Maker16 Posted October 26, 2021 Share Posted October 26, 2021 21 hours ago, ColdJ said: Mechjeb has a config file with the co-ordinates, heights and approach directions of Airfields that have been manually added to it. If you want it to land at your airfields you will have to go to them with a mechjeb unit close to the ground. Use the custom mechjeb window to copy to clipboard the co-ordinates and height at 1 end of the runway , pop out to desktop and paste in txt document, pop back in and do the same at the other end. Make sure you add a note near your data in the text file to say which runway they are for. Repeat this process for all your runways. and then go into the config and use the set up for runways you see there as a template to create your bespoke locations. It is called LandingSites.cfg Here is an example I did ages ago for Kerbinside and Hafco. The first 4 are rocket landing sites, you want everything after where it says Runways. Reveal hidden contents MechJeb2Landing { // If you want to clean up the default site then you'll need an MM patch // !MechJeb2Landing:HAS[#id[MechJeb2DefaultLandingSites]] { } id = MechJeb2DefaultLandingSites LandingSites { Site { name = KSC Pad latitude = -0.09694444 longitude = -74.5575 // body = "Kerbin" // if not set defaults to the starting world (Kerbin, Earth for RSS) } Site { name = VAB latitude = -0.09694444 longitude = -74.617 } Site { name = Greater Flats latitude = -4.794139 longitude = -11.575088 body = Minmus } Site { name = Negan's Place latitude = -19.669238 longitude = 77.936054 body = Minmus } } Runways { Runway { name = KSC Runway 09 body = "Kerbin" touchdown = 100.0 start { latitude = -0.0485981 longitude = -74.726413 altitude = 69 } end { latitude = -0.050185 longitude = -74.490867 altitude = 69 } } Runway { name = KSC Runway 27 body = "Kerbin" // if not set defaults to the starting world (Kerbin, Earth for RSS) touchdown = 100.0 // distance in meters from start point start { latitude = -0.050185 longitude = -74.490867 altitude = 69 } end { latitude = -0.0485981 longitude = -74.726413 altitude = 69 } } Runway { name = Island Runway 09 body = "Kerbin" touchdown = 25.0 start { latitude = -1.517306 longitude = -71.965488 altitude = 132 } end { latitude = -1.515980 longitude = -71.852408 altitude = 132 } } Runway { name = Island Runway 27 body = "Kerbin" touchdown = 25.0 end { latitude = -1.515980 longitude = -71.852408 altitude = 132 } start { latitude = -1.517306 longitude = -71.965488 altitude = 132 } } Runway { name = Desert Runway 18 body = Kerbin touchdown = 50.0 start { latitude = -6.448288 longitude = -144.038171 altitude = 822.05 } end { latitude = -6.599329 longitude = -144.040598 altitude = 821.93 } } Runway { name = Desert Runway 36 body = Kerbin touchdown = 50.0 start { latitude = -6.599329 longitude = -144.040598 altitude = 821.93 } end { latitude = -6.448288 longitude = -144.038171 altitude = 822.05 } } Runway { name = Polar Base 34 body = Kerbin touchdown = 100.0 start { latitude = 72.492224 longitude = -78.460336 altitude = 31.14 } end { latitude = 72.632969 longitude = -78.658309 altitude = 31.40 } } Runway { name = Meeda Naval 25 body = Kerbin touchdown = 80.0 start { latitude = 37.901625 longitude = -109.704998 altitude = 19.89 } end { latitude = 37.837188 longitude = -109.980065 altitude = 21.98 } } Runway { name = Kojave Sands 04 body = Kerbin touchdown = 100.0 start { latitude = 5.961567 longitude = -142.047399 altitude = 763.27 } end { latitude = 6.138200 longitude = -141.909117 altitude = 764.39 } } Runway { name = Nye Island 15 body = Kerbin touchdown = 60.0 start { latitude = 5.811828 longitude = 108.709794 altitude = 319.92 } end { latitude = 5.681876 longitude = 108.788986 altitude = 320.42 } } Runway { name = Kola Island 02 body = Kerbin touchdown = 60.0 start { latitude = -4.268019 longitude = -72.140195 altitude = 25.52 } end { latitude = -4.051744 longitude = -72.078626 altitude = 21.73 } } Runway { name = South Field 27 body = Kerbin touchdown = 80.0 start { latitude = -47.009193 longitude = -140.810092 altitude = 79.49 } end { latitude = -47.003603 longitude = -141.143650 altitude = 79.38 } } Runway { name = Kamberwick Green 09 body = Kerbin touchdown = 60.0 start { latitude = 36.186738 longitude = 10.461627 altitude = 619.31 } end { latitude = 36.176390 longitude = 10.743683 altitude = 620.36 } } Runway { name = Hafco 27 body = Kerbin touchdown = 100.0 start { latitude = 0.082492 longitude = 122.472528 altitude = 31.21 } end { latitude = 0.082491 longitude = 122.027111 altitude = 31.62 } } Runway { name = Hazard Shallows 23 body = Kerbin touchdown = 40.0 start { latitude = -14.177656 longitude = 155.301724 altitude = 21.24 } end { latitude = -14.275311 longitude = 155.179979 altitude = 25.33 } } Runway { name = Top Secret 31 body = Kerbin touchdown = 100.0 start { latitude = -60.609386 longitude = 39.379968 altitude = 1373.95 } end { latitude = -60.460284 longitude = 39.028858 altitude = 1368.30 } } Runway { name = Cape Kerman 33 body = Kerbin touchdown = 100.0 start { latitude = 24.808818 longitude = -83.567639 altitude = 74.16 } end { latitude = 25.006174 longitude = -83.691446 altitude = 74.35 } } Runway { name = Dununda 21 body = Kerbin touchdown = 100.0 start { latitude = -39.197114 longitude = 116.303292 altitude = 455.76 } end { latitude = -39.400965 longitude = 116.173739 altitude = 454.66 } } Runway { name = Harvester Airfield 26 body = Kerbin touchdown = 100.0 start { latitude = -56.282378 longitude = -10.847084 altitude = 3951.43 } end { latitude = -56.311165 longitude = -11.114847 altitude = 3953.10 } } Runway { name = Jeb's Junkyard body = Kerbin touchdown = 100.0 start { latitude = 6.858681 longitude = -77.958630 altitude = 758.45 } end { latitude = 7.046734 longitude = -77.918187 altitude = 758.66 } } Runway { name = Kerman Atol 29 body = Kerbin touchdown = 100.0 start { latitude = -37.112613 longitude = -70.871525 altitude = 204.61 } end { latitude = -37.031823 longitude = -71.135428 altitude = 204.72 } } Runway { name = Kermundson 16 body = Kerbin touchdown = 60.0 start { latitude = -89.944615 longitude = 178.486602 altitude = 32.04 } end { latitude = -89.811808 longitude = -169.986056 altitude = 32.79 } } Runway { name = Rnd Rng 28 Steep G S body = Kerbin touchdown = 60.0 start { latitude = -6.023569 longitude = 99.620716 altitude = 1185.75 } end { latitude = -5.975573 longitude = 99.399385 altitude = 1186.04 } } Runway { name = Sandy Island 22 body = Kerbin touchdown = 60.0 start { latitude = -8.097650 longitude = -42.344969 altitude = 26.74 } end { latitude = -8.207007 longitude = -42.452392 altitude = 22.04 } } Runway { name = South lake 07 body = Kerbin touchdown = 80.0 start { latitude = -37.319551 longitude = 52.425425 altitude = 69.52 } end { latitude = -37.247489 longitude = 52.697420 altitude = 72.45 } } } } Thank you for this. I will give it a try. Quote Link to comment Share on other sites More sharing options...
kithylin Posted October 26, 2021 Share Posted October 26, 2021 (edited) It seems that MechJeb does not treat Ion Thrusters as "Engines". We can not properly use Ion Thrusters as our only source of propulsion with MechJeb when doing maneuvers in space. MechJeb does this weird sputter-sputter-thrust-thrust thing at about 50% engines with Ion Thrusters and it's not actually usable. Also MechJeb AutoLand will never calculate landing properly if we're using Ion Thrusters as our only source of propulsion. Can this please be fixed? Ion Thrusters as primary propulsion are a very important part of "Super Deep Space" missions. Edited October 26, 2021 by kithylin Typos Quote Link to comment Share on other sites More sharing options...
darthgently Posted October 27, 2021 Share Posted October 27, 2021 (edited) On 10/25/2021 at 4:32 PM, Cave_Lupum said: Came back to KSP after some pause and installed 1.12.2 and Mechjeb 2 (absolute great mod, loving it!) and some other mods. When using Auto-Rendevouz, aligning planes and first node (interception) works as I am used to, but then it gets a bit strange. Mechjeb does create the next node (match speed at closest approach), but instead of warping directly to it Mechjeb does only a short time-warp and then does a very small correction burn, then again a small timewarp and again a very small correction burn => rinse & repeat. This repeats for some time until the final node is reached and executed. The small burns are not shown as nodes. Is this an intended new behaviour, did I miss on a setting or could it be a problem with my install? Any ideas/help appreciated! I'm curious how close you were to the target when you initiated this because if fairly close, an approach target->coast->kill relative velocity->repeat is what most people do manually when a lowest dv hohmann transfer would be days or weeks away because the target is so nearby. I really don't know but am curious. I typically use kOS for most everything but rover piloting, tedious docking sitations (when I have the RCS dv to spare for MJ to gobble), and when I get lazy in which case MJ gets called up. Also I should add to the previous stipulation that the target is close *and* the target orbit is close to the ship orbit, especially with regards to SMA Edited October 27, 2021 by darthgently Quote Link to comment Share on other sites More sharing options...
Maker16 Posted October 28, 2021 Share Posted October 28, 2021 On 10/24/2021 at 10:33 PM, ColdJ said: Mechjeb has a config file with the co-ordinates, heights and approach directions of Airfields that have been manually added to it. If you want it to land at your airfields you will have to go to them with a mechjeb unit close to the ground. Use the custom mechjeb window to copy to clipboard the co-ordinates and height at 1 end of the runway , pop out to desktop and paste in txt document, pop back in and do the same at the other end. Make sure you add a note near your data in the text file to say which runway they are for. Repeat this process for all your runways. and then go into the config and use the set up for runways you see there as a template to create your bespoke locations. It is called LandingSites.cfg Here is an example I did ages ago for Kerbinside and Hafco. The first 4 are rocket landing sites, you want everything after where it says Runways. Hide contents MechJeb2Landing { // If you want to clean up the default site then you'll need an MM patch // !MechJeb2Landing:HAS[#id[MechJeb2DefaultLandingSites]] { } id = MechJeb2DefaultLandingSites LandingSites { Site { name = KSC Pad latitude = -0.09694444 longitude = -74.5575 // body = "Kerbin" // if not set defaults to the starting world (Kerbin, Earth for RSS) } Site { name = VAB latitude = -0.09694444 longitude = -74.617 } Site { name = Greater Flats latitude = -4.794139 longitude = -11.575088 body = Minmus } Site { name = Negan's Place latitude = -19.669238 longitude = 77.936054 body = Minmus } } Runways { Runway { name = KSC Runway 09 body = "Kerbin" touchdown = 100.0 start { latitude = -0.0485981 longitude = -74.726413 altitude = 69 } end { latitude = -0.050185 longitude = -74.490867 altitude = 69 } } Runway { name = KSC Runway 27 body = "Kerbin" // if not set defaults to the starting world (Kerbin, Earth for RSS) touchdown = 100.0 // distance in meters from start point start { latitude = -0.050185 longitude = -74.490867 altitude = 69 } end { latitude = -0.0485981 longitude = -74.726413 altitude = 69 } } Runway { name = Island Runway 09 body = "Kerbin" touchdown = 25.0 start { latitude = -1.517306 longitude = -71.965488 altitude = 132 } end { latitude = -1.515980 longitude = -71.852408 altitude = 132 } } Runway { name = Island Runway 27 body = "Kerbin" touchdown = 25.0 end { latitude = -1.515980 longitude = -71.852408 altitude = 132 } start { latitude = -1.517306 longitude = -71.965488 altitude = 132 } } Runway { name = Desert Runway 18 body = Kerbin touchdown = 50.0 start { latitude = -6.448288 longitude = -144.038171 altitude = 822.05 } end { latitude = -6.599329 longitude = -144.040598 altitude = 821.93 } } Runway { name = Desert Runway 36 body = Kerbin touchdown = 50.0 start { latitude = -6.599329 longitude = -144.040598 altitude = 821.93 } end { latitude = -6.448288 longitude = -144.038171 altitude = 822.05 } } Runway { name = Polar Base 34 body = Kerbin touchdown = 100.0 start { latitude = 72.492224 longitude = -78.460336 altitude = 31.14 } end { latitude = 72.632969 longitude = -78.658309 altitude = 31.40 } } Runway { name = Meeda Naval 25 body = Kerbin touchdown = 80.0 start { latitude = 37.901625 longitude = -109.704998 altitude = 19.89 } end { latitude = 37.837188 longitude = -109.980065 altitude = 21.98 } } Runway { name = Kojave Sands 04 body = Kerbin touchdown = 100.0 start { latitude = 5.961567 longitude = -142.047399 altitude = 763.27 } end { latitude = 6.138200 longitude = -141.909117 altitude = 764.39 } } Runway { name = Nye Island 15 body = Kerbin touchdown = 60.0 start { latitude = 5.811828 longitude = 108.709794 altitude = 319.92 } end { latitude = 5.681876 longitude = 108.788986 altitude = 320.42 } } Runway { name = Kola Island 02 body = Kerbin touchdown = 60.0 start { latitude = -4.268019 longitude = -72.140195 altitude = 25.52 } end { latitude = -4.051744 longitude = -72.078626 altitude = 21.73 } } Runway { name = South Field 27 body = Kerbin touchdown = 80.0 start { latitude = -47.009193 longitude = -140.810092 altitude = 79.49 } end { latitude = -47.003603 longitude = -141.143650 altitude = 79.38 } } Runway { name = Kamberwick Green 09 body = Kerbin touchdown = 60.0 start { latitude = 36.186738 longitude = 10.461627 altitude = 619.31 } end { latitude = 36.176390 longitude = 10.743683 altitude = 620.36 } } Runway { name = Hafco 27 body = Kerbin touchdown = 100.0 start { latitude = 0.082492 longitude = 122.472528 altitude = 31.21 } end { latitude = 0.082491 longitude = 122.027111 altitude = 31.62 } } Runway { name = Hazard Shallows 23 body = Kerbin touchdown = 40.0 start { latitude = -14.177656 longitude = 155.301724 altitude = 21.24 } end { latitude = -14.275311 longitude = 155.179979 altitude = 25.33 } } Runway { name = Top Secret 31 body = Kerbin touchdown = 100.0 start { latitude = -60.609386 longitude = 39.379968 altitude = 1373.95 } end { latitude = -60.460284 longitude = 39.028858 altitude = 1368.30 } } Runway { name = Cape Kerman 33 body = Kerbin touchdown = 100.0 start { latitude = 24.808818 longitude = -83.567639 altitude = 74.16 } end { latitude = 25.006174 longitude = -83.691446 altitude = 74.35 } } Runway { name = Dununda 21 body = Kerbin touchdown = 100.0 start { latitude = -39.197114 longitude = 116.303292 altitude = 455.76 } end { latitude = -39.400965 longitude = 116.173739 altitude = 454.66 } } Runway { name = Harvester Airfield 26 body = Kerbin touchdown = 100.0 start { latitude = -56.282378 longitude = -10.847084 altitude = 3951.43 } end { latitude = -56.311165 longitude = -11.114847 altitude = 3953.10 } } Runway { name = Jeb's Junkyard body = Kerbin touchdown = 100.0 start { latitude = 6.858681 longitude = -77.958630 altitude = 758.45 } end { latitude = 7.046734 longitude = -77.918187 altitude = 758.66 } } Runway { name = Kerman Atol 29 body = Kerbin touchdown = 100.0 start { latitude = -37.112613 longitude = -70.871525 altitude = 204.61 } end { latitude = -37.031823 longitude = -71.135428 altitude = 204.72 } } Runway { name = Kermundson 16 body = Kerbin touchdown = 60.0 start { latitude = -89.944615 longitude = 178.486602 altitude = 32.04 } end { latitude = -89.811808 longitude = -169.986056 altitude = 32.79 } } Runway { name = Rnd Rng 28 Steep G S body = Kerbin touchdown = 60.0 start { latitude = -6.023569 longitude = 99.620716 altitude = 1185.75 } end { latitude = -5.975573 longitude = 99.399385 altitude = 1186.04 } } Runway { name = Sandy Island 22 body = Kerbin touchdown = 60.0 start { latitude = -8.097650 longitude = -42.344969 altitude = 26.74 } end { latitude = -8.207007 longitude = -42.452392 altitude = 22.04 } } Runway { name = South lake 07 body = Kerbin touchdown = 80.0 start { latitude = -37.319551 longitude = 52.425425 altitude = 69.52 } end { latitude = -37.247489 longitude = 52.697420 altitude = 72.45 } } } } Alright. So I did edit the cfg file and it looks right, but, in game, it doesn't appear to be reading the file. Still trying to take me to the default coords. I'm setting body = "Earth". Is that correct? Also, I only changed the values for the KSC runways and left everything else unchanged. Do all body values need to be set to Earth even though I am not using them? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted October 28, 2021 Share Posted October 28, 2021 (edited) Only the places you are trying to land count as far as I am aware. I don't think you need to change them all, and it has been a while since I did this myself. I have never played RSS myself. I would make a copy of the LandingSites config, rename the original to LandingSites.txt, Strip out everything you don't need from the copy, make sure all your brackets and lines are set out are right. Try it with "Earth" and if it doesn't work then try it with Earth , no inverted commas. I only know the Earth part because it is in the original config. Be very sure you haven't made a syntax error anywhere. It only takes a small 1 to stop things working. Oh, also just remembered, the very first 2 KSC runway both directions and island both direction, are hard coded, even if you remove them in the config they will still be on the landing list at the original co-ordinates. @Maker16 Edited October 28, 2021 by ColdJ Quote Link to comment Share on other sites More sharing options...
Maker16 Posted October 28, 2021 Share Posted October 28, 2021 8 hours ago, ColdJ said: Only the places you are trying to land count as far as I am aware. I don't think you need to change them all, and it has been a while since I did this myself. I have never played RSS myself. I would make a copy of the LandingSites config, rename the original to LandingSites.txt, Strip out everything you don't need from the copy, make sure all your brackets and lines are set out are right. Try it with "Earth" and if it doesn't work then try it with Earth , no inverted commas. I only know the Earth part because it is in the original config. Be very sure you haven't made a syntax error anywhere. It only takes a small 1 to stop things working. Oh, also just remembered, the very first 2 KSC runway both directions and island both direction, are hard coded, even if you remove them in the config they will still be on the landing list at the original co-ordinates. @Maker16 Ahhh...That last bit is probably the issue then. The original KSC landing site is what I was editing. I'll try creating alternate entries to see what that does. Thanks again for the assist. Quote Link to comment Share on other sites More sharing options...
Cave_Lupum Posted October 29, 2021 Share Posted October 29, 2021 (edited) On 10/27/2021 at 11:34 PM, darthgently said: I'm curious how close you were to the target when you initiated this because if fairly close, an approach target->coast->kill relative velocity->repeat is what most people do manually when a lowest dv hohmann transfer would be days or weeks away because the target is so nearby. I really don't know but am curious. I typically use kOS for most everything but rover piloting, tedious docking sitations (when I have the RCS dv to spare for MJ to gobble), and when I get lazy in which case MJ gets called up. Also I should add to the previous stipulation that the target is close *and* the target orbit is close to the ship orbit, especially with regards to SMA Target was as space station 150 x 350 km, Incl. 50° and craft was launched into 80 x 80 km, Incl. approx. 49°. Rendevouz-Autopilot matched planes and created & executed node for interception after 0.8 orbits. Everything worked as I expected until here, but then it started to get weird, as MJ created the node to align velocity on closest approach. The node was created, MJ aligned to the node marker and started to TimeWarp, but directly dropped out of the warp and did some minor burn, the TimeWarp started again and directly stopped and another minor burn happened. This repeated over and over again until the actual node to align velocity was reached and executed. It reminded me of MJ dropping out of TimeWarp when the warp takes a long time and the alignment starts to drift to far from the node marker. In that case I am used to MJ dropping out of TimeWarp, re-aligning the craft and starting the warp again. But usually this only happens 1x, if at all. I my case it happened like every 4 seconds and I did actually not see the alignment to the node marker being off at all. Anyway, did a clean install and can't reproduce it for the moment. So fingers crossed it is gone. Using some mods not yet released for 1.12, but they are mostly parts (like Near Future Construction from Nertea), so I wouldn't think they caused this. Edited October 29, 2021 by Cave_Lupum Quote Link to comment Share on other sites More sharing options...
darthgently Posted October 29, 2021 Share Posted October 29, 2021 1 minute ago, Cave_Lupum said: Target was as space station 150 x 350 km, Incl. 50° and craft was launched into 80 x 80 km, Incl. approx. 49°. Rendevouz-Autopilot matched planes and created & executed node for interception after 0.8 orbits. Everything worked as I expected until here, but then it started to get weird, as MJ created the node to align velocity on closest approach. The node was created for interception after 0.8 orbits, MJ aligned to the node marker and started to TimeWarp, but directly dropped out of the warp and did some minor burn, the TimeWarp started again and directly stopped and another minor burn happened. This repeated over and over again until the actual node to align velocity was reached and executed. It reminded me of MJ dropping out of TimeWarp when the warp takes a long time and the alignment starts to drift to far from the node marker. In that case I am used to MJ dropping out of TimeWarp, re-aligning the craft and starting the warp again. But usually this only happens 1x, if at all. I my case it happened like every 4 seconds and I did actually not see the alignment to the node marker being off at all. Anyway, did a clean install and can't reproduce it for the moment. So fingers crossed it is gone. Using some mods not yet released for 1.12, but they are mostly parts (like Near Future Construction from Nertea), so I wouldn't think they caused this. That sounds a lot like I've encountered when I had the wrong part selected as the control point. The main engines are not in line with the fore vector of the control part. Could that have been it? Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 1, 2021 Share Posted November 1, 2021 Where again was a set of working icons available to not have a question mark on every icon? Quote Link to comment Share on other sites More sharing options...
splashboom Posted November 4, 2021 Share Posted November 4, 2021 I am having trouble getting an install in Ubuntu20.4. With the pre-compiled I get only the AR202 case, and the only module that works from it is the right-click option to rename vessel etc. When I try to compile from git I get a single error about access to an object. - Is it supposed to work with the very latest KSP(1.12.2.3xxx, mine gets updated all the time from Steam) -Does the career option block any modules? Thanks! Quote Link to comment Share on other sites More sharing options...
vipAvoS Posted November 4, 2021 Share Posted November 4, 2021 Hello. I would like to propose to add a TWR limitation clause to Ascent Guidance. Is it possible to do this? Thanks. Quote Link to comment Share on other sites More sharing options...
Brigadier Posted November 4, 2021 Share Posted November 4, 2021 13 hours ago, vipAvoS said: Hello. I would like to propose to add a TWR limitation clause to Ascent Guidance. Is it possible to do this? Thanks. Not sure why you'd want this since isn't it basically an acceleration limit, which already exists? Quote Link to comment Share on other sites More sharing options...
vipAvoS Posted November 5, 2021 Share Posted November 5, 2021 50 minutes ago, Brigadier said: Not sure why you'd want this since isn't it basically an acceleration limit, which already exists? Example: My first stage has TWR == 2.3 MechJeb immediately uses full thrust, but I need TWR to be no more than 1.8 Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 5, 2021 Share Posted November 5, 2021 (edited) 17 hours ago, vipAvoS said: Hello. I would like to propose to add a TWR limitation clause to Ascent Guidance. Is it possible to do this? Thanks. It's already in there. Enable the box next to 'Limit acceleration to' and in the text entry box next to that, enter a value of 17.676 Edited November 5, 2021 by Starwaster Quote Link to comment Share on other sites More sharing options...
vipAvoS Posted November 5, 2021 Share Posted November 5, 2021 5 hours ago, Starwaster said: It's already in there. Enable the box next to 'Limit acceleration to' and in the text entry box next to that, enter a value of 17.676 Do you mean that instead of 17.676, I need to specify 1.8? Thanks. I will try. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 5, 2021 Share Posted November 5, 2021 3 hours ago, vipAvoS said: Do you mean that instead of 17.676, I need to specify 1.8? Thanks. I will try. No, I mean 'Limit acceleration to' 17.676 which will be the same thing as if you were limiting TWR to 1.8 Quote Link to comment Share on other sites More sharing options...
vipAvoS Posted November 5, 2021 Share Posted November 5, 2021 54 minutes ago, Starwaster said: No, I mean 'Limit acceleration to' 17.676 which will be the same thing as if you were limiting TWR to 1.8 Understood. Thanks. Then another question: how to calculate it? If I need, for example, TWR==1.4 or 2.2? Quote Link to comment Share on other sites More sharing options...
LTQ90 Posted November 5, 2021 Share Posted November 5, 2021 4 minutes ago, vipAvoS said: Understood. Thanks. Then another question: how to calculate it? If I need, for example, TWR==1.4 or 2.2? the gravity on kerbin is 9.81 m/s² Quote Link to comment Share on other sites More sharing options...
vipAvoS Posted November 5, 2021 Share Posted November 5, 2021 19 minutes ago, LTQ90 said: the gravity on kerbin is 9.81 m/s² Thank you very much! Only, excuse me, I would prefer to set the TWR limitation, and not the acceleration limitation. Moreover, these two parameters are completely non-intuitive in relation to each other. Sorry if that. But I'm just learning))) And "thrust-to-weight ratio" and "acceleration" are completely different concepts for me ... Sorry if that is. Thanks. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted November 5, 2021 Share Posted November 5, 2021 (edited) 13 hours ago, vipAvoS said: Example: My first stage has TWR == 2.3 MechJeb immediately uses full thrust, but I need TWR to be no more than 1.8 They have showed you how to stop MechJeb from using full thrust. Otherwise, yes they are different things. Sorry, just add to that. Your TWR is based on the physical properties of your craft, mass vs the maximum thrust. MJ can't change your mass but it can limit how much thrust it uses. You could do this yourself by manually adjusting the thrust limiter on your engines. Edited November 5, 2021 by ColdJ Quote Link to comment Share on other sites More sharing options...
vipAvoS Posted November 5, 2021 Share Posted November 5, 2021 (edited) 30 minutes ago, ColdJ said: They have showed you how to stop MechJeb from using full thrust. Otherwise, yes they are different things. Sorry, just add to that. Your TWR is based on the physical properties of your craft, mass vs the maximum thrust. MJ can't change your mass but it can limit how much thrust it uses. You could do this yourself by manually adjusting the thrust limiter on your engines. So the fact of the matter is that "manually" I can support the TWR I need, but then I no longer use MJ! I propose to add a limitation of exactly TWR, so that from the moment of start and until the end of the ascent, MJ itself maintains the given TWR. Edited November 5, 2021 by vipAvoS Quote Link to comment Share on other sites More sharing options...
rmaine Posted November 5, 2021 Share Posted November 5, 2021 7 minutes ago, vipAvoS said: So the fact of the matter is that "manually" I can support the TWR I need, but then I no longer use MJ! I propose to add a limitation of exactly TWR, so that from the moment of start and until the end of the ascent, MJ itself maintains the given TWR. Just my personal opinion, but I think MJ's ascent guidance is, if anything, already a bit too overburdened by options to add one like this. There are other ascent/descent options I'd put a lot higher on my personal list, though I recognize that my personal preferences don't translate to the author's. (For example, the lack of autostaging on descent causes a fair number of crashes for me; other people have pointed out tricks that help, but not enough to keep me from quicksaving before every landing). The only difference of substance between limiting TWR and thrust is that the TWR increases as fuel burns off. I don't consider a simple factor of diving by mass and local gravity to be "of substance". Note that there are already displays of TWR in various places if one finds it too much trouble to divide. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 5, 2021 Share Posted November 5, 2021 (edited) 1 hour ago, vipAvoS said: Only, excuse me, I would prefer to set the TWR limitation, and not the acceleration limitation. They really aren't (different in concept), unless you launch from a different planetary body with a different gravitational constant. So then you have to use a different value when setting up your launch profile. 16 minutes ago, rmaine said: Just my personal opinion, but I think MJ's ascent guidance is, if anything, already a bit too overburdened by options to add one like this. ^^^^^^ THIS ^^^^^^^^^^^^ The UI is already too crowded and there's been way too much feature creep over the past few years. There's already a way to limit by TWR that just requires some simple math and does the same thing 36 minutes ago, vipAvoS said: So the fact of the matter is that "manually" I can support the TWR I need, but then I no longer use MJ! If having a TWR limiter is your only reason for using MJ then you should do without MJ. And I apologize for being overly blunt but the statement stands. Edited November 5, 2021 by Starwaster Quote Link to comment Share on other sites More sharing options...
vipAvoS Posted November 5, 2021 Share Posted November 5, 2021 (edited) 1 hour ago, Starwaster said: ....... If having a TWR limiter is your only reason for using MJ then you should do without MJ. And I apologize for being overly blunt but the statement stands. Well, of course not))) This is far from the only thing I need from MJ. As I said, I'm just getting started. Therefore, MJ is a teacher for me! I have seen career guides in which a person creates absolutely all maneuvers by hand. I can not do that. Although I understand it. Without MJ, you can see the change in TWR, but you cannot see the acceleration. That is why I would like to be able to limit exactly TWR. For MJ, it is easy to take into account all the nuances on each planet, but for me personally ... With regard to "congestion". I disagree with this statement.MJ is, in fact, a control computer. If it only contains the command to "take off" and "land", then it will no longer be a computer. For me personally, all dashboards are unnecessary. Not needed yet. Therefore, I made my own panel for myself with the parameters I personally needed. And this is really cool! Landing autopilot, on the Moon in particular, works well if you do not enable automatic time acceleration. Otherwise, he simply does not have time to turn off this acceleration in time. Edited November 5, 2021 by vipAvoS Quote Link to comment Share on other sites More sharing options...
ColdJ Posted November 5, 2021 Share Posted November 5, 2021 2 hours ago, vipAvoS said: So the fact of the matter is that "manually" I can support the TWR I need, but then I no longer use MJ! Who said you had to stop using MechJeb if you manually adjust the thrust limiters when building your craft? It is "Thrust To Weight Ratio" If you limit your thrust then you lower your TWR and then you don't need to adjust MechJeb. When you build there is a button along the bottom that allows you to choose what info to show. It is the Delta V button. If you have TWR ticked then right click on the orange part of the staging list and it will slide open to show your current figures. Adjust your limiters and the TWR will change accordingly, so you can work out how much to change it. Quote Link to comment Share on other sites More sharing options...
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