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


r4m0n

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@Doctor Lag

I have to agree with Starwaster. The Module Manager configuration files that I use have been constant for the last three builds of KSP. There is a greater chance that they might have to change due to MechJeb changes than KSP changes. If that happens, I can edit one file, the contents of which I am responsible, and affect all of the appropriate files in the GameData folder. My MechJeb changes affect 11 files (2 MechJeb parts and 9 Squad parts). Using Module Manager allows me to do one edit and affect all of them.

skips

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Hi, I'm using MechJeb2-2.3.1.286-286, and that is maybe not so relevant to my two questions/issues.

a) I love the menu to chose command in Maneuver Planner, however If the planner is on lower edge of screen opening that menu will move it up, so the list is completely visible, would it be possible to have that list rolled the way it will not move with Maneuver planned window?

b)Match velocity with Target at closest approach usually works fine only in case that ship have high TWR, for example I just now swiped around my station (within like 200m at 300m/s) because my nuclear engines would take couple of minutes to deliver 500m/s dV. How to prevent such behavior?

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Hi, I'm using MechJeb2-2.3.1.286-286, and that is maybe not so relevant to my two questions/issues.

b)Match velocity with Target at closest approach usually works fine only in case that ship have high TWR, for example I just now swiped around my station (within like 200m at 300m/s) because my nuclear engines would take couple of minutes to deliver 500m/s dV. How to prevent such behavior?

Match velocity is usually pretty good about firing in advance to prevent that sort of thing happening. If you're using Rendezvous autopilot, increase the closest distance. Maybe do 500-1000m Once you have that established, then try to narrow the distance.

Something else you can do: When the AP starts to decrease the distance, cancel it mid-way and shut the AP off until you're about halfway there. The goal is to keep relative velocity low enough that your ship can handle it.

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Rendezvous autopilot does a matching velocity maneuver as part of the approach from hohmann orbit. You shouldn't have to do anything but let it finish it's closest approach and shutdown.

If you're having trouble with Match Velocity in maneuver planner the issue is you are already too close to the target vessel for the TWR of the maneuvering vessel. This is not an issue with Mechjeb, just bad estimation on your part. start the maneuvers from farther off.

Edited by sojourner
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I'm using the same config files now as I was a year and a half ago.

Good for you? Glad it worked out, but seriously, if you're offended that I don't use MM you should - and I do not use this term often - get a life. Otherwise thank you for your help and let's just let it go.

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Hi, I'm using MechJeb2-2.3.1.286-286, and that is maybe not so relevant to my two questions/issues.

a) I love the menu to chose command in Maneuver Planner, however If the planner is on lower edge of screen opening that menu will move it up, so the list is completely visible, would it be possible to have that list rolled the way it will not move with Maneuver planned window?

I had noticed that too and initially tried to improve it, but it would be complicated to do. I might try to improve it, probably by having a proper popup menu, but it would take time and I am busy launching rockets at the moment :D

I think my update also altered the "change the last" feature, did anyone use it before, and does it still behave the same way ? There are certainly many UI improvements that could be done.

If people use it, I would suggest putting the button near the action button : it would be [create] [create and execute] when you are creating the first and [create node] [change last node] for the following nodes. When you are planning more than one maneuver you are not executing it immediately.

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Does the current release, or any of the pending Dev Builds have the ability to target/goto asteroids, ie treating them like a rendeavous launch or transfer to another planet, etc? Or is it still just plotting maneuver points at this time?

Thanks!

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Does the current release, or any of the pending Dev Builds have the ability to target/goto asteroids, ie treating them like a rendeavous launch or transfer to another planet, etc? Or is it still just plotting maneuver points at this time?

Thanks!

Once you've tracked an asteroid, you should be able to target it the same as you would a ship, allowing you to use the Rendezvous Guidance module once you're in the same sphere of influence.

The same feature request - to be able to launch to a transfer orbit for an arbitrary target in solar orbit - would apply to intercepting a ship in interplanetary space, e.g. for a rescue.

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I want try an improve the accuracy of mechjeb when using interstellar. There are some estimations done in interstellar to report values for thrust and isp. I am assuming that mechjeb will work as accurately as it does for stock modules if those estimations are reported accurately, or does mechjeb need special support to be more accurate?

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Sorry, but I have this version and I just bought the game a few days ago this is the notebook version of the "readme"

*******************************************

__ ___ ______ ______

/ / / / / __ \ / _ \

/ / / / / / |_| / / | |

/ // / | |___ / /_/ /

/ / \___ \ / ____ /

/ /| | ___ \ | / /

/ / | | \ \_/ / / /

/__/ |__| \_____/ /___/

*******************************************

(I'm terrible at ASCII art :P)

Thank you for downloading the Kerbal Space Program!

Version 0.24.2

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@MechJec maintainers

I have been looking through the MechJeb code in a effort to understand why the "Delta-v needed:" and "Time to land:" fields in the landing guidance report unrealistic values when no parachutes are available or "Deploy Parachutes" is deselected. In MechJebModuleLandingPredictions.cs StartSimulation(), the code for determining dragMassExcludingUsedParachutes appears to fail to accommodate parts that contain more than one ModuleParachute.

[...]

skips

Fixed. Thanks :)

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Sorry, but I have this version and I just bought the game a few days ago this is the notebook version of the "readme"

*******************************************

__ ___ ______ ______

/ / / / / __ \ / _ \

/ / / / / / |_| / / | |

/ // / | |___ / /_/ /

/ / \___ \ / ____ /

/ /| | ___ \ | / /

/ / | | \ \_/ / / /

/__/ |__| \_____/ /___/

*******************************************

(I'm terrible at ASCII art :P)

Thank you for downloading the Kerbal Space Program!

Version 0.24.2

No need to apologize! Apology accepted!

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OK, I know this is not what I said before, but I have implemented a true dropdown for maneuver planner. It should be ready for testing soon.

In fact it will be very easy to use in any other window.

For those who have tested development builds, the list is now in its own subwindow, which fixes issues with window moving and is more intuitive.

I would like to change some windows for the new system:

* time selection in maneuver planner

* advanced selections in smart ASS

* planet selection in Delta-V stats (VAB only afaik)

* warp helper "warp to" selection

* custom window editor section selection

Questions for users: would you like those changes to be made ? Are there other windows where selector should be replaced ?

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OK, I know this is not what I said before, but I have implemented a true dropdown for maneuver planner. It should be ready for testing soon.

In fact it will be very easy to use in any other window.

For those who have tested development builds, the list is now in its own subwindow, which fixes issues with window moving and is more intuitive.

I would like to change some windows for the new system:

* time selection in maneuver planner

* advanced selections in smart ASS

* planet selection in Delta-V stats (VAB only afaik)

* warp helper "warp to" selection

* custom window editor section selection

Questions for users: would you like those changes to be made ? Are there other windows where selector should be replaced ?

Those changes all sound awesome :D

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Sarbian and Duck,

Love the new "Force Roll" feature in the AGAP. Thanks! Question: For most rockets, this is fine, rolling to a "heads-up" attitude. Can this be adjusted for a "heads-down" launch, such as a shuttle? Maybe radio buttons for "Roll +" and "Roll -"?

More serious: Just installed latest, but as of two builds back, I'm still seeing the LGAP problem of the moving (blue) target spotter not tracking the entry path correctly. At the point where the re-entry burn makes a "course correction", the blue target is too far to the west of the intended target (red indicator), and the correction burn code is detecting this as a very large error. It rotates the ship back around to PRO-GRADE and starts burning the orbit back up, not shutting down until all of the fuel is gone. During this correction burn, the blue indicator is not moving.

I've got a couple of screenshots to show what I mean. SCREENSHOT 0 is what I'm seeing when the orbit path finally intersects with the surface. The blue indicator does not move once it shows up. SCREENSHOT 1 is what I get if I abort the LGAP. Note that the blue indicator is now in the correct location, and I can do a RETRO-GRADE burn with the indicator properly tracking the intersect point.

This has been bugging me for several dozen builds. Interesting note: Landing on Mun or Minmus doesn't have this show up. In those environments, the landers seem to work well and proper. But when coming back to Kerbin, I get this bug. Also, it is not a consistent bug. Sometimes it works correctly, and other times it wonks out. I've just re-loaded a clean copy of the game (24.2) and reduced the number of mods in use.

Edited by BARCLONE
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Interstellar support was added last year, so unless there was some large change in it I doubt any change are required.
It hasn't been terribly accurate for some time. The thrust estimation errors are particularly noticeable when the engines are not active. Landing will tend to underestimate thrust decay in atmosphere leading to crashes, and in low gravity kspi vessels tend to just spin around nonsensically with thermal engines. VAB estimations are usually off a fair margin as well.

Here's a bit from landing guidance on my last minmus mission.

http://www.twitch.tv/m/621663

There is a test launch a bit later that shows it trying to land in kerbin during a test launch which show the errors in atmosphere. I can provide a direct link to that is required.

Edited by WaveFunctionP
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Love the new "Force Roll" feature in the AGAP. Thanks! Question: For most rockets, this is fine, rolling to a "heads-up" attitude. Can this be adjusted for a "heads-down" launch, such as a shuttle? Maybe radio buttons for "Roll +" and "Roll -"?

I thought "Force Roll" always came with a text entry field near the check box where you could enter the roll angle you wanted, so 180 degrees if you want "heads-down." If I'm wrong and that's only in Smart A.S.S., it would be a good thing to add to other occurrences of "Force Roll".

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