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


sarbian

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  On 3/11/2017 at 5:38 PM, maja said:

Me too. You can tell, that something is wrong, because the gauge with the remaining dV doesn't move.

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While I haven't seen the exact bug in question I have seen it pull this with advanced transfer to another planet--it does the ejection burn and then the burn size jumps back up to exactly what it was before the ejection burn.  I have never figured where it was trying to go with that second burn.  Whether I did a scene switch or not at the time I do not recall.

I've also seen a related problem of the remaining burn freezing or even counting backwards.  In all cases that I have observed this the rocket was going through a considerable angle during the burn.  Wasting some fuel by climbing high enough to make the angle small has always made this go away.

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  On 3/11/2017 at 3:56 PM, Bornholio said:

Yes, but very seldom. I'd guess a dozen or more times I've had it do this or suddenly add thousands of dV and then be way off course.  I always save before letting MJ execute a task.

This is posted as a known issue inside Realism Overhaul Mod, are you using the 1.2.2 dev version of that?  actually ( Using Dev Build, can't figure out why it's executing the next manuver node immediatly. ) is the listed problem.

Outside of that case, did you change targets during the burn.  I find that messes up MJ pretty often.

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  On 3/11/2017 at 5:32 PM, Nansuchao said:

In a couple of occasions, I had this issue while switching back and forth between the Flight View and the Map View.

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I unset my target and did not switch views while executing my manoeuvre. This solved the issue. Thanks for the help!

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  On 3/4/2017 at 6:30 PM, Bornholio said:

I get this also, assumed it was one final attempt to correct inclination before circulization.  Can really mess up a close to atmosphere burn.

Two lost rockets because the off axis thrust made it fail to push the apoapsis soon enough up to target height and then the rocket took too long re-orienting for circulization burn and began descent while circ and dropped back into atmosphere.

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I too get the tail-wagging issue and I know exactly when it happens (for me); if the vessel's Ap doesn't reach the desired Ap before the Pe becomes non-negative (i.e. is no longer on a trajectory to crash into the ground) then the vessel starts tail-wagging. I just plan my launch/burns to make sure the Ap reaches the desired altitude before the Pe goes above zero and presto, no more wagging.

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Got a mishandled crazy edge case in the landing engine:  (Note:  Nothing relevant in the logs.)

I was in a 100km orbit about Ike, errantly with my solar panels folded up.  I ran out of power during the orbital adjustment and somehow ended up in an orbit whose apoapsis was outside Ike's SOI--I didn't realize what was going on until afterwards, though.

I burped the engines just long enough to get enough power to deploy the panels and then let MechJeb have it again.  It acted reasonable but then got stuck trying to make a course correction of 0.0 m/s--wiggling back and forth over 60 degrees, the error varying from 2m to 500mm over that cycle.  (Likely just the movement of my control point.)  I finally got fed up thinking it was trying to do a burn just a bit too small to actually do and warped it ahead to about 10 minutes from touchdown.  Now the correction burn was big enough to burn--but the more it burned the worse the error got!  It finally was happy and settled in for the braking burn.

Other than the strange correction burn things looked normal--but suddenly I was in the fire!  What?!  Ike doesn't have an atmosphere.  While I'm trying to figure out what in the world is going on my payload starts disintegrating and then I smack at about 100 m/s.  On Duna.

Obviously it would be unreasonable to expect MechJeb to correctly handle a landing in another SOI but it should refuse to land at a target in another SOI.

I'm amazed that it could even approximate a proper landing, though.  Are the landing coordinates perhaps relative to the current SOI and it was trying to execute a landing on Duna but using some parameters from Ike so it burned wrong?

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I have a feature request.

Right now the "Change both periapsis and apoapsis" only accepts a time. Would it be possible to have it find the minimum cost time to do the burn? I can work out the best time using Mathematica if that's helpful.

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  On 3/14/2017 at 6:13 PM, Nicias said:

I have a feature request.

Right now the "Change both periapsis and apoapsis" only accepts a time. Would it be possible to have it find the minimum cost time to do the burn? I can work out the best time using Mathematica if that's helpful.

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Sure, give me some clean math and I can add it.

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  On 3/11/2017 at 3:01 AM, KingGamma said:

Hi guys I am new to KSP and Mech Jeb. The issue I am facing is that when I initiate ascent guidance to get to an orbit around Kerbin, it does not initiate the required fuel burn to keep the ship in orbit. If you have any questions or ideas please let me know. Thanks!

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Two likely reasons, First you have checked (o) Skip Circulation, Second you have not upgraded the facilities to have maneuver nodes.

Alternate reasons, the ascent path information got changed to values that don't work. This is not the answer if you are making it to a safe AP.

You can do the circ. burn yourself also you can set ascent path parameters that will get you into a not quite circular orbit without the additional burn. The no circ burn method involves lowering the curve % number and turn height, make sure turn altitude and desired AP match, limit your acceleration to 15-20m/s (can be forced in ascent screen).

 

Edited by Bornholio
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  On 3/11/2017 at 3:01 AM, KingGamma said:

Hi guys I am new to KSP and Mech Jeb. The issue I am facing is that when I initiate ascent guidance to get to an orbit around Kerbin, it does not initiate the required fuel burn to keep the ship in orbit. If you have any questions or ideas please let me know. Thanks!

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In addition to the answer you have already received one more possibility comes to mind:  You have an uncontrolled craft--no pilots, no SAS.  MechJeb directly flies the ascent burn and doesn't notice this but circularization is done by an ordinary maneuver node--and if you can't control your craft it won't execute a maneuver node.

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  On 3/14/2017 at 6:17 PM, sarbian said:

Sure, give me some clean math and I can add it.

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Ok, that didn't work. The exact solution is given by the solution to a quintic polynomial, so no closed form.

Numerically, I can find it very quickly if you have access to Newton's method, In that case, if you chose a good starting value, you get a good value after one iteration of Newton's method, unless the actual best location is one of the endpoints.

However, finding a good starting value is actually all the work. Numerically, I've never found that just checking 10 equally spaced points along the allowable locations (where the orbits overlap) results in a error of more than a few m/s dv. A binary search over that range should work quickly. 

Would that be hard to implement? I don't know C# so I can't add submit a patch myself, but I see that you have some binary searches in the code already.

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Okay.. I just tried to download the mod from the curse link you provided on the main page - it just redirects me to the "Get The Twitch App" page... ??? I cant get to the mod.

-- Never mind.. got it..

Edited by Astral_Nomad
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I just got a new gaming PC, an MSI with Windows 10 installed. One thing i noticed that was different when trying to install mechjeb was that it just doesn't show up at all. This mod works fine on my old pc that has windows 7 on it, but for my new PC, the game doesn't even recognize mechjeb, nor a bunch of other mods like xscience or kerbal konstruction time. Anyone else having this problem? anyone have any clue how to fix this?

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  On 3/18/2017 at 8:00 AM, secretly_asian said:

I just got a new gaming PC, an MSI with Windows 10 installed. One thing i noticed that was different when trying to install mechjeb was that it just doesn't show up at all. This mod works fine on my old pc that has windows 7 on it, but for my new PC, the game doesn't even recognize mechjeb, nor a bunch of other mods like xscience or kerbal konstruction time. Anyone else having this problem? anyone have any clue how to fix this?

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Might be a problem with where you installed it KSP If it's installed in Program Files then you could run into permissions issues. I always install KSP in a folder off my drive's root named Games (e.g. C:\Games\KSP)

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  On 3/18/2017 at 8:39 AM, Starwaster said:

Might be a problem with where you installed it KSP If it's installed in Program Files then you could run into permissions issues. I always install KSP in a folder off my drive's root named Games (e.g. C:\Games\KSP)

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I don't have it installed inside the program files (aka from steam). I have it on my desktop in a completely separate folder. 

edit* when i go in game, with raster prop monitor installed with mechjeb, and i hit the "auto" button (autopilot) it complains it cannot find mechjeb. And this is a problem with many other mods i have.

Edited by secretly_asian
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  On 3/18/2017 at 8:44 AM, secretly_asian said:

I don't have it installed inside the program files (aka from steam). I have it on my desktop in a completely separate folder. 

edit* when i go in game, with raster prop monitor installed with mechjeb, and i hit the "auto" button (autopilot) it complains it cannot find mechjeb. And this is a problem with many other mods i have.

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Time for logs. Unless you installed MJ itself incorrectly as @Virtualgenius suggests. output_log.txt file please, otherwise we're just shooting blanks here.

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  Reveal hidden contents

Kerbal Space Program 

      GameData

            MechJeb2

                     Bundles

                      Icons

                      Parts

                      Plugins

 

Edited by secretly_asian
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@secretly_asian For future reference, you should upload your logs to somewhere like Dropbox and then provide the link to it so it can be downloaded, instead of pasting it right to your post. Large pastes like that just don't work well and they cause problems trying to read them. Also, if you decide to try modding someday, Dropbox can really come in handy.

(also also, that's not even spoilered right; it's just all over the page)

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  On 3/18/2017 at 3:59 PM, Starwaster said:

@secretly_asian For future reference, you should upload your logs to somewhere like Dropbox and then provide the link to it so it can be downloaded, instead of pasting it right to your post. Large pastes like that just don't work well and they cause problems trying to read them. Also, if you decide to try modding someday, Dropbox can really come in handy.

(also also, that's not even spoilered right; it's just all over the page)

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I used to know how to spoiler... how do you do it?

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