pippaf1 Posted November 29, 2017 Share Posted November 29, 2017 2 hours ago, drtedastro said: I just wanted to stop by and say THANKS to sarbian for all of the great work and dev updates. I, WE, really appreciate all of the great work that has gone into this and all yet to come. Cheers. Well Said. Three Cheers for sabian and all the mod devs. Your work is not unappreciated. Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 29, 2017 Author Share Posted November 29, 2017 As I said before I need the type of KSPIE engine you used so I can add an other set of stupid workaround for KSPIE. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted November 29, 2017 Share Posted November 29, 2017 Just a thank you for all the work that goes into this mod, Sarbian! Quote Link to comment Share on other sites More sharing options...
ss8913 Posted November 29, 2017 Share Posted November 29, 2017 2 hours ago, sarbian said: As I said before I need the type of KSPIE engine you used so I can add an other set of stupid workaround for KSPIE. sorry; I'm seeing the problem actually with *every* engine in KSPIE, but the ones I'm using regularly and am currently hitting it with are the thermal turbojet, thermal ramjet nozzle, ATTILA thruster, the closed-cycle gas core engine, and the TORY nuclear ramjet. Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted November 29, 2017 Share Posted November 29, 2017 11 hours ago, ss8913 said: be careful with the physics range extender. I uninstalled it after it caused a lot of spontaneous unwarranted explosions of craft. It's probably an edge case incompatibility with some mod or another, but if you run a lot of mods, it may bite you in a big way. Or maybe it's fixed now? I did a release of PRE fixing several issues. But still, if you are not completely aware of the limitations (that are clearly stated on the OP) you can see landed vessels colliding against the kraken due to terrain unload. Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 29, 2017 Author Share Posted November 29, 2017 (edited) 7 hours ago, ss8913 said: sorry; I'm seeing the problem actually with *every* engine in KSPIE, but the ones I'm using regularly and am currently hitting it with are the thermal turbojet, thermal ramjet nozzle, ATTILA thruster, the closed-cycle gas core engine, and the TORY nuclear ramjet. Ok, could you also post a log of your KSP starting ? So I can clearly see the mods you use ? That would make the debugging easier. Ignore that. Build #762 should fix your troubles. Edited November 29, 2017 by sarbian Quote Link to comment Share on other sites More sharing options...
ksp_circles Posted November 29, 2017 Share Posted November 29, 2017 (edited) I also wanted to echo my support and thanks for all the hard work that's been put in. I'm not sure if I would have stuck with KSP this long if it wasn't for MJ. I do have a couple questions too... Has anyone else noticed MJ having challenges in trying to land a vessel with a Vista (KSP-I) drive? MJ spits and sputters, with a sad flight into terrain (FWIW, TCA has similar issues with KSP-I engines). (Edit: Haven't tried #762 yet to see if this is resolved) Also, looking forward to refined docking approach/maneuvers. Thanks! Edited November 29, 2017 by ksp_circles Didn't notice #762. Quote Link to comment Share on other sites More sharing options...
dlrk Posted November 30, 2017 Share Posted November 30, 2017 (edited) I'm using the latest dev build (762, also occured in every build I've used on 1.3.1), and when I use radial engines, MechJeb overcorrects when moving to and holding an attitude, causing it to swing back and force wildly. It's worse the higher the thrust is set. I have tested this with a totally stock craft using the stock thud engines. Looking in attitude adjustment, I can see the center of thrust go straight through the center of mass. Edited November 30, 2017 by dlrk Quote Link to comment Share on other sites More sharing options...
Thorn_Ike Posted November 30, 2017 Share Posted November 30, 2017 (edited) Does it work with SSTOs? Edited November 30, 2017 by Thorn_Ike New question Quote Link to comment Share on other sites More sharing options...
danielboro Posted November 30, 2017 Share Posted November 30, 2017 3 hours ago, Thorn_Ike said: Does it work with SSTOs? what do you want it to do? MJ dos lots of things 6 hours ago, dlrk said: overcorrects when moving to and holding an attitude alas not fixed yet PID need re-tuning? you can see this in docking too and any steering attempt 9 hours ago, ksp_circles said: MJ spits and sputters, with a sad flight into terrain that's probably do to MJ and TCA expecting linear instant thrust wily KSPI engines have non-linear spooling thrust the new version of TCA(for 1.3.1) has duel/cascading PID that should help whit this problem but i haven't tested it yet 21 hours ago, sarbian said: add an other set of stupid workaround for KSPIE thanks for all the effort trying to supporter this mod, even tho it has an alpha relies qalety it has lots of nice toys Quote Link to comment Share on other sites More sharing options...
Thorn_Ike Posted November 30, 2017 Share Posted November 30, 2017 13 minutes ago, danielboro said: what do you want it to do? MJ dos lots of things alas not fixed yet PID need re-tuning? you can see this in docking too and any steering attempt that's probably do to MJ and TCA expecting linear instant thrust wily KSPI engines have non-linear spooling thrust the new version of TCA(for 1.3.1) has duel/cascading PID that should help whit this problem but i haven't tested it yet thanks for all the effort trying to supporter this mod, even tho it has an alpha relies qalety it has lots of nice toys meaning like ascent, circularization, etc. Quote Link to comment Share on other sites More sharing options...
danielboro Posted November 30, 2017 Share Posted November 30, 2017 2 minutes ago, Thorn_Ike said: meaning like ascent, circularization, etc. circularization: yes ascent: it has an option for that, but i only used the rocket version of it landing: it has that too but i didn't use this ether Quote Link to comment Share on other sites More sharing options...
Thorn_Ike Posted November 30, 2017 Share Posted November 30, 2017 Just now, danielboro said: circularization: yes ascent: it has an option for that, but i only used the rocket version of it landing: it has that too but i didn't use this ether does landing work with airbreathing aircraft Quote Link to comment Share on other sites More sharing options...
danielboro Posted November 30, 2017 Share Posted November 30, 2017 Just now, Thorn_Ike said: does landing work with airbreathing aircraft i never tried, but i think it expects a flying brick some one whit better knowledge will need to answer that Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted November 30, 2017 Share Posted November 30, 2017 35 minutes ago, Thorn_Ike said: does landing work with airbreathing aircraft Several aircraft related autopilot features were added in a dev build a while back. These include most of the core features including fully autonomous landing at KSC or Island runway. I've not used them much myself being principally a rocket person but I did do some rudimentary testing with a couple of basic jets and a simple space plane. Here's a screenshot I took by accident with the GUI still enabled that shows the aircraft autopilot and autoland panels on the left (sorry for the overlap with SmartASS but as I said I didn't really mean to take this). Spoiler Quote Link to comment Share on other sites More sharing options...
ss8913 Posted November 30, 2017 Share Posted November 30, 2017 16 hours ago, sarbian said: Ok, could you also post a log of your KSP starting ? So I can clearly see the mods you use ? That would make the debugging easier. Ignore that. Build #762 should fix your troubles. Yes! Yes, it did, excellent. Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted November 30, 2017 Share Posted November 30, 2017 On 11/29/2017 at 1:03 AM, sarbian said: As I said before I need the type of KSPIE engine you used so I can add an other set of stupid workaround for KSPIE. This makes me laugh. KSPI-E is such a hot mess. It's a wonderful hot mess, but it's a mess and I've always had troubles with its engines and MJ. I tend to ignore the engines and use other packs with the KSPI-E reactors. On 11/29/2017 at 9:58 AM, sarbian said: Ok, could you also post a log of your KSP starting ? So I can clearly see the mods you use ? That would make the debugging easier. Ignore that. Build #762 should fix your troubles. I'm going to add to the voices saying thanks for doing all this work to keep MechJeb up and running with new versions and even certain weird mods. I pretty much stop playing when MechJeb doesn't work for me, and it's one of the first mods I make sure is working with a new version. Quote Link to comment Share on other sites More sharing options...
ksp_circles Posted November 30, 2017 Share Posted November 30, 2017 So just to ask, so I don't just say thanks and then ask for fixes :)... Where can I donate or send $ to you as a token thank you? Quote Link to comment Share on other sites More sharing options...
ksp_circles Posted December 1, 2017 Share Posted December 1, 2017 Well, so I tried landing on the moon with 762 and a KSP-I Vista. Still no go. What other good nuke engine mods work with MJ? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted December 1, 2017 Share Posted December 1, 2017 I guess this would be more in topic over here: Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 1, 2017 Author Share Posted December 1, 2017 1 hour ago, Sigma88 said: I guess this would be more in topic over here: ( @Djohaal ) I guess I'll have to see if I can add a 2+ columns mode. 9 hours ago, ksp_circles said: So just to ask, so I don't just say thanks and then ask for fixes :)... Where can I donate or send $ to you as a token thank you? I have donation buttons in my other mods OP. Dev has been slow on my side with MJ so I am note sure I deserve much Quote Link to comment Share on other sites More sharing options...
ksp_circles Posted December 1, 2017 Share Posted December 1, 2017 Sarbian, Why don't you just let the users determine that. I know I don't think I'd enjoy KSP as much if it wasn't for your mod. It's an integral component of KSP, for me (and I know I speak for others too). Quote Link to comment Share on other sites More sharing options...
MorvarghMatt Posted December 3, 2017 Share Posted December 3, 2017 (edited) Hi All Please excuse me if this has already been answered or looked at. I've had a search but couldn't find much and what I did find I tried to no success. I have a clean install of KSP 1.3.1 (64bit) and the latest stable version of Mechjeb 2.6.1 installed. In my install, when using the ascent module the inclination is out by 90°. When set at 0° it runs the rocket out to the East and if I put 90° it will run the rocket out to the North. (picture here > https://www.dropbox.com/s/m54mt12aovcm50h/mechjeb.png?dl=0 ) Interestingly this also happened with the Gravity Turn mod & i've tried downgrading to KSP 1.3.0 and it still happens, am I missing something really obvious? KSP is installed through Steam. Had a load of Mods installed but deleted all, reinstalled KSP and tried again with a clean install. I'm sure this isn't correct?? Does anyone have any troubleshooting ideas? I've uploaded my output_log.txt file to Dropbox. https://www.dropbox.com/s/3mp8kxk52evrunt/output_log.txt?dl=0 Thanks so much in advance for any help anyone could give! Regards Matt Edited December 3, 2017 by MorvarghMatt update Quote Link to comment Share on other sites More sharing options...
softweir Posted December 3, 2017 Share Posted December 3, 2017 10 hours ago, MorvarghMatt said: In my install, when using the ascent module the inclination is out by 90°. When set at 0° it runs the rocket out to the East and if I put 90° it will run the rocket out to the North. (picture here > https://www.dropbox.com/s/m54mt12aovcm50h/mechjeb.png?dl=0 ) It's a confusing convention! The assumption is that most rockets will launch due east so as to make the most of the extra velocity gained from Kerbin's rotation. This reflects Real World practice, where most rockets ascend due east or at most a few degrees north or south of due east. There are plenty of rockets launched almost due north or south, especially LEO comsats, but nobody launches more than 90° north or south of due east. Therefore, in mods such as MechJeb and Gravity Turn, the ascent inclination is how far away from due east you are launching - ie 10° north of due east or 10° south (-10°) of due east. Of course, this conflicts with North being labelled "0" on the navball and leads to confusion. Quote Link to comment Share on other sites More sharing options...
MorvarghMatt Posted December 4, 2017 Share Posted December 4, 2017 20 hours ago, softweir said: It's a confusing convention! The assumption is that most rockets will launch due east so as to make the most of the extra velocity gained from Kerbin's rotation. This reflects Real World practice, where most rockets ascend due east or at most a few degrees north or south of due east. There are plenty of rockets launched almost due north or south, especially LEO comsats, but nobody launches more than 90° north or south of due east. Therefore, in mods such as MechJeb and Gravity Turn, the ascent inclination is how far away from due east you are launching - ie 10° north of due east or 10° south (-10°) of due east. Of course, this conflicts with North being labelled "0" on the navball and leads to confusion. Hey Softweir! Thanks so much, totally makes sense now! :-) I had it in my head that I used to put 90° to launch to the east but obviously not. The penalty for coming back to KSP after a while of not playing! Regards Matt Quote Link to comment Share on other sites More sharing options...
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