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


r4m0n

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I'm having an issue where mechjeb is throwing a lot of NRE's. It happens as soon as i take control of a craft that has been launched from an EPL launchpad.

output_log.txt

MechJeb module MechJebModuleDebugArrows threw an exception in OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object

at MuMech.MechJebModuleDebugArrows.OnUpdate () [0x00000] in <filename unknown>:0

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

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

MechJeb module MechJebModuleDebugArrows threw an exception in OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object

at MuMech.MechJebModuleDebugArrows.OnUpdate () [0x00000] in <filename unknown>:0

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

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

MechJeb module MechJebModuleDebugArrows threw an exception in OnUpdate: System.NullReferenceException: Object reference not set to an instance of an object

at MuMech.MechJebModuleDebugArrows.OnUpdate () [0x00000] in <filename unknown>:0

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

http://i.imgur.com/YLsFZqH.jpg

I've been getting those along with the debug arrow stuff glitching out with other things as well.

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Hello

Minor bug report from my debug log: No icon for Rendezvous_Autopilot_active

And there are a ton of nullreference when Fliing with MJ405

For example:

[Error]: MechJeb module MechJebModuleAscentAutopilot threw an exception in Drive: System.NullReferenceException: Object reference not set to an instance of an object

at MuMech.MechJebModuleAscentAutopilot.DriveGravityTurn (.FlightCtrlState s) [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleAscentAutopilot.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0

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

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Dev #4​07 should fix all the known NRE with the DebugArrows.

kamiyadori : Smart A.S.S. "SURF" tab and then "SURF" Button. You can set yaw, pitch, roll here.

Ricardo79 : most of the time those comes from an other mod that broke something in a part.

Edit : For the other devs out here. I moved MJ from OnFlyByWire to OnAutopilotUpdate (I wanted to do it since 0.90 but always forgot) and it now respect InputLockManager.

Edited by sarbian
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Hey Sarbian, I'm having some wierd bug with dev build 408. Whenever I mouse over the kerbal alarm clock window, the staging sidebar, or press the windows key to switch windows, MJ switches off whatever auto-task it's doing. Like if it's doing a maneuver node and I mouseover those things or switch to some other window, it immediately turns off the engine and stops what it's doing.

I'll try removing MJ and completely reinstalling MJ build 408 to see if that fixes it, if not, I'll roll it down to 407.

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I've also noticed that MJ seems shakier than usual, but then again, the craft I'm using is a bit shaky and I was working with highly elliptical orbits around Jool, so it's not entirely MJs fault there.

Does it matter whether I delete and replace the MJ folder or would dropping the new MJ folder into gamedata and overwiting the older files work fine? I know some mods generally say that you should delete the old version before updating, so...

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I just tried the dev version 409 and using the translatron to set vert speed to 500 and Smart A.S.S. to keep pitch 75 for a couple of part test missions, after the test, I turned the translatron off and hit X to throttle the 3 jet engines back. But it was stuck at 100%. CTRL also did not work. It wasn't until I manually shut down all 3 engines that the throttle went to 0%

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I've also noticed that MJ seems shakier than usual, but then again, the craft I'm using is a bit shaky and I was working with highly elliptical orbits around Jool, so it's not entirely MJs fault there.

Does it matter whether I delete and replace the MJ folder or would dropping the new MJ folder into gamedata and overwiting the older files work fine? I know some mods generally say that you should delete the old version before updating, so...

I routinely just drop in the dll only.

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Is there a reason that auto-stage isn't remembered? I don't mean auto-stage during the ascent autopilot, I mean during other maneuvers. If I turn it on or off in the ascent autopilot it will be remembered for the next launch. But when I start my Munar transfer burn, I have to remember every time to go to the utilities window and turn it on. Frankly, I'd prefer to have it on by default, but even if it's not on by default, it ought to be remembered after I've turned it on. But every ship I launch has it turned off. This has been the case for as long as I can remember, so I suspect there may be a reason behind it. If so, I'm curious what it is.

And if there isn't a particular reason, could I respectfully request making it be remembered? I've lost track of how many times I've watched a maneuver in map view and seen the orbit suddenly stop changing, said "Huh?", then "oh-...., gotta stage!" and quickly changed to flight view and hit space. Or maybe I'll remember it just after the burn starts and desperately pull out Mechjeb, open up utilities and try to turn on auto-stage before the current stage runs out of fuel.

Thanks for this great mod. I find it adds immensely to the game.

Keith

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I just tried the dev version 409 and using the translatron to set vert speed to 500 and Smart A.S.S. to keep pitch 75 for a couple of part test missions, after the test, I turned the translatron off and hit X to throttle the 3 jet engines back. But it was stuck at 100%. CTRL also did not work. It wasn't until I manually shut down all 3 engines that the throttle went to 0%

I can't duplicate your problem :(

The engine shut off when I turn the translatron OFF and I can control the throttle manually.

khearn : it is because the way it is implemented make it a bit harder to save the state. I'll see what I can do.

Edit : well it was not that hard. AutoSage now save localy (for each ship) in #410

Edited by sarbian
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It was not remembered before the last patch (it was in the ascent AP but that is not the one we are talking about). Having the general Autostage saved globally is a bad idea from the point of view of the guy who does support. If you have autostage active and you switch to a lander on a moon that has empty tanks and a return stage => boom, instant stage to the return stage, followed by chaos in your game and this thread.

Having it saved on a ship by ship basis gives the user better control on when it will engage.

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Since the cries of "its broken" have died down, here is a suggestion. I would like to recommend changing the launch guidance circularization step to match the requested semi-major axis (i.e., altitude plus body's radius) rather than altitude. This change would have two advantages: first, for those who are trying to match a period, this approach would attempt to achieve that goal, and second, if the requested altitude is needed, this approach would assure that the apoapsis and periapsis bracket the desired altitude, which makes the circularization at the desired altitude be one maneuver rather than two.

The code change is one line:

@@ -348,7 +348,8 @@ namespace MuMech
//place circularization node
vessel.RemoveAllManeuverNodes();
double UT = orbit.NextApoapsisTime(vesselState.time);
- Vector3d dV = OrbitalManeuverCalculator.DeltaVToCircularize(orbit, UT);
+// Vector3d dV = OrbitalManeuverCalculator.DeltaVToCircularize(orbit, UT);^M
+ Vector3d dV = OrbitalManeuverCalculator.DeltaVForSemiMajorAxis(orbit, UT, desiredOrbitAltitude + mainBody.Radius);
vessel.PlaceManeuverNode(orbit, dV, UT);
placedCircularizeNode = true;

skips

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Hi.

Is there any way to use the 'spaceplane guidance' to maintain the current heading, or a way to find out our current heading?

You can use SMARTASS in surface mode to maintain a heading and pitch (and roll) . You can find your current heading from the Surface info window.

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skips : changed. I don't see any drawback right now.

I also changed the node executor code a bit to compute the node burn start better when the burn will use multiple stage.

And Xytol submitted a patch that should improve attitude/turn handling.

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It tries to balance the RCS thrusters so the vessel does not turn when you ask for a translation. It works well from some vessel config and bad for others.

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Question about the porkchop selection for advanced transfer to another planet...

I'm trying to find a fast transfer. So I'm interested in the very far left and bottom of the porkchop screen. I'm then trying to zoom into that area. But I can't seem to get the very left and bottom of the area to go purple (selected) because I either end up just a bit away from the edge or else go beyond the edge and lose the selection. Which is pretty annoying.

Is there a way to select absolutely all of the bottom left 1/2inch or so?

porkchop_zpslmjqvtfh.jpg

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I'm not so sure about the new 'land somewhere' logic..... It seems to act like I don't even have parachutes and it continues the burn after the target prediction has hit the surface.

I do like how it actually tries more to correct the landing when landing in atmosphere when using FAR.

Also, the long MRS landing legs make great airfoils or makeshift stabilizers.

Edit: BULLSEYE! Although to be fair, it was a straight up and then down landing.

screenshot16_zpsipnay3am.png

Edited by smjjames
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I'm not so sure about the new 'land somewhere' logic..... It seems to act like I don't even have parachutes and it continues the burn after the target prediction has hit the surface.

Using realchutes?

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Anybody know what would cause MechJeb to spam this error? I had that happen right after my engine somehow exploded (I suspect kraken, but I was landing on a slope, so...) JUST as I landed. Kept spamming me with that in exception detector until I turned off landing AP.

Actually, since there was about a kerbals height worth of clearance between the ground and the engine, I highly suspect kraken.



ArgumentException: OrbitExtensions.NextTimeOfRadius: given radius of 65523.35 is never achieved: o.PeR = 146.573531213272 and o.ApR = 65508.3860497673
at MuMech.OrbitExtensions.NextTimeOfRadius (.Orbit o, Double UT, Double radius) [0x00000] in <filename unknown>:0

at MuMech.MechJebModuleLandingAutopilot.ComputeCourseCorrection (Boolean allowPrograde) [0x00000] in <filename unknown>:0

at MuMech.Landing.CoastToDeceleration.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0

at MuMech.AutopilotModule.Drive (.FlightCtrlState s) [0x00000] in <filename unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
MuMech.AutopilotModule:Drive(FlightCtrlState)
MuMech.MechJebModuleLandingAutopilot:Drive(FlightCtrlState)
MuMech.MechJebCore:Drive(FlightCtrlState)
MuMech.MechJebCore:OnAutopilotUpdate(FlightCtrlState)
Vessel:FeedInputFeed()
FlightInputHandler:FixedUpdate()

(Filename: Line: -1)

Edited by smjjames
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