![]() ![]() I don't use its auto dock, auto land, etc functions because I prefer to do those manually myself, but saying MJ does things badly is. Takes away a ton of tedium once you've manually flown your own rockets to orbit for thousands of launches over the years. MJ is a godsend after my 6k-ish hours in KSP 1. ) are just artificial limits in the "gamey" version (well, apart from WASM memory - the "cheaty" version is limited to whatever leftovers of real RAM KSP2 doesn't gobble up).ĭoes most of it badly? Please share whatever you're smoking. The rest (WASM memory, program size, in-game resource consumption. MechJeb and Engineer For All Automatically includes a MechJeb computer, Flight Engineer and Build Engineer on any craft that includes a probe core or a command module. Which means the main difference between the "gamey" and the "cheaty" version is that the first ties WASM execution speed to in-game time and sets an artificial limit on WASM instructions per in-game second, while the second runs WASM asynchronously as fast as the real CPU allows. "cheaty" ascent guidance can be run on the "gamey" version as well (provided the simulated computer in the "gamey" version is powerful enough).Īnd I think we can even share a lot of the implementation - after all, if you're going to run WASM in a dotnet environment and want to have it portable across operating systems, you pretty much have to use wasmtime-dotnet (or do you know of any other portable dotnet embedded WASM runtime?). I think we should at least try to come up with a common host interface for both, so that the same WASM code that powers a e.g. I'm more interested in focusing on just making it easier to do optimization and control theory All you have to do is look around here in the page, check out the descriptions and photos of the Kerbal Space Program mods and try out the ones you like. ![]() And trying out Kerbal Space Program mods is really as easy as it gets. ![]() The windows can be dragged anywhere on screen, and. 3/ When AR202 is active (eg running autopilot), green is on, red is off. Each and every Kerbal Space Program mod is unique and offers its own way of enhancing the game. Usage instructions: Add either the AR202 surface-attached case from the Control tab or the MechJeb pod from the Pods tab to one of your vessels.Then use the button on the right side of the screen to access MechJeb window selection interface, and click on the buttons to activate the windows. 2/ When AR202 is idle, red light is on (green is off). And if Sarbs tries to build MJ for KSP2 then I might jump in and help since I certainly would want to see it not fail. Kerbal Space Program 2 from Intercept Games and Private Division is the sequel to the acclaimed space flight simulation game Kerbal Space Program. Its only a simple suggestion about red & green lights (indicators) on AR202 case (MechJeb 2) : 1/ When AR202 is disabled (from right-click menu), both red & green are off (assuming its not too difficult to implement). Other people could build MJ-like simple launchers on top of that (in languages other than C#).īut I don't even own KSP2 right now and I'm in watch and wait mode. Then I'd like to build a much better transfer planner/flyby finder/maneuver editor/executor, but focusing on expert use cases rather than novice. And the current game performance and bugs make does not motivate me to work on mods for now. My thoughts though are that I'd rather build something so that WASM code built in other languages could run against KSP2 (kind of kRPC without the socket communication) along with a set of library code (lambert solvers, PIDs, optimization algorithms from alglib, etc) could be available to that framework "free of charge" along with sane right-handed vector/matrix/quaternion objects. 640 About me: Bottle Rocketeer Posted JanuWelcome to the forum In the tech tree you should see several MechJeb's case (don't remember the name), each of them unlock different function. The current modding tools we have 24h after the release works to do quick hack of some of the game structure but are not (currently) usable to write something like MJ. There's obviously a high level of demand for KSP2 mods that do what MJ does for KSP1. The work I've done (nearly merged now) on extracting a lot of the code that I wrote into a more permissively licensed library IS really geared towards letting people copy battle tested code out of MJ and build mods. It attempts to do everything and does most of it badly. It's been working for me all through 1.12.x.I'm somewhat unconvinced that MJ is the right way to go. MecJeb2 for command at : HAS ]: NEEDS : Final ![]()
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