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[PART, 1.0.2] Anatid Robotics / MuMech - MechJeb - Autopilot - Historical thread


r4m0n

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Well, the last entry in your log is related to Procedural Farings, and you're running the 64 bit client, so... it is probably nothing to do with MechJeb, and it is probably just that 64bit does that from time to time.

it didn't crash, it just didn't show up at all

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Delete

D:\Steam Library\steamapps\common\Kerbal Space Program\Plugins\MechJeb2.dll.

Your MechJeb files should only be in

D:\Steam Library\steamapps\common\Kerbal Space Program\GameData\MechJeb2.

If it still doesn't work, post a new log.

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Delete

D:\Steam Library\steamapps\common\Kerbal Space Program\Plugins\MechJeb2.dll.

Your MechJeb files should only be in

D:\Steam Library\steamapps\common\Kerbal Space Program\GameData\MechJeb2.

If it still doesn't work, post a new log.

that seems to have fixed it.

aside from that, i've noticed that the ascent autopilot tends to overcompensate for roll, using my bearcat 5 gimbals in a yo-yo action on the roll

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Not sure if this is a MJ issue or not, but heres what happens:

Trying to 'land at target' or 'land somewhere' with a manned command pod and MJ attached everything starts just fine with the node being made, but as soon as MJ starts to auto-warp things get strange. Warp goes for a couple seconds then just suddenly drops out, slightly re-positions the ship and starts warp again...this happens over and over every couple of seconds.

I tried the same thing on a part of the ship that had no command pod, but just an AR202 case and the landing went smooth, no warp stutter at all. So I'm thinking there is some conflict with the command pods.

I downloaded 2.3.1 and did a clean install, and had the same issue, then I copied the newest dev version (286) over that and the problem continued.

I'm running 0.24.2 on Linux, 64bit client

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You have that with 'land somewhere' too ? That's strange, it should not stop warp. I may dig into it later, but I have other priorities atm.

I just checked and when I tried to just land somewhere, it did not auto-warp at all :)

I wonder if any other mod is messing with it?

Heres what I have:

Toolbar

Adaptive Docking Node

EVE

DebRefund

Action Groups Extended

Enhanced NavBall

Fine Print

Floorit

Kerbal Joint Reinforcement

Hyperedit

Universal Docking Ports

KSPScience Library

MapShowNavBall

Modular Fuel Tanks

NovaPunch2 (SAS parts only, none of which are on this ship)

Part Angle Display

Precise Node

Procedural Fairings

RCSBuildAid

RealChute

ScienceAlert

StockDragFix

TACFuel Balancer

TweakScale

Module Manager 2.2.1

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Dev 286, Lin64

Launched a triple-barrel booster, Delta-V screen was fine until the two outside boosters separated. Then the display froze. No dV updating.

The game continued fine.

Clicking the dV dialog off and back on made no difference.

UPDATE: Launching a single-core vessel shortly after did not have this problem.

UPDATE: Going out through the Tracking Station and back in cleared the dV issue for the first ship.

Yet another UPDATE: Launched a second of that triple-barreled booster ship, had the same lock-up of the dV data.

And finally, log entries:

From: KSP.log

[ERR 21:37:06.423] MechJeb module MechJebModuleStageStats threw an exception in OnFixedUpdate: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.

at System.Collections.Generic.Dictionary`2[Part,MuMech.FuelNode].get_Item (.Part key) [0x00000] in <filename unknown>:0

at MuMech.FuelNode+<SetupFuelLineSourcesFlight>c__AnonStorey6.<>m__20 (.Part p) [0x00000] in <filename unknown>:0

at System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[Part,MuMech.FuelNode].MoveNext () [0x00000] in <filename unknown>:0

at System.Collections.Generic.List`1[MuMech.FuelNode].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0

at System.Collections.Generic.List`1[MuMech.FuelNode].AddRange (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

at MuMech.FuelNode.SetupFuelLineSourcesFlight (.Part part, System.Collections.Generic.Dictionary`2 nodeLookup) [0x00000] in <filename unknown>:0

at MuMech.FuelFlowSimulation..ctor (System.Collections.Generic.List`1 parts, Boolean dVLinearThrust) [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleStageStats.StartSimulation () [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleStageStats.TryStartSimulation () [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleStageStats.OnFixedUpdate () [0x00000] in <filename unknown>:0

at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0

From: Player.log

MechJeb module MechJebModuleStageStats threw an exception in OnFixedUpdate: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.

at System.Collections.Generic.Dictionary`2[Part,MuMech.FuelNode].get_Item (.Part key) [0x00000] in <filename unknown>:0

at MuMech.FuelNode+<SetupFuelLineSourcesFlight>c__AnonStorey6.<>m__20 (.Part p) [0x00000] in <filename unknown>:0

at System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[Part,MuMech.FuelNode].MoveNext () [0x00000] in <filename unknown>:0

at System.Collections.Generic.List`1[MuMech.FuelNode].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0

at System.Collections.Generic.List`1[MuMech.FuelNode].AddRange (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

at MuMech.FuelNode.SetupFuelLineSourcesFlight (.Part part, System.Collections.Generic.Dictionary`2 nodeLookup) [0x00000] in <filename unknown>:0

at MuMech.FuelFlowSimulation..ctor (System.Collections.Generic.List`1 parts, Boolean dVLinearThrust) [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleStageStats.StartSimulation () [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleStageStats.TryStartSimulation () [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleStageStats.OnFixedUpdate () [0x00000] in <filename unknown>:0

at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0

Edited by BARCLONE
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I'm having a problem with MechJeb v. 2.3.1.286-286. I had a similar problem on the release version of v. 2.3.1 which led me to upgrade to the latest dev build.

KSP is v. 0.24.2.559(x64)

Output Log can be found here.

There are a couple of different symptoms that I encounter, both go away if I delete MechJeb from the add-on's.

Symptom 1. When loading a ship, either in VAB or directly on the launchpad, KSP crashes as the ship loads.

Symptom 2. When a ship is loaded in the VAB, removing a part, such as a booster rocket causes KSP to crash.

More Information on the last 5 crashes I've had in the form of crash logs.

Also included is the CFG file I use to add MechJeb to all capsules and two ship configurations where I've confirmed the error occurs. Non-Squad parts are RealChutes, Universal Storage and Orbital Science on the science ship, and just RealChutes on the Test Bed that I use to haul junk for the "flying" contracts. Errors occur in Career mode.

Finally, the problem seems to go away for a while if I BOTH delete MechJeb AND verify files through Steam, then reload MechJeb. I haven't determined what causes the problem to reappear.

I can't fly worth crap, but love the build and explore aspects of the game, especially with things like EL/Kethane/karbonite and UKS. I use MechJeb for the "Monkey pushes the button" aspect of getting things around, so would really appreciate any help in resolving this! I'm happy to try any troubleshooting ideas to help narrow this down.

Wolfshchadowe

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Symmetry of the vessel is ok? Center of mass balanced with thrust? The command pod is chosen as "control from here" and not the mechjeb case?
You have that with 'land somewhere' too ? That's strange, it should not stop warp. I may dig into it later, but I have other priorities atm.

I took a closer look at the times it was happening. I am pretty sure it was Science Alert pulling my vessel out of TimeWarp each time it would notify me of available science. It doesn't do it every time, I tried repeating it and sometimes it would drop TimeWarp at the exact same time the icon would change to notify me and sometimes it just kept on warping.

I do recall that the times it first started happening and I noticed it, it was ONLY on the vessel with the science instruments, and it never seemed to happen with the transfer stage when separated.

Anyone notice Science Alert doing this?

(EDIT)

lol here is a snippet of Science Alert settings.cfg:

crewReport

{

Enabled = True

SoundOnDiscovery = True

AnimationOnDiscovery = True

StopWarpOnDiscovery = True

AssumeOnboard = False

Filter = Unresearched

IsDefault = True

}

Edited by Eleven
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I have a question about the Space plane guidance and a landing autopilot? I have a mod installed that give me locations that I can land at how would I go about adding the cords of those locations into the landing choices for them. So that I am able to fly to those locations, as with land both plane and rocket based craft there? Jeb has been bugging me about letting him fly to his island to take a break but unless I spawn him there I have no clue where it is. As a temporary solution I can spawn at each location and plant a flag but that adds to the flights in progress for each save file.

To clear up what I am asking for, What file do I need to edit to add in the new locations, or is it hard coded into the coding of mechjeb?

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Hello guys!

Since last update for 24.2 I have the same problem, MJ is not working. I tried Sandbox, Career, 32 and 64bit. No menu appears when I put MechJeb on a ship, same for the pod. How do you all got it working?

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  • Make sure you have updated KSP!
  • Is your KSP installation anywhere inside the Windows "Program files" or "Program files (x86) folder"? (If you are using Steam to download KSP, then having Steam inside Program files causes the same problems.) If so, move KSP out! A place like "C:\Games" is a good place. (You will need to create that folder.)
  • Delete ALL old copies of mechjeb and mechjeb 2 before installing.
  • Make sure you install the *latest* copy of mechjeb.
  • Make sure you have downloaded the latest copy of ModuleManager, and delete all old copies of ModuleManager.
  • Download Mechjeb again, just in case you have a broken download.
  • If you want to use Blizzy's button bar, make sure you download and install the latest version.
  • Make sure you are only using mods that claim to be compatible with KSP v0.24

If none of that works, try removing all other mods and see if that makes things better. If it does, add the mods one-by-one until you break Mechjeb, then remove the last mod you added, then carry on with the rest of them.

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  • Make sure you have updated KSP!
  • Is your KSP installation anywhere inside the Windows "Program files" or "Program files (x86) folder"? (If you are using Steam to download KSP, then having Steam inside Program files causes the same problems.) If so, move KSP out! A place like "C:\Games" is a good place. (You will need to create that folder.)
  • Delete ALL old copies of mechjeb and mechjeb 2 before installing.
  • Make sure you install the *latest* copy of mechjeb.
  • Make sure you have downloaded the latest copy of ModuleManager, and delete all old copies of ModuleManager.
  • Download Mechjeb again, just in case you have a broken download.
  • If you want to use Blizzy's button bar, make sure you download and install the latest version.
  • Make sure you are only using mods that claim to be compatible with KSP v0.24

If none of that works, try removing all other mods and see if that makes things better. If it does, add the mods one-by-one until you break Mechjeb, then remove the last mod you added, then carry on with the rest of them.

Thanks for the response.

Unfortunately it doesnt seem to work. I have KSP via Steam, so my KSP is up to date and it's installed in an own folder out of any windows folders. Did all what you said including redownload, even downloaded this modulemanager which I didnt have before. Do I really need this? MJ worked fine without it till .23.

I moved away all folders from GameData except MechJeb2 and Squad, also no success.

Can I do something else?

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Dev 286, Lin64

Launched a triple-barrel booster, Delta-V screen was fine until the two outside boosters separated. Then the display froze. No dV updating.

We need a .craft file to debug this sort of thing. Ideally one that reproduces the problem with as few mods as possible.

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We need a .craft file to debug this sort of thing. Ideally one that reproduces the problem with as few mods as possible.

OK, I think this will do the job. The only mods required for this ship to fly are:

MechJeb

ModuleManager

FAR (might fly without this, but the design is based around the FAR drag model)

KW Rocketry (for tanks and engines)

My BARCLONE.cfg file for a few of the parts used.

The craft is called "WILLIT"...

AGAP: 350 Km altitude, limit accel to 16 m/s/s, gravity turn at 2 Km, level out at 200 Km, turn curve at 55.

My FileSwap Folder

Essentially has the same glitch as the bigger ship. The dV readout works fine until the first staging (side boosters), then stops registering any dV changes.

Here is the snippet from the KSP.log file:

[ERR 23:47:53.499] MechJeb module MechJebModuleStageStats threw an exception in OnFixedUpdate: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.

at System.Collections.Generic.Dictionary`2[Part,MuMech.FuelNode].get_Item (.Part key) [0x00000] in <filename unknown>:0

at MuMech.FuelNode+<SetupFuelLineSourcesFlight>c__AnonStorey6.<>m__20 (.Part p) [0x00000] in <filename unknown>:0

at System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[Part,MuMech.FuelNode].MoveNext () [0x00000] in <filename unknown>:0

at System.Collections.Generic.List`1[MuMech.FuelNode].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0

at System.Collections.Generic.List`1[MuMech.FuelNode].AddRange (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

at MuMech.FuelNode.SetupFuelLineSourcesFlight (.Part part, System.Collections.Generic.Dictionary`2 nodeLookup) [0x00000] in <filename unknown>:0

at MuMech.FuelFlowSimulation..ctor (System.Collections.Generic.List`1 parts, Boolean dVLinearThrust) [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleStageStats.StartSimulation () [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleStageStats.TryStartSimulation () [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleStageStats.OnFixedUpdate () [0x00000] in <filename unknown>:0

at MuMech.MechJebCore.FixedUpdate () [0x00000] in <filename unknown>:0

Hope this helps!

Edited by BARCLONE
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@r4mOn & sarbian: just a belated Thank You for fixing MechJeb.

MJ's Docking Auto-pilot is essential to my enjoyment of the game. Otherwise, I use only the Maneuver Node Editor, Delta V, Rendezvous Planner, and Smart A.S.S. (to handle the details so I can concentrate on other tasks).

I stopped playing KSP between August 2013 and May of this year. The main reason is the frustration I had with docking; I've had lots of practice, seen the videos, it still has not "clicked" with me. So, I depend on MJ's Docking Auto-Pilot for my enjoyment. As of Aug 2013, MJ's Docking was crap. For instance, I would be 50 meters from the target port, in a small vessel,, and I had 650 units of mono-prop. I turned on MJ's Docking. It blew through the entire 650 and never docked. Frustrating.

So, it was with some trepidation in May that I engaged MJ's Docking. Wow!! Such an improvement. Just today, I docked from 50 meters and barely used 15 units of mono-prop.

So, again, thank you for helping to make KSP fun again.:):)

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I think I found the error

Non platform assembly: F:\Games\SteamGames\SteamApps\common\Kerbal Space Program\GameData\ModuleManager.2.2.1.dll (this message is harmless)

Non platform assembly: F:\Games\SteamGames\SteamApps\common\Kerbal Space Program\GameData\MechJeb2\Plugins\MechJeb2.dll (this message is harmless)

Non platform assembly: F:\Games\SteamGames\SteamApps\common\Kerbal Space Program\Plugins\MechJeb2.dll (this message is harmless)

AssemblyLoader: Exception loading 'MechJeb2': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.

at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)

at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0

at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0

Additional information about this exception:

System.TypeLoadException: Could not load type 'MuMech.FuelNode' from assembly 'MechJeb2, Version=2.0.6.0, Culture=neutral, PublicKeyToken=null'.

System.TypeLoadException: Could not load type 'MuMech.PositionTarget' from assembly 'MechJeb2, Version=2.0.6.0, Culture=neutral, PublicKeyToken=null'.

System.TypeLoadException: Could not load type 'MuMech.MechJebModuleStagingController' from assembly 'MechJeb2, Version=2.0.6.0, Culture=neutral, PublicKeyToken=null'.

System.TypeLoadException: Could not load type 'MuMech.PositionTarget' from assembly 'MechJeb2, Version=2.0.6.0, Culture=neutral, PublicKeyToken=null'.

System.TypeLoadException: Could not load type '<>c__DisplayClassb' from assembly 'MechJeb2, Version=2.0.6.0, Culture=neutral, PublicKeyToken=null'.

System.TypeLoadException: Could not load type '<>c__DisplayClass14' from assembly 'MechJeb2, Version=2.0.6.0, Culture=neutral, PublicKeyToken=null'.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

AddonLoader: Instantiating addon 'ConfigManager' from assembly 'ModuleManager.2.2.1'

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Does this help in any way?

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