MuMech / MechJeb2

MechJeb2 - KSP mod
Other
982 stars 250 forks source link

Severe Aerodynamics Malfunction #679

Closed Speleomantes closed 8 years ago

Speleomantes commented 8 years ago

KSP: 1.0.4 Windows 7 32 bit Problem: Limit to terminal velocity is non-functional, Ascent Guidance begins gravity turn at ~300 m ASL Mods Installed: MechJeb 2.5.3.0 (later 2.5.4.0 Build 516) Reproduction Steps: Build a simple SSTO and launch using MechJeb's Ascent Guidance. Log: http://m.uploadedit.com/ba3m/1445738957882.txt Output_log.txt

Details:

Temporary Fix: It's Ugly but

If anybody has a better idea let me know.

Suggestion: I know, this is already TL;DR but "Limit Q to X" isn't entirely effective at preventing the wonderful new world of component overheat on ascent. I had to tone it down from 20,000 to 10,000 to keep all the bits on my ship on the way up. A "Prevent/Limit Component Overheats" utility might be very helpful.

Thanx, -S

sarbian commented 8 years ago

This indicates that MechJeb can control the throttle but isn't calculating terminal velocity properly

Nope. Terminal velocity is perfectly fine but the 1.0.x aerodynamic make it a very high number, just like in real life. Limiting to terminal velocity is way less useful in 1.0.x than it was before.

Ascent Guidance begins gravity turn at ~300 m ASL

Welcome to 6 month ago. A new option was added in the ascent path editor. Have a look. FYI this allow for a more optimal trajectory in line with those used IRL.

A "Prevent/Limit Component Overheats" utility might be very helpful.

Clearly but the new KSP heating is quite complex and I don't have a magic temperature number I can watch. Some part are hot by design (then engine and the part near them) and some other part should be kept 'cold'. I don't have the code that tells me which one you want to keep cold.

That said others mange to reach orbit fine with the current code so you may also want to reflect on your designs.

I am closing the ticket since there is no "Severe Aerodynamics Malfunction". If you want to open a new one for a more specific issue feel free to do so.

Speleomantes commented 8 years ago

If it were an issue with a single craft I'd be inclined to agree. I initially had the problem with several more elegant craft so I made a clean install of KSP and MechJeb both and built that Brute-Force-N-Ignorance rocket solely for testing purposes. I'm still having the same problems with completely unrelated craft two days later.

Also:

I don't wish to annoy but I feel that I've been reasonably thorough in taking the correct measures before bringing this to your attention. Whether or not heeling over at 60 degrees to port and failing to engage throttle limiter shortly after lift-off is a "Severe Aerodynamics Malfunction" is a matter of semantics. That and "Major Malfunction" was already taken.

The problems that I described remain. Having done what I think is a reasonable job of reporting them to you I'd appreciate it if you could take the relatively simple steps necessary to replicate them. Precious little point in having a bug reporter otherwise.

Please advise if you would like me to proceed in some other manner. -S

sarbian commented 8 years ago

My reply formatting was messed up so you may have missed some of my points (I edited it but I will repeat them anyway)

You find me quite dismissive of your problem because I already dealt with exactly the same feedback when 1.0.x got out and I already explained multiples times the source of those problem (most of them have nothing to do with MJ)

That said if you share your craft file and settings I would happily test it myself to see if it exhibit some new behaviors I don't know about.

Speleomantes commented 8 years ago

You're right, I was unable to see the bulk of your reply. Thanks for the explanation. It makes it much clearer now. The gravity roll at 300 m makes perfect sense if Squad's cranked Vt way up. Also explains why I'm having trouble getting down to safe parachuting speed. Drogue chutes are my new best friend.

That Q limitter you're implementing should come in very handy given that you can now build ships that will cheerfully burn up while leaving the atmosphere.

I won't pretend to understand how Squad's working the game mechanics for the temperatures but I suspect that you could implement a "Prevent Component Overheats" by linking an MJ throttle control to the heat warning bar that pops up once a component starts to warm beyond a certain tolerance (I think Squad is using 50% but that's just eyeballing it).

Alternately, if each component has a T and Tmax variable you could let users select what perentage of Tmax T should reach before throttling back. That depends on how Squad's implemented component heating though.

And yes, I know this is so very 6 months ago but some of us have been contentedly playing 0.2.5 while waiting for our favorite mods to catch up. We're Luddites, I know.

Thanx again, -S