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[1.12.x] Anatid Robotics / MuMech - MechJeb - Autopilot - [2.14.3] [4th March 2023]


sarbian

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22 minutes ago, Curveball Anders said:

I'll see if I can find time to replicate it with only MJ.

And again, it's not MJ that is acting up, it's in the core game.

If that's true, then why is DPAI's green bars accurately showing that MJ is off?

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Showing the station and the docking (starting at ~130m, and taking about 8 minutes for the auto-pilot to approach and dock).  It started about 0.50m off-target and gradually got worse as it approached.

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22 minutes ago, WuphonsReach said:

If that's true, then why is DPAI's green bars accurately showing that MJ is off?

  Hide contents

ZkVIGwm.png

NqwbPNG.png

WFazK0z.jpg

hCJlXiK.jpg

NhAsA17.png

 

Showing the station and the docking (starting at ~130m, and taking about 8 minutes for the auto-pilot to approach and dock).  It started about 0.50m off-target and gradually got worse as it approached.

What have you done to ensure that your craft's RCS is balanced? 

What happens if you try to translate side to side or up and down? You need to be able to do that without any rotation happening. If you try to translate to the side and the craft begins to rotate left or right (same for up/down) then you have a problem that MJ may not be able to cope with. Turning on RCS balancer may help. However, your RCS thrusters need to be throttleable or it won't work. (Always Full Action needs to be off)

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2 minutes ago, Starwaster said:

What have you done to ensure that your craft's RCS is balanced? 

What happens if you try to translate side to side or up and down? You need to be able to do that without any rotation happening. If you try to translate to the side and the craft begins to rotate left or right (same for up/down) then you have a problem that MJ may not be able to cope with. Turning on RCS balancer may help. However, your RCS thrusters need to be throttleable or it won't work. (Always Full Action needs to be off)

That particular vessel had a 5m RW from SpaceY (huge amount of control).  It's definitely a tricky ship because all the RCS is towards the back (nothing at the docking end), but the 5m RW makes it very controllable.

Second series, different pair of ships, again over 6 minutes around the Mun.

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This docking attempt was 100% accurate.  It was on the mark as soon as it was beginning to make its final approach and stayed on mark.

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1 hour ago, WuphonsReach said:

That particular vessel had a 5m RW from SpaceY (huge amount of control).  It's definitely a tricky ship because all the RCS is towards the back (nothing at the docking end), but the 5m RW makes it very controllable.

Second series, different pair of ships, again over 6 minutes around the Mun.

This docking attempt was 100% accurate.  It was on the mark as soon as it was beginning to make its final approach and stayed on mark.

That doesn't sound very controllable to me. If you have to compensate with reaction wheels then you're wasting thrust that could be applied to translational ability instead. When translating, your thrust should be centered around your CoM. That ensures that more thrust is being applied to translating instead of increasing angular momentum.

Basically, everything I'm hearing and seeing about that first ship is telling me that there's a design flaw. If it's already off axis when docking, its attempts to close the gap are only going to make things worse.

Edited by Starwaster
changed from 'needs to be applied' to 'could be applied'
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I'm using MechJeb build 685 in 64 bit 1.2.2.1622 and the aerobraking predictions usually won't load.  I've just entered the Jool system and I'm trying to judge the proper periapsis height for aerobraking to set up for a Laythe encounter.  So I pull up the landing guidance module and select show landing predictions and show aerobrake nodes.  Sometimes it works, but usually it times out.  Laythe encounter aerobraking also times out.  I've linked my output_log files below.  What other information can I provide to help replication/debugging?

output_logs (7zipped)

 

edit:  I may be trying to run the prediction from too far out - it seems to work more often when I open the landing guidance closer to the planet

edit 2:  it appears to be related to my speed/periapsis - it seems to time out calculating if a landing will not occur on this orbit.  Even though what I really need is the aerobrake calc for the current orbit it won't return that unless it can calculate a landing.  So if I don't dip into the atmosphere enough to slow down for a landing it continues to calculate until it comes up with a landing.  If that is too far in the future it won't return the current aerobrake results.  

Edited by Troas
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I can definitely confirm that unbalanced RCS leads to undockable ships. Last night, I made the mistake of balancing my RCS for a command pod, forgetting that it would have both a fuel tank and an engine strapped on the back. The docking autopilot just ended up flying away from the target, as it struggled to translate while keeping pointed in the right direction. Luckily, my lunar module (or, I guess, Iota module in this case) did have balanced RCS, (and an unmanned module), so I was able to switch vessels and make the docking attempt the other way around.

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BUG: Mechjeb cannot handle "infinite" engines (e.g., Nuclear Turbojets, where the only propellant in ModuleEngineFX is IntakeAtm, fission fuels are handled through Near-Future reactor), it throws exceptions when trying to calculate dV.  This results in game stutter and quick crashes.  Applies to latest release (exceptions in VAB/SPH and in flight) and latest dev build 685 (exceptions and crashes in flight only, VAB/SPH dV calculations work and just ignore "infinite" engines).  This has already been reported by someone as issue #818 on github, but, considering that it has been a while, I would like to bring it to your attention once more.

[LOG 08:12:56.427] [MechJeb2] Exception in MechJebModuleStageStats.RunSimulation(): System.Exception: FuelFlowSimulation.SimulateStage reached max step count of 100
  at MuMech.FuelFlowSimulation.SimulateStage (Single throttle, Double staticPressure, Double atmDensity, Double machNumber) [0x00000] in <filename unknown>:0
  at MuMech.FuelFlowSimulation.SimulateAllStages (Single throttle, Double staticPressureKpa, Double atmDensity, Double machNumber) [0x00000] in <filename unknown>:0
  at MuMech.MechJebModuleStageStats.RunSimulation (System.Object o) [0x00000] in <filename unknown>:0

 

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Are there any resources for people who want to build MechJeb2?

I run Windows right now and am well familiar with Visual Studio. I cloned the git repository and saw there was a .vcproj file in there, but it looks like It hasn't been maintained in a while. There are some external dependencies with Kerbal Engineer which I understand, and some with Unity that I don't yet.

I'd be happy to use some other environment, whatever you recommend. Thanks for any help you can give.

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I am a bit busy ATM so I won't have much time to look into MJ for at least 10 more days.

 

3 hours ago, counterfeitfake said:

Are there any resources for people who want to build MechJeb2?

I run Windows right now and am well familiar with Visual Studio. I cloned the git repository and saw there was a .vcproj file in there, but it looks like It hasn't been maintained in a while. There are some external dependencies with Kerbal Engineer which I understand, and some with Unity that I don't yet.

I'd be happy to use some other environment, whatever you recommend. Thanks for any help you can give.

 

Start a new project with its root in the Mechjeb2 subfolder, include all cs and subfolder. Add reference to KSP dll : UnityEngine, UnityEngine.UI, Assembly-CSharp and Assembly-CSharp-firstpass

Or be lazy and use my csproj

Spoiler

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"C:\Games\Tools\pdb2mdb\pdb2mdb.exe" $(TargetFileName)
REM xcopy /Y "$(TargetPath)" "C:\Games\ksp-win\GameData\MechJeb2\Plugins\"
xcopy /Y "$(TargetPath)" "C:\Games\ksp-win_dev\GameData\MechJeb2\Plugins\"
xcopy /Y "$(TargetDir)$(TargetName).pdb" "C:\Games\ksp-win_dev\GameData\MechJeb2\Plugins\"
xcopy /Y "$(TargetDir)$(TargetName).dll.mdb" "C:\Games\ksp-win_dev\GameData\MechJeb2\Plugins\"

REM copy "$(TargetDir)$(TargetName).pdb" "C:\Games\ksp-win_dev\GameData\MechJeb2\Plugins\"
REM "C:\Games\Tools\pdb2mdb.exe" MechJeb2.dll

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On 07/02/2017 at 3:30 AM, Troas said:

I'm using MechJeb build 685 in 64 bit 1.2.2.1622 and the aerobraking predictions usually won't load.  

As you guess it does not work when there is no landing. I should change that to at least display the trajectory until the point where it timeout...

Edited by sarbian
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23 hours ago, Redneck said:

@sarbian Just wanted to say thanks for all you do since the very first release of MJ and all you have done to improve the game for ALOT of people o7

+1

Thanks to Sarbian's dedication, probably millions of people have a better understanding of the orbital mechanics. It is an astonishing achievement in terms of education. Even Wikipedia could not have done that.

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On 2017-02-07 at 2:00 AM, OscarJade said:

Hello, can someone tell me how I can have Mechjeb unlocked at the beginning of a new career mode game? Many thanks in advance :)

If you've figured it out then disregard, but if not, drop me a line and I can help you figure this out.

I've done it in a few iterations of my career mode since 0.25

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On 2/8/2017 at 2:52 PM, sarbian said:

Start a new project with its root in the Mechjeb2 subfolder, include all cs and subfolder. Add reference to KSP dll : UnityEngine, UnityEngine.UI, Assembly-CSharp and Assembly-CSharp-firstpass

Or be lazy and use my csproj

Getting close I think... I am having problems with EngineSim.cs inside of Kerbal Engineer. So when I said I understood the dependencies between the two projects I was exaggerating. How do you control which versions of KE you pull in? I copied them by hand and I don't think the most recent versions of the two projects are compatible.

 

EDIT: Nevermind, I see that the KerbalEngineer folder isn't even in your project file. Seems like there are some other parts of what's on GitHub that you omit as well. I'm able to build now.

Edited by counterfeitfake
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On 2/4/2017 at 6:47 PM, Jack Wolfe said:

MechJeb has been purring like a kitten lately. Less than one metre off target on the latest landing.

Which version are you using?  I'm getting massive stutter on landings and they've been anywhere from dead perfect to 2-3km off, coming out of a 60km circular orbit of Mun or Minmus.  I came here looking for solutions to the lagfest being caused by MJ, which goes away if I remove it (but so does most of the fun in my game).  I had a theory that Squad moved the surfaces of the planets around by a few meters, causing errors, as spaceplane guidance landings kill you now, so are there fixes somewhere or is the .685 dev version not the one we should be using?

 

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7 hours ago, PolecatEZ said:

Which version are you using?  I'm getting massive stutter on landings and they've been anywhere from dead perfect to 2-3km off, coming out of a 60km circular orbit of Mun or Minmus.  I came here looking for solutions to the lagfest being caused by MJ, which goes away if I remove it (but so does most of the fun in my game).  I had a theory that Squad moved the surfaces of the planets around by a few meters, causing errors, as spaceplane guidance landings kill you now, so are there fixes somewhere or is the .685 dev version not the one we should be using?

1

I'm using the 685 dev version. Every Mun and Minmus landing has been on target so far, and I usually start from a 60~70km orbit.

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Hi, I just experienced the issue where the docking autopilot will not line up correctly and put you off to the side.  I was docking a small ship to a large orbital station.  I was looking for some imbalance in the small ship and could not find any.  The problem was an imbalance on the station, right at the docking port.  I had some items near the ports that were unbalanced, but I did that to balance the overall station for ascent.  I redid the station to move those items away from the ports, made sure everything around the ports was balanced, and everything was fine. If you are having issues, also look at the target port to see that things are balanced at that point.  It may help.

Thanks

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MechJebs Differential throttle: Does it work? Has it ever worked? If yes, how does it work.

If tried it in the past. I've tried it just now. It always responds with 'Differential throttle failed with current engine layout' not matter the engine layout. It ALWAYS fails.

Am I doing something wrong or is Differential throttle simply an 'empty' module?

Never mind. After some more experimenting it suddenly does work. Apparently I did indeed do something wrong although I am still not sure what.

Edited by Tex_NL
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51 minutes ago, Tex_NL said:

MechJebs Differential throttle: Does it work? Has it ever worked? If yes, how does it work.

If tried it in the past. I've tried it just now. It always responds with 'Differential throttle failed with current engine layout' not matter the engine layout. It ALWAYS fails.

Am I doing something wrong or is Differential throttle simply an 'empty' module?

Never mind. After some more experimenting it suddenly does work. Apparently I did indeed do something wrong although I am still not sure what.

I find that sometimes that message is erroneous. It'll say that it failed but I can actually see the engines individually throttling... 

 

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