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


r4m0n

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So this is really confusing.

I'm trying to build a simple rocket, 2 stage with payload. The first stage, alone, gives 2k deltaV. But when I add the second stage, the first stage drops down to 1,5k deltaV. How can a lower stage influence the deltaV in the higher stage?

Pictures:

First stage alone

With second stage

The same thing happends without the payload

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I dont know if this was already addresed but i moved the mechjeb folder into my game data folder just like everyo ther mod then when i start a sandbox game and build a rocket.... i see no tab for mechjeb while im at the launchpad. Can anyone help me with this :(

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So this is really confusing.

I'm trying to build a simple rocket, 2 stage with payload. The first stage, alone, gives 2k deltaV. But when I add the second stage, the first stage drops down to 1,5k deltaV. How can a lower stage influence the deltaV in the higher stage?

It's confusing me as well. Looks like the TWR is also changing. Click on the "all stats" button in the delta V window; it will display the mass of the craft at each stage - is that changing as well?

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I dont know if this was already addresed but i moved the mechjeb folder into my game data folder just like everyo ther mod then when i start a sandbox game and build a rocket.... i see no tab for mechjeb while im at the launchpad. Can anyone help me with this :(

Did you add a MechJeb part? Most players use the AR-202 case, a little box with an antenna in the Control tab of parts.

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It's confusing me as well. Looks like the TWR is also changing. Click on the "all stats" button in the delta V window; it will display the mass of the craft at each stage - is that changing as well?

Did you change the root part while mechjeb is on there? I've noticed that if you change the root part while MJ is on there, it can and will confuse mechjeb and give wrong values in the deltaV. Had to completely rebuild one of my rockets due to that bug.

What happens if you reset the staging?

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Bug? I've been noticing something with auto staging. One is that sometimes it won't decouple a spent stage. But if I space bar it will move on and fire the next stage engine. Tanks are both showing 0 contents. The other is that with RealChutes installed a successful seperation won't arm the chutes. They do arm if I space bar myself but when mj does it they don't fire at all. Makes me wonder if there's a difference between hitting the space bar and mj commanding a stage to fire?

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Bug? I've been noticing something with auto staging. One is that sometimes it won't decouple a spent stage. But if I space bar it will move on and fire the next stage engine. Tanks are both showing 0 contents. The other is that with RealChutes installed a successful seperation won't arm the chutes. They do arm if I space bar myself but when mj does it they don't fire at all. Makes me wonder if there's a difference between hitting the space bar and mj commanding a stage to fire?

Need to see pictures of that rocket and your staging arrangement. Something about your staging has MJ confused about whether it should stage.

The RealChute issue sounds like a Real Chute issue. It doesn't auto-arm like stock does unless you configure it to do that in the settings. (click the parachute icon in the Space Center)

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It's confusing me as well. Looks like the TWR is also changing. Click on the "all stats" button in the delta V window; it will display the mass of the craft at each stage - is that changing as well?

I threw it away, concidering it a bug. I have rebuild the rocket from scratch, exactly the same, and now everything behaves as normal

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Logfile: http://filebin.net/hnra0smg6t

RealChute is configured to arm.

If you look at those log files that you've provided, you will note that RealChute is deactivating the part shortly after staging on several occasions. That's something it does when the chute does not meet requirements for deployment and is not configured to arm. That is the only time of which I know that it ever does that. Regardless of which, that's RealChute that's doing that. It's a RealChute issue, not a MechJeb issue.

Examples from your log:

[RealChute]: RC.cone was deactivated

[RealChute]: parachuteSingle was deactivated

Also, a reference to RealChute's code that does that.

StagingReset()

DeactivateRC()

So either you don't have it configured for arming or RealChute has an issue that needs taking up with Chris. Take your pick.

(On a probably unrelated note, another of your mods (For Science) is throwing exceptions repeatedly in FixedUpdate.)

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On the staging not firing, its a simple set up. Last stage engin . Next decouple . Next engine and so on.

However! It is using Beale's tantartes proton. What I wonder is could there be 0.00001 units of LF or LOX remaining that is preventing the staging? I don't know of anyway to see such a small quantity, but is that even possible given the code?

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On the staging not firing, its a simple set up. Last stage engin . Next decouple . Next engine and so on.

However! It is using Beale's tantartes proton. What I wonder is could there be 0.00001 units of LF or LOX remaining that is preventing the staging? I don't know of anyway to see such a small quantity, but is that even possible given the code?

Doesn't matter. If either tank runs dry, MJ will stage. I routinely use stages with H2 in them which means there was some boiloff so that stage depleted its fuel before its oxidizer. MJ doesn't care about that.

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Maybe this has been asked before so sorry if i have missed the answer...

Is there a simple way to adjust the position of the tab of MJ so i can move it lower to its current position? Cuz sometimes it interferes with the Resource panel, resulting you to click on it while you only want to open an MJ feature?

Have looked in the settings but can't find it, maybe its there and overlooked it?

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I wonder if doing a quicksave while the landing AP is going causes it to malfunction? Because I did a quicksave while it was landing (during the last two minutes phase of landing on minmus) before I did some stuff this morning and when I got back, it (the lander, not KSP) had terminally crashed. When I started back from the quicksave, it landed fine, though i had to reinitialize the AP, which may have reset it from whatever was going on.

For some situational context, I was doing biome hopping and was landing in a lowlands region from a 20km orbit.

@renejant: Right (or maybe left) click the tab and drag it to move it up or down.

Edited by smjjames
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Maybe this has been asked before so sorry if i have missed the answer...

Is there a simple way to adjust the position of the tab of MJ so i can move it lower to its current position? Cuz sometimes it interferes with the Resource panel, resulting you to click on it while you only want to open an MJ feature?

Have looked in the settings but can't find it, maybe its there and overlooked it?

Right mouse button drag of the tab.

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I've hit a bug with MJ where I'm trying to land using AP, but it's stuck in a state of flickering rapidly between two points.

Screenshots of the problem, had to make the game pause to more easily take a screenshot of it. The first two just show the two extremes of the flickering and the third is just some general orbit info that I thought might be useful after I did the first two.

mechjeb%20landing%20AP%20problem_zpsxtklph85.png

mechjeb%20landing%20AP%20problem2_zpsnmcyedkf.png

mechjeb%20landing%20AP%20problem2_zpsnmcyedkf.png

I'm using KWrocketry (which actually works fine in 0.90, despite the thread itself not being updated) and NovaPunch parts in that particular craft, but I've had this behavior without those parts before and I've landed normally several times as well.

Also, it's not an issue of a slow turning craft, it turns quickly, it's that the requested direction keeps flipping between two directions several times per second and theres no way that any craft can turn THAT fast.

I'm going to let that progress and see what it does. I've done a quicksave, so, I can just revert if it crashes.

Edit: It kept doing that for a while, though it managed to get some bursts in. However, it settled down and stopped around the 2 minute to 1m 30s mark and was able to land without problems.

Edited by smjjames
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We are progressing on the new landing autopilot. Powered landing prediction is much more accurate.

http://i.imgur.com/WJ2PlKV.png

There is still a lot of work before we can publish it.

Is that with FAR I hope?

Also, reporting a rather major bug, if you change the root part at any time, it screws up MJ and it doesn't know how to read the deltaV in the VAB properly and it gets the mass wrong as well.

The only way to fix that bug is to rebuild it from scratch.

Edited by smjjames
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Also, reporting a rather major bug, if you change the root part at any time, it screws up MJ and it doesn't know how to read the deltaV in the VAB properly and it gets the mass wrong as well.

The only way to fix that bug is to rebuild it from scratch.

All you should have to do is change the root part back to a part that doesn't get decoupled from the ship. There are very few situations where it makes sense to have the root part decoupled and, in those cases, you usually don't need to know the deltaV of the following stages until you decouple anyway.

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