FlexGunship Posted August 27, 2014 Share Posted August 27, 2014 (edited) does this work with near? Mechjeb cannot control anything in atmosphere with NEAR istalled.For everyone worried about NEAR support with MechJeb... just pick a better ascent profile and make sure your launch TWR is ~1.20 by using the thrust limiters. Pretend you're all rocket scientists!I get solid launches (with MechJeb and NEAR) when I have a solid rocket design. General parameters are as follows:Orbit Altitude: 100kmGravity turn start: ~0.5kmTurn shape: ~66%Turn complete altitude: ~45kmYou'll notice (weirdly!) that these are much more realistic launch parameters than what stock KSP favors. You don't even need control surfaces or RCS if you set up your launch correctly.EDIT: That being said... I WOULD like to see "limit to terminal velocity" work in MechJeb with NEAR... especially in non-Kerbin atmospheres. Edited August 27, 2014 by FlexGunship Link to comment Share on other sites More sharing options...
JeffreyCor Posted August 27, 2014 Share Posted August 27, 2014 I haven't had quite that setup work well for assent settings, but do totally agree just experiment with the parameters for a profit that works best. Have not had any problems at all with NEAR and MJ for launch. Possible weird problem with landing where the landing system won't work if the TWR is between 1.00 and about 1.8. Lower and higher works fine but between then the landing system doesn't want to aim. Not sure if it's really because of NEAR though as the same issue occurs on moons without an atmosphere. Link to comment Share on other sites More sharing options...
Nsomnia Posted August 27, 2014 Share Posted August 27, 2014 For everyone worried about NEAR support with MechJeb... just pick a better ascent profile and make sure your launch TWR is ~1.20 by using the thrust limiters. Pretend you're all rocket scientists!EDIT: That being said... I WOULD like to see "limit to terminal velocity" work in MechJeb with NEAR... especially in non-Kerbin atmospheres.Im talking about spaceplanes, rockets are fine. When I use spaceplane guideance a) it cant land and when I enable autoland it makes my ship oscillate all over the place when i try to make it hold my current heading +/- a few degreees and my altitude +/- a few hundred m it does the same thing. very annoying. Link to comment Share on other sites More sharing options...
FlexGunship Posted August 27, 2014 Share Posted August 27, 2014 Im talking about spaceplanes, rockets are fine. When I use spaceplane guideance a) it cant land and when I enable autoland it makes my ship oscillate all over the place when i try to make it hold my current heading +/- a few degreees and my altitude +/- a few hundred m it does the same thing. very annoying.Understood, my apologies. Link to comment Share on other sites More sharing options...
sarbian Posted September 1, 2014 Author Share Posted September 1, 2014 I uploaded a new version of MechJebFARExt. - should not trigger part failures due to aerodynamic stresses anymore - report better info to MJ when you disable pitch/roll/yaw on a surface control - use a bit less CPU Link to comment Share on other sites More sharing options...
sarbian Posted September 1, 2014 Author Share Posted September 1, 2014 And I added MechJebNEARExt for NEAR support inside MJ. Link to comment Share on other sites More sharing options...
jonrd463 Posted September 1, 2014 Share Posted September 1, 2014 I uploaded a new version of MechJebFARExt. - should not trigger part failures due to aerodynamic stresses anymore - report better info to MJ when you disable pitch/roll/yaw on a surface control - use a bit less CPUI was just about to post a bug report when I saw this post. I was having a problem where control surfaces on my spaceplanes would detach if I switched vessels in orbit and switched back to the plane. If I understand correctly, this fixes that problem? I really like how stable the plugin makes my space plane launches, but I've had to send two rescue missions to retrieve crew from derelict planes and since removed the plugin. If that's fixed, I'll be reinstalling ASAP. Just wanted to make sure. Link to comment Share on other sites More sharing options...
sarbian Posted September 2, 2014 Author Share Posted September 2, 2014 Yes, it fixes that. Link to comment Share on other sites More sharing options...
lewisd Posted September 2, 2014 Share Posted September 2, 2014 I was just about to post a bug report when I saw this post. I was having a problem where control surfaces on my spaceplanes would detach if I switched vessels in orbit and switched back to the plane. If I understand correctly, this fixes that problem? I really like how stable the plugin makes my space plane launches, but I've had to send two rescue missions to retrieve crew from derelict planes and since removed the plugin. If that's fixed, I'll be reinstalling ASAP. Just wanted to make sure.Hilarious! That's exactly my story too. Looking forward to trying out the FAR extension again with that fix. Link to comment Share on other sites More sharing options...
Woodstar Posted September 2, 2014 Share Posted September 2, 2014 Just add the EXT to the mechjeb folder and keep both dll or do i need to replace them? Link to comment Share on other sites More sharing options...
ABZB Posted September 3, 2014 Share Posted September 3, 2014 Just add the EXT to the mechjeb folder and keep both dll or do i need to replace them?Since he said that it is intended to be used with the newest mechjeb dev version, and that the two part .cfg files have not changed in a long time, and in particular that the EXT is about 1/10 the size of the mechjeb2.dll, it seems most likely that they are intended to be both present at once (I had the same question, and that was the though that I thought). Link to comment Share on other sites More sharing options...
Woodstar Posted September 3, 2014 Share Posted September 3, 2014 Since he said that it is intended to be used with the newest mechjeb dev version, and that the two part .cfg files have not changed in a long time, and in particular that the EXT is about 1/10 the size of the mechjeb2.dll, it seems most likely that they are intended to be both present at once (I had the same question, and that was the though that I thought).Yea figured it out with the proverbial "Trial by fire" and threw it all in and loaded KSP, all was fine. Link to comment Share on other sites More sharing options...
FlexGunship Posted September 3, 2014 Share Posted September 3, 2014 And I added MechJebNEARExt for NEAR support inside MJ.This is brilliant! Thanks....now to cautiously transition from praise to a request...I would love it dearly if the "limit to terminal velocity" function worked with FAR and/or NEAR. Are there any plans to incorporate that piece? Link to comment Share on other sites More sharing options...
NathanKell Posted September 3, 2014 Share Posted September 3, 2014 Why ever would you need it? Unless you have a liftoff TWR of 4 or so and you make a very shallow ascent, it's not relevant. Link to comment Share on other sites More sharing options...
ABZB Posted September 3, 2014 Share Posted September 3, 2014 (edited) Mechjeb is reporting thrust (and acceleration) that is significantly less than actual. This is occuring on all engines - for example, the KW Griffon 8D, with ~1641 KN of thrust at sea level (I use KIDS) (obtained from right-click menu on that engine) - mechjeb reports ~410 KN of thrust, and an acceleration of ~2.9 m/s^2. As my ship is moving upwards rapidly from Kerbin's surface, this is clearly in error. Is there a possible mod conflict here? or might I have some other issue?EDIT: this is using the 309 dev release. Edited September 3, 2014 by ABZB Link to comment Share on other sites More sharing options...
FlexGunship Posted September 3, 2014 Share Posted September 3, 2014 Why ever would you need it? Unless you have a liftoff TWR of 4 or so and you make a very shallow ascent, it's not relevant.It's handy to "automatically" throttle a main engine after SRBs are exhausted. I totally understand what you're saying; proper use of thrust limiters can balance stages for the most part. But for SRB heavy launches it's helpful... you don't have to adjust the thrust limited mid-ascent.I feel like, with MechJeb and NEAR (or FAR), if you design your rocket well, it shouldn't require any input between launch and stable orbit. This is the only piece missing for me. Link to comment Share on other sites More sharing options...
sarbian Posted September 4, 2014 Author Share Posted September 4, 2014 No, what he is telling you is that hitting the terminal velocity with FAR or NEAR require ridiculously overpowered rockets. ABZB : I'll have a look but why did you report it here ? it's a pure MJ problem not related to the ext. Link to comment Share on other sites More sharing options...
ABZB Posted September 4, 2014 Share Posted September 4, 2014 My bad, then - this started after I updated the ext (and updated to the latest dev version) - I had initially assumed it was an issue with the ext. on further copy/pasting versions around, it is not due to the ext (still happens with that removed) and is present for me in the previous two dev releases (308 and 309). Link to comment Share on other sites More sharing options...
sarbian Posted September 7, 2014 Author Share Posted September 7, 2014 New extension : km_Gimbal 2.0 SupportFull support dtobi for km_Gimbal 2.0. Original code by NathanKellyou NEED Mechjeb2 dev version #316 or later for this to workDownloadSource Link to comment Share on other sites More sharing options...
Ratzap Posted September 7, 2014 Share Posted September 7, 2014 I gave this a try and it seems to be working ok. Ascent guidance is a lot smoother with km_Gimbal loaded, thanks Sarbian. Link to comment Share on other sites More sharing options...
FlexGunship Posted September 9, 2014 Share Posted September 9, 2014 No, what he is telling you is that hitting the terminal velocity with FAR or NEAR require ridiculously overpowered rockets.Fair enough, you guys know better than I do. Capsule drop shows about 120 m/s below 1km. And about 250 m/s at 3.5km. Maybe it's not a good test; but these numbers aren't impossible to hit at a TWR of ~1.5. Especially if you start your gravity turn early. Link to comment Share on other sites More sharing options...
NathanKell Posted September 9, 2014 Share Posted September 9, 2014 "Capsule drop"Which your rockets are shaped nothing like. Let's recall that FAR and NEAR are *all about* having shape *matter*. Link to comment Share on other sites More sharing options...
sarbian Posted September 10, 2014 Author Share Posted September 10, 2014 I fixed an error in MechJebKMGimbalExt so you should update it ( and MJ since an similar error was fixed ) Link to comment Share on other sites More sharing options...
DuoDex Posted September 20, 2014 Share Posted September 20, 2014 What are the actual parameters of this support? Is it just Ascent Guidance, or Landing Guidance and Spaceplane Guidance too? Link to comment Share on other sites More sharing options...
Kitspace Posted September 29, 2014 Share Posted September 29, 2014 Hello.I am using Ferram aerospace research and Realism overhaul and there is a problem of some sort with them.The problem is that at pretty high speeds at some point into the flight Mechjeb is suddenly starting to use extrmely agressive control inputs where no inputs at all would still do good and finally makes a firm and stable rocket wobble like crazy and maybe even fall apart even with the modules from here installed.It will happen to basicly any vehicle no matter how stable it is and how much control authority does it have.Thank you. Link to comment Share on other sites More sharing options...
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