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


r4m0n

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Where's the Landing Guidance in the new MechJeb?

In fact, where's most of the old stuff? I'm missing a lot of controls in the new one :(

Here's a snapshot of what my MechJeb menu looks:

http://steamcommunity.com/profiles/76561197982302253/screenshot/866108446311851024

Edited by obsidian razor
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Where's the Landing Guidance in the new MechJeb?

In fact, where's most of the old stuff? I'm missing a lot of controls in the new one :(

Here's a snapshot of what my MechJeb menu looks:

http://steamcommunity.com/profiles/76561197982302253/screenshot/866108446311851024

I ran into this once before- your install freaked out. Redownload, delete the old one, reinstall completely.

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If your using career mode you have to unlock the modules with more science points which may be great for some but if you suck at flying rockets like me its a pain otherwise edit the cfg file and change it to a more basic tech level see post 3483 in this thread

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If your using career mode you have to unlock the modules with more science points which may be great for some but if you suck at flying rockets like me its a pain otherwise edit the cfg file and change it to a more basic tech level see post 3483 in this thread

i tried that it didnt work i need a working configured cfg file everytime i do it the ar202 disapears and i cant find it its there stock cfg configured its gone WTH! some one help plz

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well... i wasn't going to get mechjeb, but getting things into orbit became quite tiresome and repetitive (to the point were i dreaded launches!) so i grabbed mechjeb and threw it in my ksp directory and loaded up ksp, just to find that the frickin ascent autopilot wasn't frickin available :mad: ... theres an easy fisx to my problem, but it still would be better if they just made 2 downloads one were you get all functions unlocked and the one that's up now. :/

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Why are the stock pods not machjebized anymore?

That was indeed a different mod as KerbMav said, and it has been discontinued because ModuleManager provides the same function on demand.

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Has anyone found a way to tone down the red/green light? You know, reduce it to where it's not casting a glare over the entire ship? I don't mind having an indicator to tell me when I have a window open, but I do mind the fact that it's brighter almost than the stock lights. XD

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I seem to have hit a spot of trouble with the PID of the orientation/smartASS function.

I operate a long and fairly flexible interplanetary stage. When mechjeb is orienting the craft, e.g. before executing a maneuver node, it can't seem to satisfy its tolerance requirements due to the bending of the craft, and it keeps trying until I abort the operation. This happens regardless of whether I have the 20-torque SAS system enabled or not.

Note that the actual orientation is ok. It could burn in that direction and the results would be acceptable.

Is there any way I can fix this within the current mission, e.g. by adjusting a tolerance parameter? I see the maneuver helper has a tolerance for the dV, but not for the burn angle.

Is there any other way to fix this, preferably without forking mechjeb or making a stiffer rocket?

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I just did a clean install of KSP because I had to do some weird stuff to get MJ to work before and I think it was messing up the game. I dont even remember what all I did then but I dont want to repeat it. Now I just have MJ2 version 2.1 and cant get it to work. I tried putting it in the gamedata folder and i got nothing, I put the individual parts into plugins (and plugindata) and parts and still got nothing. I've tried about everything. I tried the mod manager to see if it did something right and I was doing something wrong and I still got nothing. I think Ive tried everything. What am I doing wrong?? I am new to KSP but i did a lot of googling to try and do this right and i cant figure it out.

I am on version .22 of ksp and 2.1 for mechjeb.

thanks guys

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The option doesn't show up. I think i fixed it though, there was something wrong with the cfg file and everything wasn't at "start" it was at like unmanned and flight control and some other stupid stuff. Hopefully I have all of them now.

If I am understanding you right,that's not something wrong with it. That is kinda the way It should be. Unlock the different modules at different points in the game. Sure If you wanted it all in the start you could go and remove the limits but wheres the fun in that? Also I don't think I'll need docking autopilot when I haven't even unlocked docking ports yet :)

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An excellent plugin!

I would like to see the option to hold a sea level altitude rather than an absolute one, for those times when I feel like doing some atmospheric builds. (perhaps just a check-box somewhere in the space-plane guidance section?)

That minor quibble aside, using this has been flawless! keep up the good work!

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Even though the "hardcore" people don't like mechjeb's autopilot features I love them, without mechjeb I wouldn't be able to play ksp I like. I'm not a bad pilot, I've been to all the planets with stock. But that gets boring. I love to build large 400+ ships that my laptop just can't handle. Its hard to fly with the red text on your mission timer.

As for those who think mechjeb is cheating.... Its not it still takes careful planning and construction to get somewhere. And even then mechjeb isn't the perfect pilot, I've had times mechjeb miscalculated and crashed my ships together while docking.

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I agree, MechJeb is not cheating. People play the game differently, I, for example, like the engineering aspects of the game, but don't care much for the actual manual flying. MechJeb allows me to play like that. I build great projects, huge bases, amazing interplanetary missions and so on, but I'm perfectly fine with MechJeb doing the flying for me.

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@sarbian

Since my game is entirely messed up (Unity is crashing), I decided to go back to documenting issues with MechJeb. Here is the most recent problem that I have uncovered.

Problem

After an incomplete ascent with Ascent Guidance, Landing Guidance fails to override the pointing requirement and parachutes fail to semi-deploy at 1500 meters.

spacecraft

Mk16 Parachute

Command Pod Mk 1

MechJeb 2 (AR202 case)

2 - FL-T400 Fuel Tanks

2 - Mk2-R Radial-mount Parachutes

LV-T30 Liquid Fuel Engine

scenario

Launch with Ascent Guidance using default parameters

After engine flames out, disengage autopilot

After apoapsis select "Land somewhere" in Landing Guidance

ship will re-orient to the heading at which the engines flamed out and will attempt to maintain that orientation all the way to landing.

parachutes remain stowed at 1500 meters

parachutes deploy fully at 500 meters

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