AscentAutopilot

class AscentAutopilot

This module controls the Ascent Guidance in MechJeb 2.

Note

See MechJeb2 wiki for more guidance on how to optimally set up this autopilot.

Boolean Enabled { get; set; }
Game Scenes:

Flight

String Status { get; }

The autopilot status; it depends on the selected ascent path.

Game Scenes:

Flight

Int32 AscentPathIndex { get; set; }

The selected ascent path.

0 = AscentClassic (Classic Ascent Profile)

1 = AscentGT (Stock-style GravityTurn)

2 = AscentPVG (Primer Vector Guidance (RSS/RO))

Game Scenes:

Flight

AscentClassic AscentPathClassic { get; }

Get Classic Ascent Profile settings.

Game Scenes:

Flight

AscentGT AscentPathGT { get; }

Get Stock-style GravityTurn profile settings.

Game Scenes:

Flight

AscentPVG AscentPathPVG { get; }

Get Powered Explicit Guidance (RSS/RO) profile settings.

Game Scenes:

Flight

Double DesiredInclination { get; set; }

The desired inclination in degrees for the final circular orbit.

Game Scenes:

Flight

Double DesiredOrbitAltitude { get; set; }

The desired altitude in kilometres for the final circular orbit.

Game Scenes:

Flight

ThrustController ThrustController { get; }
Game Scenes:

Flight

Note

Equivalent to MechJeb.ThrustController.

Boolean ForceRoll { get; set; }

The state of force roll.

Game Scenes:

Flight

Double TurnRoll { get; set; }

The turn roll used by the autopilot.

Game Scenes:

Flight

Double VerticalRoll { get; set; }

The vertical/climb roll used by the autopilot.

Game Scenes:

Flight

Boolean LimitAoA { get; set; }

Whether to limit angle of attack.

Game Scenes:

Flight

Double MaxAoA { get; set; }

The maximal angle of attack used by the autopilot.

Game Scenes:

Flight

Double AoALimitFadeoutPressure { get; set; }

The pressure value when AoA limit is automatically deactivated.

Game Scenes:

Flight

Boolean CorrectiveSteering { get; set; }

Will cause the craft to steer based on the more accurate velocity vector rather than positional vector (large craft may actually perform better with this box unchecked).

Game Scenes:

Flight

Double CorrectiveSteeringGain { get; set; }

The gain of corrective steering used by the autopilot.

Game Scenes:

Flight

Boolean Autostage { get; set; }

The autopilot will automatically stage when the current stage has run out of fuel. Paramethers can be set in StagingController.

Game Scenes:

Flight

StagingController StagingController { get; }
Game Scenes:

Flight

Note

Equivalent to MechJeb.StagingController.

Boolean AutodeploySolarPanels { get; set; }

Whether to deploy solar panels automatically when the ascent finishes.

Game Scenes:

Flight

Boolean AutoDeployAntennas { get; set; }

Whether to deploy antennas automatically when the ascent finishes.

Game Scenes:

Flight

Boolean SkipCircularization { get; set; }

Whether to skip circularization burn and do only the ascent.

Game Scenes:

Flight

Int32 WarpCountDown { get; set; }
Game Scenes:

Flight

Double LaunchLANDifference { get; set; }
Game Scenes:

Flight

Double LaunchPhaseAngle { get; set; }
Game Scenes:

Flight

AscentLaunchMode LaunchMode { get; }

Current autopilot mode. Useful for determining whether the autopilot is performing a timed launch or not.

Game Scenes:

Flight

void AbortTimedLaunch ()

Abort a known timed launch when it has not started yet

Game Scenes:

Flight

void LaunchToRendezvous ()

Launch to rendezvous with the selected target.

Game Scenes:

Flight

void LaunchToTargetPlane ()

Launch into the plane of the selected target.

Game Scenes:

Flight

enum AscentLaunchMode
Normal

The autopilot is not performing a timed launch.

Rendezvous

The autopilot is performing a timed launch to rendezvous with the target vessel.

TargetPlane

The autopilot is performing a timed launch to target plane.

Unknown

The autopilot is performing an unknown timed launch.

AscentClassic

class AscentClassic

The Classic Ascent Profile.

Boolean AutoPath { get; set; }

Whether to enable automatic altitude turn.

Game Scenes:

Flight

Single AutoTurnPercent { get; set; }

A value between 0 and 1.

Game Scenes:

Flight

Single AutoTurnSpeedFactor { get; set; }

A value between 0 and 1.

Game Scenes:

Flight

Double AutoTurnStartAltitude { get; }
Game Scenes:

Flight

Double AutoTurnStartVelocity { get; }
Game Scenes:

Flight

Double AutoTurnEndAltitude { get; }
Game Scenes:

Flight

Double TurnStartAltitude { get; set; }

The turn starts when this altitude is reached.

Game Scenes:

Flight

Double TurnStartVelocity { get; set; }

The turn starts when this velocity is reached.

Game Scenes:

Flight

Double TurnEndAltitude { get; set; }

The turn ends when this altitude is reached.

Game Scenes:

Flight

Double TurnEndAngle { get; set; }

The final flight path angle.

Game Scenes:

Flight

Double TurnShapeExponent { get; set; }

A value between 0 - 1 describing how steep the turn is.

Game Scenes:

Flight

AscentGT

class AscentGT

This profile is similar to the gravity turn mod. It is a 3-burn to orbit style of launch that can get to orbit with about 2800 dV on stock Kerbin. If you want to have fun make a rocket that is basically a nose cone, a jumbo-64 a mainsail and some fairly big fins, have the pitch program flip it over aggressively (uncheck the AoA limiter, set the values to like 0.5 / 50 / 40 / 45 / 1) and let it rip.

Note

It’s not precisely the GT mod algorithm and it does not do any pitch-up during the intermediate burn right now, so it won’t handle low TWR upper stages.

Double HoldAPTime { get; set; }

At the intermediate altitude with this much time-to-apoapsis left the engine will start burning prograde to lift the apoapsis. The engine will throttle down in order to burn closer to the apoapsis. This is very similar to the lead-time of a maneuver node in concept, but with throttling down in the case where the player has initiated the burn too early (the corollary is that if you see lots of throttling down at the start, you likely need less HoldAP time).

Game Scenes:

Flight

Double IntermediateAltitude { get; set; }

Intermediate apoapsis altitude to coast to and then raise the apoapsis up to the eventual final target. May be set to equal the final target in order to skip the intermediate phase.

Game Scenes:

Flight

Double TurnStartAltitude { get; set; }

Altitude in km to pitch over and initiate the Gravity Turn (higher values for lower-TWR rockets).

Game Scenes:

Flight

Double TurnStartPitch { get; set; }

Pitch that the pitch program immediately applies.

Game Scenes:

Flight

Double TurnStartVelocity { get; set; }

Velocity in m/s which triggers pitch over and initiates the Gravity Turn (higher values for lower-TWR rockets).

Game Scenes:

Flight

AscentPVG

class AscentPVG

The Primer Vector Guidance (RSS/RO) profile.

Boolean AttachAltFlag { get; set; }
Game Scenes:

Flight

Double DesiredApoapsis { get; set; }

The target apoapsis in meters.

Game Scenes:

Flight

Double DesiredAttachAlt { get; set; }
Game Scenes:

Flight

Double DynamicPressureTrigger { get; set; }
Game Scenes:

Flight

Boolean FixedCoast { get; set; }
Game Scenes:

Flight

Double FixedCoastLength { get; set; }
Game Scenes:

Flight

Double PitchRate { get; set; }
Game Scenes:

Flight

Double PitchStartVelocity { get; set; }
Game Scenes:

Flight

Int32 StagingTrigger { get; set; }
Game Scenes:

Flight

Boolean StagingTriggerFlag { get; set; }
Game Scenes:

Flight