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


r4m0n

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Cool ideas for the MJ failure mode. I'd be okay with an optional alternate landing mode with a manual descent, but when we go to Mars, it's going to be on automatic. Spacecraft are just too complex to fly without a decent computer for Navigation and throttle control.

I'm sure real astronauts did shuttle launch aborts and ATO's in the sim, but to my knowledge, none were ever done in flight.

Anyway, can anyone tell me how I can get all MJ modes at the Start of career?

Manual spacecraft piloting has mostly been used for experimenting just to see if it was possible, and for emergencies like the course correction burn done on Apollo 13's return using the LEM engine. The computers and software were not designed to handle such an event so it had to be done by eye and timing. Changing the software wouldn't have helped because the instruments normally used for such burns weren't on the LEM and they were pointing the wrong way.

IIRC one of the Mercury capsules had a stability control problem, got into a tumble and the astronaut had to manually control it to correctly orient for reentry. I'd have to do some digging to find out if any of the space shuttle liftoffs or landings were manually piloted.

Manually flying rockets and plotting orbits in KSP is the Chuck Yeager approach. Using an autopilot is like what real space programs went to because there was only one Chuck Yeager. (It was so unfair that the best pilot available back then got shut out of being an astronaut simply because he hadn't gone to college.)

For KSP players who want some extra fun and excitement, an optional random MechJeb failure mode would be interesting, if it came with an alarm and blinky lights.

Something that would be very useful is an option in landing guidance to descend to a set height above terrain then hover there while allowing the player to maneuver horizontally to fine tune the landing site. Once satisfied with the location the player could hit a key or click something to finish it. It would also need an automatic landing override for when the fuel reaches a minimum safe amount to finish landing. Think of the Apollo 11 landing where they had to hover and move over a bit to avoid some rocks. Rocks aren't yet a problem in KSP but landing on sharp terrain features is.

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IIRC one of the Mercury capsules had a stability control problem, got into a tumble and the astronaut had to manually control it to correctly orient for reentry. I'd have to do some digging to find out if any of the space shuttle liftoffs or landings were manually piloted.
To underscore the pure distilled awesomesauce that ran through the veins of the Mercury 7, it must be noted that there were no manual controls. When Gordo Cooper had to take control of his craft, he did it using his watch, the window, and powering things on and off by unplugging and plugging in the wires that led to them. :cool:
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40 years ago pilot worship aside, my MJ ain't working:

1. Patched game.

2. Loaded an old save, no MJ, was expected.

3. Read forums.

4. Installed new MJ (dev 136 & 138). No menu in Sandbox or Career.

5. Read forums.

6. Deleted install. Installed game. Installed dev 138. Sandbox MJ menu comes up when I start with the 6ton MJ pod, but not in command modules of Career mode.

7. Standing by for 0.22-like functionality in career mode.

** Edit:

Nvm, I see you have to unlock the AR component. Makes sense now.

Edited by oversoul
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I installed dev build 138 and it seems the autostage is not working properly. I installed #137 and autostage seems to be working there.

i just installed 138 and its not working at all here (on 0.23), gonna try the 136 since people seemed to have confirmed it working

EDIT: I'm sorry, opening ones eyes often helps, mis-installed it :D

Edited by saegio
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Having issues with DEV build 138, staging.

Error from KSP_Data/output_log.txt (quickly became 13 MB, same error repeating)


MechJeb module MechJebModuleStagingController threw an exception in OnUpdate: System.InvalidOperationException: Operation is not valid due to the current state of the object

at System.Linq.Enumerable.First[ModuleEnginesFX] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleStagingController.<FindBurnedResources>m__8F (.Part p) [0x00000] in <filename unknown>:0

at System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[Part,ModuleEnginesFX].MoveNext () [0x00000] in <filename unknown>:0

at System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[ModuleEnginesFX,Propellant].MoveNext () [0x00000] in <filename unknown>:0

at System.Linq.Enumerable+<CreateUnionIterator>c__Iterator1C`1[Propellant].MoveNext () [0x00000] in <filename unknown>:0

at System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[Propellant,System.Int32].MoveNext () [0x00000] in <filename unknown>:0

at System.Collections.Generic.List`1[System.Int32].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0

at System.Collections.Generic.List`1[System.Int32]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

at System.Linq.Enumerable.ToList[Int32] (IEnumerable`1 source) [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleStagingController.FindBurnedResources () [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleStagingController.OnUpdate () [0x00000] in <filename unknown>:0

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

(Filename: C:/BuildAgent/work/ea95e74f6e5f192d/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)

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Sandbox MJ menu comes up when I start with the 6ton MJ pod, but not in command modules of Career mode.

This is exactly how it works by default. If you want all of your command pods to have MJ functionality you'll have to either edit the part.cfg files for all the pods or use the module manager addon.

You'll also have to edit the part.cfg's if you want full MJ functionality at the start of career mode*, otherwise different portions of it become available as you work through the tech tree.

*I keep advocating for an option in setup to disable the tech tree requirements in career mode for MJ but the idea doesn't seem to get much traction.

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*I keep advocating for an option in setup to disable the tech tree requirements in career mode for MJ but the idea doesn't seem to get much traction.

I suggested that several pages back. Considering how many posts everyday are about "IT NO WORK CAREER MODE!!" you think it would be added as an option just to stop the posts from happening. :P

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I suggested that several pages back. Considering how many posts everyday are about "IT NO WORK CAREER MODE!!" you think it would be added as an option just to stop the posts from happening. :P

because then it's really no different than sandbox.

I went in to my files (I have the 136 download) I edited my command modules for the mechjeb interface and changed the unlocks to "Start" rather than their tech box.

It worked for the sandbox, but career mode still only had parts of MJ unlocked for flight.

I know that's part of the design, but I just want MJ to work for my command pods in career mode with all parts at the start.

Some might think that's cheating, but computers controlled most if not all of the first spaceflights, so for me, it's about realism.

Your changes didn't actually affect sandbox at all because sandbox has no tech requirements at all. I have no idea what changes you made but they probably have an error in them.

I've posted a solution previously in this thread for people who totally want to get rid of tech requirements but I'm not up for re-posting it because I would have to do it from scratch on the fly as I did before and I'm just not up for that either. (typing on my ipad while I play)

The post is in this thread, just search for it.

edit: actually, yes I do have an idea why your change didnt work. Did you literally change it to Start? it should not be capitalized, if you capped it then it wont work because therenis no Start tech node. but there is one named start

Edited by Starwaster
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because then it's really no different than sandbox.

Some of us are suggesting it as an option. I change the config myself because I want it right from the start in career mode. If others want to earn modules they still can if it is an option selection on a new career startup.

Either way I thank you guys for this mod. I wouldn't be playing without it. I can barely drive my car IRL.

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I can't get the "new" MechJeb to work.. i deinstalled the complete game then redownloaded it. After that i copied the MechJeb folder into: Kerbal Space Program/GameData/. The Parts are available but the normal MechJeb windows don't turn on if i use the AR or the Pod. I tried this with the versions 136-138 everytime deinstalled and redownloaded. I tried the MechJeb in Sandbox mode. Did i miss something or what could be the problem?

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BigD145, behavior confirmed in 138. The setting of the radio button in the AP dialog is not being transferred to the Utilities dialog.

That's not new, the 2 buttons were 2 different settings for quite a few official version.

Also confirmed is the changing (or resetting) of other radio buttons without their being touched. It just happened to my "Smooth throttle" utility command. Even setting the Utilities "Auto-stage" button, however, did not correct the problem.

Reset while in flight or after switching ship ?

Something else I noticed: When the staging point was reached, the throttle on the nav ball went to 100% (expected), but there was no triggering of the decoupler.

Anyone else with staging problems ? Other mods present ?

The BBQ roll is present in my installation, too. It's very slow, and there are times when it seems to arbitrarily stop. May or may not be a MJ issue, but something to look into.

It's a MJ problem and as I said earlier it's not top priority. Tapping a roll key should stop it.

There is also a capital "T" in the upper right corner of all the dialogs. It doesn't seem to do anything (good, bad, or indifferent), it's just there.

Used by the option module in my signature, I need to hide it when not needed

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I had this working two days ago, but since the .23v update of KSP I cant open or see the window tab on the right hand side, the control part and pod is still shown but the window menu tab is not there?

Will there be a update for this mod any time soon?

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Having issues with DEV build 138, staging.

Error from KSP_Data/output_log.txt (quickly became 13 MB, same error repeating)

It's related to the change for the new engine module. I see I made an error in FindBurnedResources. You'll have to wait tonight. Sorry about that, use #137 meanwhile.

airhopper: could you take the time to read the last 2 3 pages before asking that ? It's quite annoying to read that when I spent all my evening coding for .23 since the release

Edited by sarbian
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Thanks for the reply, sarbian.

Radio buttons in AP versus Utilities:

That's not new, the 2 buttons were 2 different settings for quite a few official version.

OK, I'll keep that in mind. It's the first time I'd noticed a difference.

(Smooth throttle) Buttons changing:

Reset while in flight or after switching ship ?

On one occasion, during flight. I watched it change during the ascent. Other times, it's between ships.

Other mods:

Anyone else with staging problems ? Other mods present ?

Admittedly, I have a bunch of mods running. FAR, NovaPunch, KW, CrewManifest, KAS, ProcFarings, Lazor, etc... Mostly "standard stuff", and I've already found updates for several that crashed.

BBQ roll:

It's a MJ problem and as I said earlier it's not top priority. Tapping a roll key should stop it.

It's not that big of an "issue", since the directional heading isn't being affected. It's just "there", and aside from the thought it "shouldn't be doing that", I don't really mind it. After all, the big ones usually put themselves into a BBQ roll to stabilize during a burn, so it's sorta prototypical.

Capital "T" in upper right:

Used by the option module in my signature, I need to hide it when not needed

I figured there was a reason for it. Again, not an issue, just something visually "not quite... right..." Easily ignored.

Edited by BARCLONE
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no. 138, loading up the launch pad:


[Error]: MechJeb module MechJebModuleRoverWaypointWindow threw an exception in OnSave: System.NullReferenceException: Object reference not set to an instance of an object
at MuMech.MechJebModuleRoverWaypointWindow.OnSave (.ConfigNode local, .ConfigNode type, .ConfigNode global) [0x00000] in <filename unknown>:0
at MuMech.MechJebCore.OnSave (.ConfigNode sfsNode) [0x00000] in <filename unknown>:0

other mods: KW, KAS, NovaPunch

Edited by Commissar
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