![]() KSP feels wierd without MechJeb at this point. That said, there’s also KS2 out there with some pretty cool scripting capabilities. I really like where you’re taking K2-D2! We’ll get the capabilities we want and need initially across multiple mods before we start integrating things into anything like MJ. I agree, there’s some real synergy out there with the KSP2 mods. I suspect I’m days away from having Flight Plan in a sufficiently useful state to release, and when I do put the first version out it will be a long way from the full-up functionality of MJ! That said, it can be a platform for developing further functionality. I agree, it’s far too soon to expect a full-up mechjeb. for the moment we only have small projects. I'll be glad to merge my work with any big project that will emerge. helping me adding node creation but starts froml scratch. started a port of mechjeb : for many maneuver node creation. I'm more interesting in direct speed changes rather than orbit node. my next step will be ascending and then docking. I'm working on K2D2 and landing is closed to be released. there will be little mods that will to simple tasks to start and progressively they will be merged to a thing like mechjeb. That way, you have plenty of time for each orbital period and the closure rate won’t be too high as you approach intercept.įrom my point of view, it's too soon to expect such a tool like Mech jeb for the moment. For practice, I’d suggest launching your target into something like a 200km circular obit, and your active vessel into a starting orbit of something like 170km or so. It’s a lot harder to explain than to do after a time or two, and it’s VASTLY easier if you have slower relative velocities to work with. So you have to flip back around and slow again while pushing the retrograde marker. The tricky part is, when you are “pulling” the maker by adding thrust, you’re speeding up your closure rate. In practical nuts-and-bolt terms, you “pull” your prograde marker toward the target when you add thrust pointing at the target, and you are “pushing” the retrograde marker when you are facing backwards and adding thrust. You are effectively making your own current orbit match the target’s orbit. Depending on how close your initial orbit was, your approach speed and closure rate will vary, but you will thrusting backwards to both slow your closure rate AND to nudge your velocity vector marker toward the target marker. You should see your prograde marker somewhere near the target marker on the navball. In KSP2 it’s just a number with no sign - BAD UI, KSP2 DEVS!).Īnyway, as you close on the target be sure to to set Control from Here for your docking port, and then point your engines generally toward the target. ![]() ![]() Take control of the active vessel and be sure you have the nav all speed set to Target velocity (again easier in KSP1 because the velocity is positive or negative to indicate departure or closing rate intuitively. Then time warp until you’re a couple minutes from intercept. Quick save after you make the burn just in case, lol. Aim for an intercept of about 5km or less for best results. In KSP1 it was easier because when you create an intercept, you can see numerically how close you are going to pass, not just with big blobby UI icons. Waaaay back in late March 2013, I found a tutorial video from someone that taught me how to do it. Really should learn how to do all that manually, though. I really should learn how to do all that manually, though. Then just a straight line of 1.0 m/s of movement. Then I'd use SAS (or Smart A.S.S.) to point the docking port at the other ship. I always set the intercept and matching velocity at like 10 meters from the target, and then when I was ready I'd switch between both vessels and set the other as the target. ![]() See, I never had issues with monoprop when using MJ's docking thing. It works, but it requires a lot more patience than a nice close rendezvous setup with MJ's Rendezvous Planner and DPAI for the final 200m or so. But since we don't have that in KSP2, it's back to the old-fashioned method of getting a close intercept, then "pushing" and "pulling" the navball velocity vector markers onto the Target indicator (with the docking port of the passive vessel set as the "Target" once you get close enough). As soon as his amazing Docking Port Alignment Indicator, I adopted it right away and never, ever used anything else. It was terrible - spamming RCS all over the place, using up almost all my monoprop. In KSP1, I used MJ for docking exactly once, I think. ![]()
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