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


r4m0n

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As I said in Raster Prop thread no needs to use ObsessedWithKSP build for RPM integration. We just changed the build system for MJ and starting from dev #255 the dev builds should all works with the current RPM again.

Thanks to OrbitalDebris for doing his best to keep up with our endless dev commit :D

Hooray! :D

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My intel i5 (hd4000 gfx) wont work any more in Linux, so I've had to revert to the previous version while I wait for another release (cross fingers)

can anyone tell me what the last version of MJ was that will work properly with the previous version of KSP?

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Hello, everybody!

Help me, please!

How to make MechJeb work properly with Raster Prop Monitors mod?

I have both of them installed in the game and placed on the command pod I am sitting in, and when I hit the autopilot key, I see a blank page with a single prompt saying 'No autopilot software installed'. I have tried many different links including both releases and development builds, so I think something might be messed up already. My module manager plugin and the core game itself are also the very latest versions. I get the same result on both Mac and Windows. What can I do with that?

Not very sure, but I believe the very same thing to happen with ScanSAT mod and its connection to RPM.

P.S And another question, this time regarding only the Jeb.

How can I make get into orbit in a single continous burn, without coasting to apoapsis to circularize, like most real rockets do? Is it capable of getting into elliptical orbits?

Thank you!

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So, Sarbian, have you managed to figure out the issues I was having with LTR and LTP that I posted an image of many pages ago now? Was from a launch from the Mun to an orbiting craft and when the two craft orbits were compared, a definite X was notable. IIRC the LAN was significantly off.

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Can someone please help? I have KSP 0.23.5 and the latest version of MechJeb from Curse, and one day it was fine, and the next day the UI no longer shows up. No matter what I do I can't get the UI to show up. I've seen a couple other people with the same question, but no answers.

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Can someone please help? I have KSP 0.23.5 and the latest version of MechJeb from Curse, and one day it was fine, and the next day the UI no longer shows up. No matter what I do I can't get the UI to show up. I've seen a couple other people with the same question, but no answers.

Did you install any other addons in the meantime?

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Can someone please help? I have KSP 0.23.5 and the latest version of MechJeb from Curse, and one day it was fine, and the next day the UI no longer shows up. No matter what I do I can't get the UI to show up. I've seen a couple other people with the same question, but no answers.

On Windows? Right click the MechJeb2.dll then click Properties. If it has the Unblock button on the General tab, click that. If you can unblock it, do the same for the Toolbar.dll and other dll files for other mods. Might need to unblock some of the stock KSP dll files too.

If you don't get the Unblock button, open Properties on ksp.exe go to the Compatibility tab then check the "Run as an administrator" checkbox then OK. That automatically unblocks anything ksp.exe calls while its running. Some consider doing that risky or even dangerous, but we can trust the mod authors, right? ;)

Microsoft recently pushed out an update for Windows Vista, 7 and 8 that has tightened security, and caused havoc for some harmless software.

When this happened on my KSP install, not only did MechJeb not work, I didn't have crew icons on the launchpad (the crew were there, I killed the orange suited trio trying to launch by individually activating engines and releasing launch clamps) and stock ships that come with the game had no stack of staging icons, but ships I built did. Module Manager didn't load either, so it couldn't patch MechJeb into all the pods.

Running ksp.exe as an administrator (which is almost but not quite the Administrator account) fixed it all. Crazy thing is, this shouldn't happen with a normal User account that has administrator rights on Windows.

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Einarr : The_Duck fixed that one afaik.

sketchupguy : Galane explained the problem well. His solution should work.

Mine is : do not install KSP under "program files" and if you use steam either install steam somewhere else or use the steam fonction that let you choose where to install games. Use a directory like c:\Games or whatever works for you

SteamTool to move your steam games without reinstall : http://www.stefanjones.ca/steam/

Steam support on moving your steam install dir : https://support.steampowered.com/kb_article.php?ref=7710-tdlc-0426

We can't add a warning that tells you that mod is not loading since ... it's not loading. I'll ask squad if they can sneak a small message that tells user plugins won't load.

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For all of those people who are having issues with Mechjeb, MAKE SURE that you have updated the toolbar addon as well. KSP Interstellar bundles what looks like a seriously outdated version of the Toolbar, and it looks like Mechjeb does not support that version. It took me about two hours of troubleshooting to figure it out, but once I updated the toolbar mod, it worked perfectly. Sarbian, might want to put that in your main post, and poke FractalUK about updating the version he ships Interstellar with.

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Sorry, what TWR is a normal one for the rocket to get into orbit in a single continuous burn from launch?

For the rockets that I usually build it is around one after the stage ignition and about three nearing the burnout...

Do I need to set the end of the gravity turn to or close to my final orbit altitude, or set my final attitude a few degrees down from prograde?

I have some rocket stages that do not have a second ignition in flight capability, so I need to make things the realistic way here...

Edited by Kitspace
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The heavier your payload the more ridiculous your final TWR will be, someone made one for RSS I think and it had something like 1.2 at liftoff and 35 final. Unless you're building a plane, there's little reason to only have one stage.

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Sorry, what TWR is a normal one for the rocket to get into orbit in a single continuous burn from launch?

For the rockets that I usually build it is around one after the stage ignition and about three nearing the burnout...

Do I need to set the end of the gravity turn to or close to my final orbit altitude, or set my final attitude a few degrees down from prograde?

I have some rocket stages that do not have a second ignition in flight capability, so I need to make things the realistic way here...

Keep your thrust-to-weight ratio on liftoff to below 1.5.

It may help to adjust your turn to start as low as possible and as sharp as possible.

If you use action groups then you can shut off individual engines as the thrust-to-weight ratio climbs, similar to the way the Saturn 5 first stage inboard engine was shut down. Some of the stock engines can even be jettisoned to save weight! (Or at least - they could, last I looked.)

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o

Keep your thrust-to-weight ratio on liftoff to below 1.5.

It may help to adjust your turn to start as low as possible and as sharp as possible.

If you use action groups then you can shut off individual engines as the thrust-to-weight ratio climbs, similar to the way the Saturn 5 first stage inboard engine was shut down. Some of the stock engines can even be jettisoned to save weight! (Or at least - they could, last I looked.)

Are you referring to the jettison contextual menu? that's for the engine fairing only.

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Hi folks,

Currently using MJ build 255 on KSP 0.23.5 on OS X 10.9 with the latest version of the Toolbar add-on.

Unfortunately, when I use the docking autopilot (after getting within 100m of another spacecraft and selecting the target docking port and the port from which to control the current spacecraft), MJ seems to just keep backing away from the target indefinitely.

I have had this issue since - I think - build 220 or so(?).

Am I doing something wrong?

Thanks in advance for your help,

Dave

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MJ seems to just keep backing away from the target indefinitely.

There's an option to disable its attempt to do a safe approach so it'll dock like it used to. Then it's up to you to get on the proper side of what you're docking to.

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There's an option to disable its attempt to do a safe approach so it'll dock like it used to. Then it's up to you to get on the proper side of what you're docking to.

Do you mean to check the 'override safe distance' checkbox and set a safe distance? I did that with a 5m safe distance and it just took off into the never-ending cosmos again, despite being within 80m of the docking port. :/

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Yes, they've changed the URLs on CurseForge again, the /ksp shouldn't be in there now. Just click the "Mods" button at the top of the forum, click the "Plugins" link and then sort the list by popularity (if it isn't already) and MJ is the first mod on the list...

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The 404 error is gone now, but I still cannot download this mod. I hit download it takes me to the page, but I never get a prompt. "click here" just takes me back to the same page.

I don't remember curse giving me problems back when I played WoW..

EDIT: Nevermind.. tried again just now and it worked.

Edited by Motokid600
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