Jim DiGriz Posted April 3, 2018 Share Posted April 3, 2018 On 3/29/2018 at 10:41 AM, Gotmachine said: The problem is in the stock MOI calculations that gets wrong when the control part isn't the default one, see the comments in the KOS source : https://github.com/KSP-KOS/KOS/blob/develop/src/kOS/Control/SteeringManager.cs#L632 I tried rebuilding Mechjeb replacing all stock MOI calls to the custom code from KOS, this completely fixes the issue (that I can confirm) described by @Starwaster : From the old bug I submitted against KSP it looks like this bug is getting actively worked on. Quote Link to comment Share on other sites More sharing options...
Schmelge Posted April 3, 2018 Share Posted April 3, 2018 Hey! So, I'm using MJ and recovery stage. Is there a way to get MJ to consider speeds so parachutes don't get destroyed on staging? I used the Ascent Guidance and I also tried "Prevent overheating" but that didn't do the trick. Also, I saw that you can set inclanation which is awesome, but is there a way to use mechjeb to make an adjustment to "Longitude of Ascending Node" Many thanks ! - Schmelge Quote Link to comment Share on other sites More sharing options...
softweir Posted April 3, 2018 Share Posted April 3, 2018 14 hours ago, Gargamel said: Has anybody ever really used that goofy/scary looking command pod? Ya know, that one that looks like the evil older Cousin to Glados (Portal)? I've been playing with MJ for half a decade now, and I still haven't built anything with it. I used to use it, but it has been Deprecated: changes to KSP have caused serious problems with its built-in landing legs, so ships using it will undergo RUD the moment they go to the launch pad! Because of this, the pod no longer appears in the parts list - it is still in the MOD so you can load old ships that used the part in order to remove it and replace it. IIRC, Sarbian can't fix the problem because the designer has gone AWOL and the source files aren't available. Quote Link to comment Share on other sites More sharing options...
LameLefty Posted April 3, 2018 Share Posted April 3, 2018 26 minutes ago, softweir said: I used to use it, but it has been Deprecated: changes to KSP have caused serious problems with its built-in landing legs, so ships using it will undergo RUD the moment they go to the launch pad! Well, not to be *that guy* but changes to 1.4.2 have caused problems with the LT-1 and LT-2 landing legs causing them to RUD on the launch pad too. I have video proof. But anyway, I never used the pod and now that you mention it, I certainly haven't seen it in the VAB parts list in a good while. Quote Link to comment Share on other sites More sharing options...
El Sancho Posted April 4, 2018 Share Posted April 4, 2018 What the heck is RUD? Quote Link to comment Share on other sites More sharing options...
LameLefty Posted April 4, 2018 Share Posted April 4, 2018 2 minutes ago, El Sancho said: What the heck is RUD? Old rocketry/aerospace term: Rapid Unplanned Disassembly. Engineers love our TLA's (Three-Letter Acronyms ). See, e.g., below: P.S. The underlined word in the post is the forum software's auto-generated indicator for common acronyms. If you mouse-over it, you'll see a tool-tip with the definition. Quote Link to comment Share on other sites More sharing options...
AlonzoTG Posted April 4, 2018 Share Posted April 4, 2018 The space core lives!!! http://steamcommunity.com/sharedfiles/filedetails/?id=1351771501 Well, the RCS animation is broken and Squad radically ovecomplexfied the landing gear module, but otherwise the little guy is alive and healthy... threw together a marginally stable rocket and gave him a ride over to the mun, seems happy, despite being on his side with no comms back to base... Quote Link to comment Share on other sites More sharing options...
Gargamel Posted April 4, 2018 Share Posted April 4, 2018 6 hours ago, El Sancho said: What the heck is RUD? Oddly enough, your own post answers that question. The forum's auto context thingy will explain certain acronyms if you mouse over them. RUD is one of them. Quote Link to comment Share on other sites More sharing options...
Cratzz Posted April 5, 2018 Share Posted April 5, 2018 (edited) EDIT Edited April 5, 2018 by Cratzz Quote Link to comment Share on other sites More sharing options...
Cratzz Posted April 5, 2018 Share Posted April 5, 2018 (edited) Is anyone using this under v1.3.1? If so what version? The 2.7.0 version for 1.3 dosen't work here, getting error readout, stuttering, crashing. Here's my .log Edited April 5, 2018 by Cratzz Quote Link to comment Share on other sites More sharing options...
Jacke Posted April 5, 2018 Share Posted April 5, 2018 23 minutes ago, Cratzz said: Is any one using this under v1.3.1? If so what version? The 2.7.0 version for 1.3 dosen't work here, getting error readout, stuttering, crashing. Try using the last development version before @sarbian moved onto working on KSP 1.4.x support. https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/786/ Quote Link to comment Share on other sites More sharing options...
Cratzz Posted April 5, 2018 Share Posted April 5, 2018 1 hour ago, Jacke said: Try using the last development version before @sarbian moved onto working on KSP 1.4.x support. https://ksp.sarbian.com/jenkins/job/MechJeb2-Dev/786/ Thanks man, i'll give it a shot. Quote Link to comment Share on other sites More sharing options...
FloppyRocket Posted April 6, 2018 Share Posted April 6, 2018 I realize this has probably been discussed to death, but I've searched the Forum and found little information. To wit: Is there a manual for how to use the Mechjeb Scripting Module? The main Manual (linked from page 1 of this forum area) points to the Mechjeb Wiki, which doesn't seem to mention scripting at all. Quote Link to comment Share on other sites More sharing options...
Cratzz Posted April 6, 2018 Share Posted April 6, 2018 4 hours ago, FloppyRocket said: I realize this has probably been discussed to death, but I've searched the Forum and found little information. To wit: Is there a manual for how to use the Mechjeb Scripting Module? The main Manual (linked from page 1 of this forum area) points to the Mechjeb Wiki, which doesn't seem to mention scripting at all. There's a dedicated scripting thread, even if it's quite old, but maybe you can find som clues as how to get started - Quote Link to comment Share on other sites More sharing options...
Schmelge Posted April 6, 2018 Share Posted April 6, 2018 4 hours ago, FloppyRocket said: I realize this has probably been discussed to death, but I've searched the Forum and found little information. To wit: Is there a manual for how to use the Mechjeb Scripting Module? The main Manual (linked from page 1 of this forum area) points to the Mechjeb Wiki, which doesn't seem to mention scripting at all. Would have been amazing if someday someone that knows alot about mechjeb could take the time to fully update the wiki. It's a shame that such a huge mod with so many settings have such an inadequate wiki Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 6, 2018 Share Posted April 6, 2018 @FloppyRocket here ya go: @Schmelge For they the dont like to read to much like me: so guys hope it helps) peace ps thx scott manley(sec. vid) Quote Link to comment Share on other sites More sharing options...
Schmelge Posted April 6, 2018 Share Posted April 6, 2018 7 minutes ago, Burning Kan said: @FloppyRocket here ya go: @Schmelge For they the dont like to read to much like me: so guys hope it helps) peace ps thx scott manley(sec. vid) yeah so next time you visit sweden, remember to tell me so I can buy you a beer! Awesome, thanks! Quote Link to comment Share on other sites More sharing options...
FloppyRocket Posted April 6, 2018 Share Posted April 6, 2018 13 hours ago, Cratzz said: There's a dedicated scripting thread, even if it's quite old, but maybe you can find som clues as how to get started - Thanks! 13 hours ago, Schmelge said: Would have been amazing if someday someone that knows alot about mechjeb could take the time to fully update the wiki. It's a shame that such a huge mod with so many settings have such an inadequate wiki Indeed. I can contribute some effort there once I accumulate some more knowledge. 2 hours ago, Burning Kan said: @FloppyRocket here ya go: @Schmelge For they the dont like to read to much like me: so guys hope it helps) peace ps thx scott manley(sec. vid) Thanks much! Quote Link to comment Share on other sites More sharing options...
FloppyRocket Posted April 7, 2018 Share Posted April 7, 2018 (edited) 8 hours ago, Burning Kan said: @FloppyRocket here ya go: @Schmelge For they the dont like to read to much like me: so guys hope it helps) peace ps thx scott manley(sec. vid) Note: there's nothing in the 2nd video (from Scott Manley) about Scripting, though it does run through early MJ 2 fairly thoroughly. Edited April 7, 2018 by FloppyRocket Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 7, 2018 Share Posted April 7, 2018 the sec was for that cool swedish kerboneer read between the lines videos when u diggin on YT playlist from first VID then... wait i will do it for u here u go a newer one: happy scriptin btw much much thx @sarbian for this magnifique mod and @SPD13for the scripting part and the hole community Quote Link to comment Share on other sites More sharing options...
FloppyRocket Posted April 7, 2018 Share Posted April 7, 2018 11 hours ago, Burning Kan said: the sec was for that cool swedish kerboneer read between the lines videos when u diggin on YT playlist from first VID then... wait i will do it for u here u go a newer one: happy scriptin btw much much thx @sarbian for this magnifique mod and @SPD13for the scripting part and the hole community Thanks again! Quote Link to comment Share on other sites More sharing options...
FloppyRocket Posted April 7, 2018 Share Posted April 7, 2018 (edited) 3 hours ago, FloppyRocket said: Thanks again! I'm really looking for more of a tutorial, rather than a demo about how cool it is. The scripting user interface is a little non-intuitive, and I didn't get much information from the demo video. I'll give the earlier video another watch and see if I can turn it into some written notes. Are there any pure tutorials around for the scripting module? Edited April 7, 2018 by FloppyRocket Quote Link to comment Share on other sites More sharing options...
viperwolf Posted April 8, 2018 Share Posted April 8, 2018 @Burning Kan My question would be, can we use this to land boosters while still in main mission? Quote Link to comment Share on other sites More sharing options...
Burning Kan Posted April 8, 2018 Share Posted April 8, 2018 PUH? AFAIK u got 2 problems: 1)when u switch a vessel in flight the physik-range is important and between few kilometer /miles, all vessels outside these physicbubble are on rails(low physic-no mechjeb) (and ksp dont handle that for good[performance]reasons) to simulate the other vessel-simultaniasly 2)and dont know if mechjeb is in these calculations or just on the active one got 2 solutions: 1)physic range extender-maybe it work ¯\_(ツ)_/¯ https://forum.kerbalspaceprogram.com/index.php?/topic/158344-ksp-14-physics-range-extender-v160-11-mar-2018/ ONE of THESE: mod make a percistent save while switching and u can flight it from the point u switched the vessel https://forum.kerbalspaceprogram.com/index.php?/topic/78226-14-stagerecovery-recover-funds-from-dropped-stages-v180-march-11-2018/ OR this BUT ITS NOT READY YET-SO DO NOT PESTER! https://forum.kerbalspaceprogram.com/index.php?/topic/157214-131-flight-manager-for-reusable-stages-fmrs-now-with-recoverycontroller-integration/&page=10 but i think-u knowa this, give him time he handle over130mods man hope it helps-much luck peace Quote Link to comment Share on other sites More sharing options...
viperwolf Posted April 9, 2018 Share Posted April 9, 2018 On 4/8/2018 at 8:57 AM, Burning Kan said: PUH? AFAIK u got 2 problems: 1)when u switch a vessel in flight the physik-range is important and between few kilometer /miles, all vessels outside these physicbubble are on rails(low physic-no mechjeb) (and ksp dont handle that for good[performance]reasons) to simulate the other vessel-simultaniasly 2)and dont know if mechjeb is in these calculations or just on the active one got 2 solutions: 1)physic range extender-maybe it work ¯\_(ツ)_/¯ https://forum.kerbalspaceprogram.com/index.php?/topic/158344-ksp-14-physics-range-extender-v160-11-mar-2018/ ONE of THESE: mod make a percistent save while switching and u can flight it from the point u switched the vessel https://forum.kerbalspaceprogram.com/index.php?/topic/78226-14-stagerecovery-recover-funds-from-dropped-stages-v180-march-11-2018/ OR this BUT ITS NOT READY YET-SO DO NOT PESTER! https://forum.kerbalspaceprogram.com/index.php?/topic/157214-131-flight-manager-for-reusable-stages-fmrs-now-with-recoverycontroller-integration/&page=10 but i think-u knowa this, give him time he handle over130mods man hope it helps-much luck peace Thanks for the info, Ill just wait for FMRS to update. I normally use it for this anyway. Using latest dev version 795 I have a small problem that has developed for some reason, all my crafts will not land. as soon as I engage (auto) land somewhere, it just hovers at the altitude of engagement. Anyone experience this or know what my problem could be. Maybe I messed up a setting somewhere? I had these landing really good at one time. Quote Link to comment Share on other sites More sharing options...
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