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


sarbian

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Question: does the PVG guidance mode take into account the fixed turn rate at the start? There are a lot of idiosyncrasies & oddities that somewhat puzzle me and often cause frustration while designing launch vehicles, and they'd make a bit more sense (though cause no less frustration) if that was the case. For example, I've found that the calculated burn time for the upper stage it gives at the start increases throughout flight, often quite significantly, and coast phases sometimes go into the negatives. Also, doing things like adding boosters can have unpredictable results; I can add boosters, increase payload mass to match the same (or even slightly more) total launch vehicle dV as from before adding the boosters, and it fails to make orbit where before it didn't.
Also, any tips on designing rockets for use with the PVG guidance mode? (I'm on stock system + OPM, since while I've used rescale mods, I've found that they render nearly all calculation tools & dV maps useless.)

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Is there a way to turn off the partless aspect of MechJeb2?  By 'partless' I mean the automatic  inclusion of MJ in every command module and probe core and revert back to requiring the actual MJ core part to make it work?  

[edit: I found the file MechJebNoCommandPod.cfg and that looks like the answer.  Has anyone else found that the quickest way to find an answer is to post a question, at which point one figures it before the post is answered in about 5 minutes after posting the question?]

Edited by darthgently
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  On 3/31/2021 at 2:00 AM, darthgently said:

Is there a way to turn off the partless aspect of MechJeb2?  By 'partless' I mean the automatic  inclusion of MJ in every command module and probe core and revert back to requiring the actual MJ core part to make it work?  

[edit: I found the file MechJebNoCommandPod.cfg and that looks like the answer.  Has anyone else found that the quickest way to find an answer is to post a question, at which point one figures it before the post is answered in about 5 minutes after posting the question?]

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Since MJ has MM as dependency, it's most likely the best way to go about it. I immediatelly remembered "MechJeb forAll" from the old 1.3.x days.

Re edit: That is totally normal, happens to me often in real life. To ask the question you need to explain the issue (or at the very least phrase it), which makes you look at the problem from different direction. That is usually enough to break you away from going in circles. From there it is easy to get the solution or at least set you on the right track to it.

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  On 3/31/2021 at 2:48 AM, ronillon said:

Since MJ has MM as dependency, it's most likely the best way to go about it. I immediatelly remembered "MechJeb forAll" from the old 1.3.x days.

Re edit: That is totally normal, happens to me often in real life. To ask the question you need to explain the issue (or at the very least phrase it), which makes you look at the problem from different direction. That is usually enough to break you away from going in circles. From there it is easy to get the solution or at least set you on the right track to it.

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I was not aware that Module Mangler was a dependency. I don't have MM installed, and for me MJ is not automagically added to every command module. I have to add the part.

I am guessing this is because I download the latest Dev version of MJ from Jenkins and install it manually.

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  On 3/31/2021 at 2:48 AM, ronillon said:

Since MJ has MM as dependency, it's most likely the best way to go about it. I immediatelly remembered "MechJeb forAll" from the old 1.3.x days.

Re edit: That is totally normal, happens to me often in real life. To ask the question you need to explain the issue (or at the very least phrase it), which makes you look at the problem from different direction. That is usually enough to break you away from going in circles. From there it is easy to get the solution or at least set you on the right track to it.

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This is very common and even has a name: rubber duck debugging, or sometimes teddy bear debugging. Google it. You explain your problem to a rubber duck sitting at your desk and by the time you finish explaining it, you realize the answer. Before retirement I used to have a bit of a local reputation for helping people debug their codes. Part of that was actual help, but a goodly fraction was done without me saying a word as I played the part of the rubber duck.

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  On 3/31/2021 at 2:41 PM, rmaine said:

This is very common and even has a name: rubber duck debugging, or sometimes teddy bear debugging. Google it. You explain your problem to a rubber duck sitting at your desk and by the time you finish explaining it, you realize the answer. Before retirement I used to have a bit of a local reputation for helping people debug their codes. Part of that was actual help, but a goodly fraction was done without me saying a word as I played the part of the rubber duck.

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Back when I coded professionally when younger I had a rubber duck on my desk gifted to me for reasons I'm not sure I could reasonably explain even if I wanted to.  But I never talked to it.  Maybe I'd be making 6 figures by now if I had.  darn

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I have a problem or two, As the first time i downloaded mechjeb2 it was off of ckan and i mainly use it for "Landing guidance"  and it worked perfectly until i took a break from ksp, when i logged back into the game the landing guidance wasn't working either crashing into the ground because the landing burn would start too late, landing but being a couple hundred meters away from the target, or being carried away to the drag and completely missing the target as well as crashing into the ground.

I have tried many different version of MechJeb2 as well as Dev releases but non of this seemed to fix my issue, ive also tried deleting all of my mods and redownloading them manually with all their dependencies as well as KSP itself even changing KSP game versions, still though nothing worked. My main reason for getting MechJeb was after watching a video which showcased MechJeb2 being used to land a SpaceX Starship from "Tundra Exploration" mod. In the video i saw, when the landing guidance was activated and set the KSC pad as target,  on the bottom was text saying "ModeSafeDescentSpeedPolicy (False)" but on mine instead of being false it would be true, as well as text on another video by the same guy but using a Falcon 9 stating "ModePoweredCoastDescentSpeedPolicy (False)" but again on my mechjeb it would say (True) instead is their any fix for this? I have been informed that "ModeSafeDescentSpeedPolicy" is given a (True) or (False) if there is enough drag to assist slowing the vehicle down as it descends, but i don't know why my version would state it as (True) if i have the stock Physics.cfg and have not messed with any of the physics in the cheat menu.

Is there any fix for this?

 

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  On 4/5/2021 at 2:11 AM, Raindrop said:

I have a problem or two, As the first time i downloaded mechjeb2 it was off of ckan and i mainly use it for "Landing guidance"  and it worked perfectly until i took a break from ksp, when i logged back into the game the landing guidance wasn't working either crashing into the ground because the landing burn would start too late, landing but being a couple hundred meters away from the target, or being carried away to the drag and completely missing the target as well as crashing into the ground.

I have tried many different version of MechJeb2 as well as Dev releases but non of this seemed to fix my issue, ive also tried deleting all of my mods and redownloading them manually with all their dependencies as well as KSP itself even changing KSP game versions, still though nothing worked. My main reason for getting MechJeb was after watching a video which showcased MechJeb2 being used to land a SpaceX Starship from "Tundra Exploration" mod. In the video i saw, when the landing guidance was activated and set the KSC pad as target,  on the bottom was text saying "ModeSafeDescentSpeedPolicy (False)" but on mine instead of being false it would be true, as well as text on another video by the same guy but using a Falcon 9 stating "ModePoweredCoastDescentSpeedPolicy (False)" but again on my mechjeb it would say (True) instead is their any fix for this? I have been informed that "ModeSafeDescentSpeedPolicy" is given a (True) or (False) if there is enough drag to assist slowing the vehicle down as it descends, but i don't know why my version would state it as (True) if i have the stock Physics.cfg and have not messed with any of the physics in the cheat menu.

Is there any fix for this?

 

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Hello and Welcome to KSP forum

I'm not sure if I myself will be able to solve your issue, but I will try to guide you so more experienced others can.

First, let me quote from the first post of this thread by the creator of MechJeb, please follow the link in the post regarding logs

  On 1/11/2017 at 12:49 PM, sarbian said:

No logs => No support. If you can not find the time to provide the info I need to diagnose your problem do not expect I will find the time to reply to your post.

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If you can, try to post a log from a short game session, where all you do is replicate the issue. This will decrease the log size and makes it easier to troubleshoot. (For example, in your case, start the game, load your save, switch to ship you want to land, attempt to land it (multiple times even), end the game, upload the log file.)

Once you upload the log file to some file sharing service, please add the link to your previous post using the EDIT (the three dots in the top right corner of your post) function (so all important information will be together).

Possibly even add commentary relevant to that testing game session. Any additional information might be helpful (although we can read game version and mod versions from the log file, it does not hurt to list them). Even a *.craft file might help in some cases, if there is a need to replicate the issue on solvers end.

Another thing you can do, when you think there is a problem with a particular mod, is to try a clean KSP installation with just that mod. That will make sure the issue is isolated to said mod and not a case of mod vs mod interaction.

This will highly increase the chances of your issue being solved.

-------------------------------------------------------------------------------

Now that we have introduction and basic troubleshooting guide done, lets see about your issue.

I'm don't know about the landing issue in general, as I do not use the function at all.

The first thing, that comes to mind is, do you really have the same scenario as the guy in the video you mentioned? Maybe he has some mods you do not have, or you have some mods he does not have? Maybe you have different game/mod settings than he has? Mods can change the flight model completely, making some feats possible/impossible. Is the ship you are trying to land similar enough?

Edited by ronillon
minor edits, typo, grammar, formatting
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  On 4/5/2021 at 2:11 AM, Raindrop said:

I have a problem or two, As the first time i downloaded mechjeb2 it was off of ckan and i mainly use it for "Landing guidance"  and it worked perfectly until i took a break from ksp, when i logged back into the game the landing guidance wasn't working either crashing into the ground because the landing burn would start too late, landing but being a couple hundred meters away from the target, or being carried away to the drag and completely missing the target as well as crashing into the ground.

I have tried many different version of MechJeb2 as well as Dev releases but non of this seemed to fix my issue, ive also tried deleting all of my mods and redownloading them manually with all their dependencies as well as KSP itself even changing KSP game versions, still though nothing worked. My main reason for getting MechJeb was after watching a video which showcased MechJeb2 being used to land a SpaceX Starship from "Tundra Exploration" mod. In the video i saw, when the landing guidance was activated and set the KSC pad as target,  on the bottom was text saying "ModeSafeDescentSpeedPolicy (False)" but on mine instead of being false it would be true, as well as text on another video by the same guy but using a Falcon 9 stating "ModePoweredCoastDescentSpeedPolicy (False)" but again on my mechjeb it would say (True) instead is their any fix for this? I have been informed that "ModeSafeDescentSpeedPolicy" is given a (True) or (False) if there is enough drag to assist slowing the vehicle down as it descends, but i don't know why my version would state it as (True) if i have the stock Physics.cfg and have not messed with any of the physics in the cheat menu.

Is there any fix for this?

 

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As far as I'm aware, MJ autolanding has been borked for a while due to some sort of unavoidable inaccuracy in where it thinks the target is vs where it actually is. The same sort of issue also occurs with Kerbal Engineer's suicide-burn countdown - it's using a different landing-point height than reality, so it gives inaccurate results.

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IF you have "Kerbinside remastered" you may find the contents of my Mechjeb2 LandingSites.cfg useful. As follows.


MechJeb2Landing

  Reveal hidden contents


 

Edited by ColdJ
Moved End Bracket inside spoiler.
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  On 4/13/2021 at 3:37 AM, Vanamonde said:

Hi @ColdJ. We've put your log inside spoiler tags to make it easier to read the rest of the page. 

Welcome to the forum. :D

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Hi, it is not a log, it is a config file. And you left a trailing "}" sign outside the spoiler, which might cause issues when people try to use it.

Don't take it in a bad way, I know you mods have tons of work here, which I appreciate. Just pointing it out and letting you know. Cheers

  On 4/13/2021 at 6:29 AM, ColdJ said:

Thank you Vanamonde. Still learning.

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Thank you for your contribution. I'm playing stock-ish career now, but might use it in the future. Cheers

Edited by ronillon
typo
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  On 2/23/2021 at 8:03 PM, sarbian said:

The orbit altitude is set in the "Orbit altitude" field of the Ascent Guidance window. The "turn end altitude" is when the vessel stops the turn. The limit is there because there is no point of still turning when in space. The default (60, or the auto checkbox) is perfectly fine.

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Thank you for answer

So Ascent Guidance is not compatible with RSS.

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I'm having issues with Smart A.S.S. It does nothing until I go above 140km, then tries to point towards something I asked it to execute 4 minutes prior. No one else I know has this issue.  Currently running MJ2DEV on version 2.11.0.0-1034 or 35 In 1.10.1 with RSS/RO.  Sorry I can't get the exact version. Log: https://www54.zippyshare.com/v/eWHiCZEH/file.html

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  On 4/17/2021 at 9:19 PM, sarbian said:

I have no idea how you reached that conclusion from my answer. There is a whole mode in the ascent guidance that was written for RSS.

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Somewhat tangential, but that wiki page seems to be quite out of date; the mode currently has a different name, and the settings panel looks quite different.

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  On 4/18/2021 at 3:34 PM, OdyBN said:

I have an issue with mechjeb where it freezes my game to the point where I can't open the menu, alt+f4, or open task manager to close it. I am using ksp 1.9.1 and mechjeb 2.9.2.0.

Does anyone know a fix?

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II realize that 145 pages of this thread is impractical to read through, but I might point you at the very first line of the very first post... the one where it asks for logs. I doubt you have provided enough information for anyone to help.

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  On 4/18/2021 at 3:34 PM, OdyBN said:

I have an issue with mechjeb where it freezes my game to the point where I can't open the menu, alt+f4, or open task manager to close it. I am using ksp 1.9.1 and mechjeb 2.9.2.0.

Does anyone know a fix?

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I use 2.11.0.0 and except for the mechjeb dropdown randomly moving itself some times, it appears stable.

Can fix that part by going into Mechjeb2/Plugins/PluginsData/Mechjeb2 and opening up the "mechjeb_settings_global.cfg" and resetting

MechJebModuleMenu
{
    windowStat = HIDDEN
    windowSide = TOP
    windowProgr = 0
    windowVPos = -185
    windowHPos = 266 <----This part to to 266
    columns = 2
    hideButton = False
    useAppLauncher = True
    windowVector = 1356,758,0,0
    windowVectorEditor = 1356,758,0,0
    showInFlight = True
    showInEditor = True
    isOverlay = False
    locked = True
    enabledEditor = True
    enabledFlight = True
}

If you have "MechJebNoCommandPod.cfg" in Mechjeb2/Parts. Rename the suffix to txt and then see how you go. If you want mechjeb in a craft you will just have to add the mechjeb part that looks like a walkie talkie. I have found disabling that config puts far less strain on your system because otherwise Mechjeb creates a separate config file for every craft you have built that has a cockpit. Hope this helps.

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  On 4/18/2021 at 4:29 PM, ColdJ said:

I use 2.11.0.0 and except for the mechjeb dropdown randomly moving itself some times, it appears stable.

Can fix that part by going into Mechjeb2/Plugins/PluginsData/Mechjeb2 and opening up the "mechjeb_settings_global.cfg" and resetting

MechJebModuleMenu
{
    windowStat = HIDDEN
    windowSide = TOP
    windowProgr = 0
    windowVPos = -185
    windowHPos = 266 <----This part to to 266
    columns = 2
    hideButton = False
    useAppLauncher = True
    windowVector = 1356,758,0,0
    windowVectorEditor = 1356,758,0,0
    showInFlight = True
    showInEditor = True
    isOverlay = False
    locked = True
    enabledEditor = True
    enabledFlight = True
}

If you have "MechJebNoCommandPod.cfg" in Mechjeb2/Parts. Rename the suffix to txt and then see how you go. If you want mechjeb in a craft you will just have to add the mechjeb part that looks like a walkie talkie. I have found disabling that config puts far less strain on your system because otherwise Mechjeb creates a separate config file for every craft you have built that has a cockpit. Hope this helps.

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I seemed to have resolved my issue but will try this if it resurfaces,

Thanks

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So I have a stupid problem. Whenever I launch a craft, my Mechjeb windows are mostly closed. Vessel info stays open, but Orbital and Surface windows close themselves. I have to manually open them every single time. I even opened the config file outside the game and made sure to save it with "showInFlight = True" set, and it still doesn't make a damn difference.

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