun however it makes me crash into mun every single time. I believe the rendezvous is ment more so with meeting with an object that is already in orbit and not for getting to planets though I am not 100% sure on that. Any advice? My next issue is with career mode. I have unlocked mech jeb2 in the tech tree and successfully used it 3 times. Now when I attach it it no longer gives me the ascent control options, landing options, rendezvous nothing. The only thing it shows delta v orbit info and ship info. Did I miss something here?

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