Lord_inter Posted July 26, 2023 Share Posted July 26, 2023 On 7/25/2023 at 3:30 PM, Kampfsanni said: Rightclick on the MechJeb Tab and you can drag it around. yeah it keeps flying back up to that corner, I can't make it stay where I need it Quote Link to comment Share on other sites More sharing options...
Phaeton99 Posted August 5, 2023 Share Posted August 5, 2023 Is the Aircraft Approach and Autoland runway list limited to the stock six options? I have attempted to add more to the LandingSite.cfg but these additions never appear in the list. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted August 5, 2023 Share Posted August 5, 2023 10 hours ago, Phaeton99 said: Is the Aircraft Approach and Autoland runway list limited to the stock six options? I have attempted to add more to the LandingSite.cfg but these additions never appear in the list. It wasn't in earlier versions, so I wouldn't expect it to be now. You just need to look at the config file and add in entries based on the set out of runways already in there. You will need to get the co-ordinates at ground level at the begining and ends of the runways you want to add. I did this by building a little wheeled drone core with the mechjeb part added near the base. Then driving it to the ends and using the mechjeb menu to copy the co-ordinates to the clip board. Then pop out using the windows key and paste into a text file. If I remember correctly you need to adjust the set out of the numbers to match how it looks in the config file. This is one I did years ago to add runways that were added by the Kerbinside mod. Spoiler 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 } } } } Quote Link to comment Share on other sites More sharing options...
Kuresha Posted August 5, 2023 Share Posted August 5, 2023 This is Auto Aerobreaks script to Eve How to make Warp in atmo with physics speed x4? Because too much time for "entry atmo-pery-exit atmo"? Quote Link to comment Share on other sites More sharing options...
Raqnick Posted August 15, 2023 Share Posted August 15, 2023 I have really strange problem. Inbuilt( in spacecrafts and probes) mechjeb controllers dissapeared.And i don't know how to get them back. https://www.dropbox.com/scl/fi/g6ued046oggxag3w3yqox/Player.log?rlkey=2yaj85as1m4vkitj79xc0g8xo&dl=0 Quote Link to comment Share on other sites More sharing options...
MashAndBangers Posted August 18, 2023 Share Posted August 18, 2023 (edited) Using Mechjeb 2.14.3.0 (not dev), I've encountered a strange error. Link to KSP.log https://web.tresorit.com/l/f4DOA#c4VJ_L1OXiP1WMFLgI4hNQ Series of events: 1. Tried to get a truss segment to dock with the truss on my ISS. 2. Docking failed. 3. See that even though the docking ports are right next to each other, the game says they are 10 meters apart 4. Decide to take Bill out and detach docking port on station side and reattach 5. Error spams the debug log: The docking ports in question are 2 Habtech2 T-400 Truss Connection Mechanism (integrated type A) Keep in mind this docking port does dock with itself and already attached a truss segment on the other side. The one I reattached is: Edited August 18, 2023 by MashAndBangers Quote Link to comment Share on other sites More sharing options...
softweir Posted August 19, 2023 Share Posted August 19, 2023 2 hours ago, MashAndBangers said: Using Mechjeb 2.14.3.0 (not dev), I've encountered a strange error 10 meters apart makes it sound like MechJeb is measuring the Centre-of-Mass to Center-of-Mass separation. Without examining the log file (beyond me) I can only wonder if you forgot to use "control from here" with respect to the moving truss' TCM. Apologies if I am preaching to one wiser than I! Quote Link to comment Share on other sites More sharing options...
MashAndBangers Posted August 19, 2023 Share Posted August 19, 2023 1 hour ago, softweir said: 10 meters apart makes it sound like MechJeb is measuring the Centre-of-Mass to Center-of-Mass separation. Without examining the log file (beyond me) I can only wonder if you forgot to use "control from here" with respect to the moving truss' TCM. Apologies if I am preaching to one wiser than I! Yeah that threw me off. I checked and I was controlling from the docking port and targeting the proper docking port. Quote Link to comment Share on other sites More sharing options...
Kampfsanni Posted August 19, 2023 Share Posted August 19, 2023 The Docking Autopilot has a glitch that let him lock up right before the final push from time to time. Switching it off and directly on again normaly solves that and will dock immediately. https://forum.kerbalspaceprogram.com/topic/154834-112x-anatid-robotics-mumech-mechjeb-autopilot-2143-4th-march-2023/page/168/#comment-4247646 Quote Link to comment Share on other sites More sharing options...
MashAndBangers Posted August 19, 2023 Share Posted August 19, 2023 22 hours ago, MashAndBangers said: Using Mechjeb 2.14.3.0 (not dev), I've encountered a strange error. Link to KSP.log https://web.tresorit.com/l/f4DOA#c4VJ_L1OXiP1WMFLgI4hNQ Series of events: 1. Tried to get a truss segment to dock with the truss on my ISS. 2. Docking failed. 3. See that even though the docking ports are right next to each other, the game says they are 10 meters apart 4. Decide to take Bill out and detach docking port on station side and reattach 5. Error spams the debug log: The docking ports in question are 2 Habtech2 T-400 Truss Connection Mechanism (integrated type A) Keep in mind this docking port does dock with itself and already attached a truss segment on the other side. The one I reattached is: Problem solved. I had downloaded Habtech 2 from space dock when re-installing KSP and that's when the issues came up for this save. I then replaced Habtech 2 with a download from the github repository and that fixed things. Quote Link to comment Share on other sites More sharing options...
Udav Posted August 29, 2023 Share Posted August 29, 2023 I needed to study the air consumption of an airplane. I found the relevant fields in MechJeb, but they don't work. All parameters except one show "0", although the aircraft is flying safely. Fix please. Quote Link to comment Share on other sites More sharing options...
Gargamel Posted August 30, 2023 Share Posted August 30, 2023 On 8/29/2023 at 6:56 AM, Udav said: I needed to study the air consumption of an airplane. I found the relevant fields in MechJeb, but they don't work. All parameters except one show "0", although the aircraft is flying safely. Fix please. If you’d kindly check the thread OP, there is a methodology for reporting bugs and getting support. It goes a long way to getting your issue resolved if you help the devs out some, which includes giving specifics rather than vague “they don’t work”. Quote Link to comment Share on other sites More sharing options...
CalvonVulcan Posted September 3, 2023 Share Posted September 3, 2023 so mechjeb doesnt work with any cockpit execpt if you have the part on and mechjeb normally just works wether its the Mk-3 cockpit or BDB apollo capsule etc, any idea what it could be? Player Log: https://drive.google.com/drive/folders/1XJhiguQ2QwmTn8OfGsfXMwrsYq8O8YQt?usp=drive_link Quote Link to comment Share on other sites More sharing options...
Starwaster Posted September 15, 2023 Share Posted September 15, 2023 On 8/19/2023 at 6:25 AM, Kampfsanni said: The Docking Autopilot has a glitch that let him lock up right before the final push from time to time. Switching it off and directly on again normaly solves that and will dock immediately. https://forum.kerbalspaceprogram.com/topic/154834-112x-anatid-robotics-mumech-mechjeb-autopilot-2143-4th-march-2023/page/168/#comment-4247646 I managed to reproduce this when I had speed limit at 0.1. Changing the limit to 1 immediately caused it to finish the docking. I'm not sure to what extent speed limit was a factor or not as in your previous screenshots, you always had your limit set at 1m. I'll take a look at the code since I was the last one to make major changes to the docking code. (some minor change by someone else but I don't think that's a factor, I managed to repro with an older branch predating that change) One thing that might be a factor is the undocking and redocking to a different port. If you're initiating docking to another port from within the bounding box then the docking AP could get confused somewhere along the way because it has to first back out of the box in a safe manner, move around the station and then re-enter the box from a new angle. That's alone involves some complex maneuvering by the AP to get out, go around and then back in. Before I did some revamping of the docking code, it had a nasty tendency to try to fly through the station to get to the new docking port. I think it might be getting hung up on the corner of the bounding box. It would be trying to maintain the safe distance while simultaneously moving laterally to the docking axis and that could produce contradictory velocity changes. Quote Link to comment Share on other sites More sharing options...
AnFa Posted September 26, 2023 Share Posted September 26, 2023 (edited) Why ascent guidance is so excrements? I'm flying this rocket I can get it manually to orbit without issue, but MechJeb can't even find a way to get out of orbit. All settings a refactory default. This is the result: Like I said, I can fly this rocket to orbit just fine, but no matter what changes I make to the options, MechJeb can't, so I must ask again. Why is ascent guidance so excrements? Edited September 26, 2023 by AnFa Quote Link to comment Share on other sites More sharing options...
Brigadier Posted September 26, 2023 Share Posted September 26, 2023 Are you flying yours such that your AoA can be >5º? If so, MechJeb is being limited to 5º. Just a thought. Quote Link to comment Share on other sites More sharing options...
AnFa Posted September 26, 2023 Share Posted September 26, 2023 With AoA limit on or off, the result is the same. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted September 29, 2023 Share Posted September 29, 2023 @AnFa Your rocket may not have the control authority to fly the path that MJ is trying to fly. In fact, the Classic Ascent is basically defining a static flight path based on the settings in the Ascent Path Editor. A rocket with sufficient thrust AND control authority will get to orbit over Kerbin with the default settings. You say you can get it there manually. If that's so then adjust the shape of the curve in the editor to match your manually flown path. But understand that the classic ascent guidance doesn't do anything more than follow a statically defined curve. It's on you to either build a rocket that can fly within those parameters or to change the parameters to something your rocket can fly. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted September 29, 2023 Share Posted September 29, 2023 On 9/25/2023 at 10:03 PM, AnFa said: Why is ascent guidance so excrements? I can give you one person's perspective. Ascent guidance on stock is next to worthless to me. I don't mess around in stock very often, but when I do I don't use ascent guidance at all. Most of the time I'm in either KSRSS or JNSQ. This is where I use ascent guidance 100% of the time, both PVG and Classic, depending on the vehicle. A full Saturn V stack from BDB will get to 130km x 130km on KSRSS (from KSC) with PVG ascent perfectly on my system. I also use PVG for Titans, and anything that has a single upper stage ignition. For most everything else, I use Classic and do a teeny bit of futzing with the ascent curve shape. The ascent parameters and the TWR of the upper stage are the two things that affect my success more than anything else. So my thought is that on stock, it's not good. On 2.x, it's very good. And I'm guessing on RSS ... PVG is probably excellent. Quote Link to comment Share on other sites More sharing options...
MattST Posted November 2, 2023 Share Posted November 2, 2023 Help. Im not sure what's happened here but my mechjeb tab is on the far top left corner. I don't know why its moved there. I also cannot see any of the controls when I click to activate one, as in I click the auto docker, but the gui doesn't show on screen despite it existing. I did have an error loading the game saying I have an outdated firespitter incase that's a cause? Quote Link to comment Share on other sites More sharing options...
AnFa Posted November 2, 2023 Share Posted November 2, 2023 17 minutes ago, MattST said: Help. Im not sure what's happened here but my mechjeb tab is on the far top left corner. I don't know why its moved there. I also cannot see any of the controls when I click to activate one, as in I click the auto docker, but the gui doesn't show on screen despite it existing. I did have an error loading the game saying I have an outdated firespitter incase that's a cause? You can move the MechJeb lid by right click pressing on it and dragging it left and right. As for the your other error, Firespitter shouldn't have anything to do with this Quote Link to comment Share on other sites More sharing options...
MattST Posted November 2, 2023 Share Posted November 2, 2023 2 hours ago, AnFa said: You can move the MechJeb lid by right click pressing on it and dragging it left and right. As for the your other error, Firespitter shouldn't have anything to do with this Right clicking doesn't do anything. Also now the whole GUI just won't show up, not sure what's going on. Quote Link to comment Share on other sites More sharing options...
AnFa Posted November 2, 2023 Share Posted November 2, 2023 1 hour ago, MattST said: Right clicking doesn't do anything. Also now the whole GUI just won't show up, not sure what's going on. It's not just right clicking. You have to click and hold with the right button on it. Try reinstalling the mod then. Quote Link to comment Share on other sites More sharing options...
AnFa Posted November 10, 2023 Share Posted November 10, 2023 I'm having this problem with Landing Info. The Suicide Burn Countdown is being incredibly optimistic. I'm descending to the Mun and if I start the burn at 0, the countdown keeps going into the negatives and I crash. If I start the burn 10s before 0, I still crash. What's going on? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 11, 2023 Share Posted November 11, 2023 15 hours ago, AnFa said: I'm having this problem with Landing Info. The Suicide Burn Countdown is being incredibly optimistic. I'm descending to the Mun and if I start the burn at 0, the countdown keeps going into the negatives and I crash. If I start the burn 10s before 0, I still crash. What's going on? How shallow/steep is your descent? At the point you start your burn, are you doing a straight vertical descent or do you still have a lot of horizontal velocity to kill? Quote Link to comment Share on other sites More sharing options...
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