DChurchill Posted August 5, 2013 Share Posted August 5, 2013 First it didn't prevent overheats and my central engine blew up. Next it didn't actually relinquish control of the throttle or attitude when I clicked "Deactivate Autopilot" and then finally it sent my rocket into a spin at about 30km that caused it to break apart and fall out of the sky. Can try replicate or provide more details as needed.If something breaks on your rocket during launch, and it's not always noticeable other than an odd focal point shift (the camera follows the craft CG), then MJ can't do anything about overheats or throttle or even ascent trajectory. The rocket will not respond even to manual input. At least not the parts below the break.Not saying that you may not be having an issue, but it's likely that your rocket actually broke on ascent. Link to comment Share on other sites More sharing options...
drtedastro Posted August 5, 2013 Share Posted August 5, 2013 Regarding the Attitude Adjustment for tweaking the PID. What are the variables again? The Wiki Doesn't seem to have the explanations on it for this window.Does anyone know where I can find info regarding the attitude adjustment parameters? This has been banged around for awhile now in the thread, but no 'answer' seems to have come out....many thanks..Some one MUST know or have an idea on the parameters for attitude control.Come on, someone, just let me know where this mystic info is hid.... Link to comment Share on other sites More sharing options...
Sermor Posted August 6, 2013 Share Posted August 6, 2013 (edited) I would like to ask a question: why in version 2.0.9 there is only one side?Up to 1.9.8 there were various parts of command, including a small pod.If I use the old parts (only those, the plugin remains that of version 2.0.9) with version 2.0.9 you create some incompatibility?Currently I use version 2.0.9 of ksp 0.21.1. Edited August 6, 2013 by Sermor Link to comment Share on other sites More sharing options...
Simplicity Posted August 6, 2013 Share Posted August 6, 2013 If that's not the problem try to check the Roll checkbox. I may have broken something I don't seem to be having any problems with roll, seems to work as advertised Only noticed a couple of "wierd' things, if I try to activate docking camera my frame rates slow to a slideshow, so have to leave it turned off, (could be the docking cam or universe replacer causing this so I not blaming mechjeb)I did find in docking tho, that it took three attempts before it lined up properly, the first two attempts for some reason mechjeb though the docking clamp was off to the side of where it actually was, lucky I noticed this, turned autodocking off, backed the ship up a little and turned docking back on again.. Link to comment Share on other sites More sharing options...
TCL987 Posted August 6, 2013 Share Posted August 6, 2013 (edited) I'm running the latest Steam version and I can't seem to get the mod to load. The files are in the right place, other mods load, and the loading bar shows some of the files but the parts don't show up. I've tried both 1.9.8 and 2.0.9. Anyone have any idea what the issue is?EDIT: The log shows it loading and compiling the part without error with version 2.0.9 but it still isn't showing up. Edited August 6, 2013 by TCL987 Link to comment Share on other sites More sharing options...
sojourner Posted August 6, 2013 Share Posted August 6, 2013 ^there is only one part and its in the controls tab. Link to comment Share on other sites More sharing options...
Cuel Posted August 6, 2013 Share Posted August 6, 2013 I'd like to see an improvement to the weird full throttle / no throttle when about to exit the atmosphere. that's the main reason most of my crafts have exploded. Yes I know about smooth throttle. Link to comment Share on other sites More sharing options...
sarbian Posted August 6, 2013 Share Posted August 6, 2013 Some one MUST know or have an idea on the parameters for attitude control.Come on, someone, just let me know where this mystic info is hid....It's a classic PID controler. Search online and you will get info. Increasing P increase precision and speed but lower stabilityIncreasingI increase precision but lower stability and speed IncreasingD increase stability and speed but lower precisionThe factor divide the result (from memory, github is down right now)It's hard to tune for everything. Link to comment Share on other sites More sharing options...
John FX Posted August 6, 2013 Share Posted August 6, 2013 (edited) I'd like to see an improvement to the weird full throttle / no throttle when about to exit the atmosphere. that's the main reason most of my crafts have exploded. Yes I know about smooth throttle.I set an orbit of say 78Km then when MJ gets the Ap to that I set it to 75Km and coast without the little thrusts... Edited August 6, 2013 by John FX Link to comment Share on other sites More sharing options...
Devo Posted August 6, 2013 Share Posted August 6, 2013 I blinked for a second... and this thread cracked 1 Million views imagine what it would be at if we didnt have the forum crash!Congratulations! Link to comment Share on other sites More sharing options...
Diche Bach Posted August 6, 2013 Share Posted August 6, 2013 (edited) ADDIT: Just noticed JDP posted a "how to" video for using the RT Flight Computer, so this problem is seemingly solved for me.http://forum.kerbalspaceprogram.com/showthread.php/16347-0-20-RemoteTech-Relay-Network-–-RemoteTech-2-has-opened-up-for-playtesting?p=574447&viewfull=1#post574447Trying to finish the Sputnik III stock mission in Mission Controller mod pack. Got RemoteTech2 and MJ running. KSC only provides about a 65-degree window for comms with satellites, so I was hoping I could use MechJeb Maneuver Planner to program the probe to do a burn at apoapsis (far side of planet from KSC) and get the periapsis up above the 75km minimum to complete the mission.But alas, once the vehicle goes out of RT radio contact, the "MechJeb Control" button goes red and the maneuver node I planned did not execute.The obvious solutions are to: (a) make Sputnik manned; ( send up manned missions with KEO and enough other geosynch satellites to ring Kerbin with comms links; either of which I certainly could do.But obviously, for roleplaying purposes, sending up a manned mission _before_ I manage the first unmanned low orbital satellite seems a bit out of whack! Any suggestions here? Edited August 6, 2013 by Diche Bach Link to comment Share on other sites More sharing options...
robot256 Posted August 6, 2013 Share Posted August 6, 2013 Some one MUST know or have an idea on the parameters for attitude control.Come on, someone, just let me know where this mystic info is hid....Yes, it's just a matter of PID tuning, but that's not always easy in the middle of a launch So I have my own tuning procedure that's good enough. I usually fly with the P term between 10000 and 20000. If it's not holding heading well enough I increase the P term. The D term is adjusted based on the craft and stage of flight. Starts out around 3000 during launch because higher than that you get oscillations on tall rockets, but when I'm in orbit with a huge craft I set it to be closer or equal to the P term. This effectively limits the top rotational speed and reduces overshoot. You only need the I term if you are doing a burn/atmospheric maneuver and there is an imbalance in your craft's thrust/drag that it needs to compensate for; any other time it will simply decrease stability. Link to comment Share on other sites More sharing options...
drtedastro Posted August 6, 2013 Share Posted August 6, 2013 Regarding the Attitude Adjustment for tweaking the PID. What are the variables again? The Wiki Doesn't seem to have the explanations on it for this window.Yes, it's just a matter of PID tuning, but that's not always easy in the middle of a launch So I have my own tuning procedure that's good enough. I usually fly with the P term between 10000 and 20000. If it's not holding heading well enough I increase the P term. The D term is adjusted based on the craft and stage of flight. Starts out around 3000 during launch because higher than that you get oscillations on tall rockets, but when I'm in orbit with a huge craft I set it to be closer or equal to the P term. This effectively limits the top rotational speed and reduces overshoot. You only need the I term if you are doing a burn/atmospheric maneuver and there is an imbalance in your craft's thrust/drag that it needs to compensate for; any other time it will simply decrease stability.THANK YOU. I appreciate your information and help. was beginning to think that my font was using invisible ink. Link to comment Share on other sites More sharing options...
japa Posted August 6, 2013 Share Posted August 6, 2013 Are there any current plans to have Mechjeb only consider currently active engines for predicting how long a burn will be? I have an SSTO with both LV-N rockets and LV-T30 rockets, with the T30s switched off when I don't need the raw power, but Mechjeb thinks they are still active, and plans burn accordingly, thinking a burn will be 30 seconds when it's actually five minutes, Link to comment Share on other sites More sharing options...
robot256 Posted August 6, 2013 Share Posted August 6, 2013 Are there any current plans to have Mechjeb only consider currently active engines for predicting how long a burn will be? I have an SSTO with both LV-N rockets and LV-T30 rockets, with the T30s switched off when I don't need the raw power, but Mechjeb thinks they are still active, and plans burn accordingly, thinking a burn will be 30 seconds when it's actually five minutes,This bug annoys me too! For my Duna mission I had to calculate all the burn times manually in a spreadsheet and execute the nodes with RemoteTech instead of Mechjeb.Something else that I was annoyed by was on my "drone carrier" craft that had four rover landing pods on radial decouplers. When I decoupled the landing pods, MJ thought there weren't any engines on it, presumably because they were on the "jettisoned" side of the decoupler. Link to comment Share on other sites More sharing options...
japa Posted August 7, 2013 Share Posted August 7, 2013 I found a temporary workaround!When calculatind DV, Mechjeb counts all engines that aren't part of the current stage as active. If you are using different engine sets, you have to activate the stage you are on, and then disable all of the other engines that you don't use. This sill force mechjeb to ignore the disabled engines. Link to comment Share on other sites More sharing options...
TCL987 Posted August 7, 2013 Share Posted August 7, 2013 ^there is only one part and its in the controls tab.Found it, thanks. I could have sworn I checked every single part, but now that I think about it that might have been with 1.9.8 which didn't seem to be loading properly. Link to comment Share on other sites More sharing options...
Bandus Posted August 7, 2013 Share Posted August 7, 2013 Greetings! I'm not completely sure this is an issue with Mechjeb but I figured I'd start here and move forward. I recently deployed a space station into Kerbin orbit at around 200km. It was only a core with docking ports for other modules. Next, I docked a second part of the intended space station with the core (this part had solar panels, batteries, and fuel generators). My intention is to use this station as a refueling port. Finally, I attempted to launch a module with a probe sized docking port so probes can dock to take on fuel as well. This is where my problem started. Whenever the ship got to within about 200 meters of the space station, all of the battery components of the space station exploded off of it and the station itself went flying off into space at high velocity. There are no engines or any other components I can think of on the station that would cause this. The reason I'm starting here is because Mechjeb autopilot was active at the time for an approach to the station. I have used Mechjeb before (for the other parts of the station) with no problem, but, again I figured I'd start here to see if anyone has seen this before. Thanks! Link to comment Share on other sites More sharing options...
sojourner Posted August 7, 2013 Share Posted August 7, 2013 Never seen that before, what other mods are you using? Link to comment Share on other sites More sharing options...
Bandus Posted August 7, 2013 Share Posted August 7, 2013 I am using FuelTastic, FusTek, Romfarer, and Mechjeb. I am actually suspicious the problem lies with FusTek. Specifically, the "Karmony" space station parts I had constructed the station using. I looked at my ksp.log file and found the follow type of entries:[LOG 02:45:17.827] PartLoader: Compiling Part 'FusTek/Parts/KarmonyBulkhead/part/KarmonyBulkhead'[WRN 02:45:17.831] PartLoader Warning: Variable breakintTorque not found in Strut[LOG 02:45:17.833] PartLoader: Compiling Part 'FusTek/Parts/KarmonyEndRing/part/KarmonyEndRing'[WRN 02:45:17.845] PartLoader Warning: Variable breakintTorque not found in Strut[LOG 02:45:17.856] PartLoader: Compiling Part 'FusTek/Parts/KarmonyHabModule/part/KarmonyHabModule'[WRN 02:45:17.865] PartLoader Warning: Variable breakintTorque not found in Part[LOG 02:45:17.908] PartLoader: Compiling Part 'FusTek/Parts/KarmonyHabModule_Adapter/part/KarmonyHabModule_Adapter'[WRN 02:45:17.919] PartLoader Warning: Variable breakintTorque not found in PartDo you think it is safe to say this might be causing my problem? Link to comment Share on other sites More sharing options...
sarbian Posted August 7, 2013 Share Posted August 7, 2013 It may be related, it depends on the default value for breakintTorque. Maybe it's low and your station explode as soon as you get near enough for the physics to start. Link to comment Share on other sites More sharing options...
Crater Posted August 7, 2013 Share Posted August 7, 2013 That is actually a typo in the FusTek parts - I believe that it should read breakingTorque in every case, with a 'g' instead of a 't'. You could try editing the .cfg files and correcting this, to see if it resolves the problem? Link to comment Share on other sites More sharing options...
Bandus Posted August 7, 2013 Share Posted August 7, 2013 Per page 16 of this thread: http://forum.kerbalspaceprogram.com/showthread.php/35043-0-21-FusTek-Station-Parts-Expansion/page16Fixing those .CFG files did indeed fix my station explosion problem. Thank you for the assistance all. I appreciate it! Link to comment Share on other sites More sharing options...
Yedin Posted August 8, 2013 Share Posted August 8, 2013 Has anyone else had an issue where MechJeb is at the end of executing a maneuver, and when it gets down to, say, 0.3m/s left it starts chasing the blue marker around the HUD? Sometimes it won't have to chase the marker and just leaves the engines stuck on with only that 0.3m/s left to go. Link to comment Share on other sites More sharing options...
Toyotawolf Posted August 8, 2013 Share Posted August 8, 2013 Has anyone else had an issue where MechJeb is at the end of executing a maneuver, and when it gets down to, say, 0.3m/s left it starts chasing the blue marker around the HUD? Sometimes it won't have to chase the marker and just leaves the engines stuck on with only that 0.3m/s left to go.Yes there are many such issues with this current release, unfortunately the developer of one of the most loved and used mods in KSP seems to have lost interest in his mod, so i don;t think we will ever see another update to MechJeb Link to comment Share on other sites More sharing options...
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