Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by Shadriss

  1. So CKAN Scatterer with the Scatterer Default settings makes all the pain go away. Roger that, and thanks for the clarification. EDIT: Hello. I'm back. Sorry! Installed Scatterer via CKAN, Default Config as discussed. No sunflares in game, so I'm guessing something else is going off somewhere. I'll be over in the corner with a dunce cap, waiting to be told how I messed this up this time.
  2. Outstanding. Glad I was able to help you find that issue and get it cleared... Sorta, anyhow. I just checked to see if I could install Scatterer via CKAN, and still no dice. I don't think Scatterer's metadata recognized Spectra as a providing mod. When attempting to install, it demands that you install a config set. Two options were available, neither of which were Spectra, which was already installed. I've maintained my manual install for now, but at least it recognizes that there is no incompatibility between Scatterer and Spectra now. That's progress!
  3. It was manual, as I indicated I needed to do originally - I hadn't seen the other message about 'forcing' it to reinstall via CKAN at that point, and since it all seems to be working, I'm not gonna mess with it now. On that note - looks good, by the way.
  4. The reboot didn't fix it, though running with only Scatterer did. As in, nothing else was loaded. I'm going through and looking for the interaction that created it. I'll be building around Spectra most likely, so I'll start from there. Though with 1.9 out now... thanks, Squad! Always updating in the middle of me troubleshooting. I'll keep you posted. Update: Though unrelated, I did find out I still had an old version of KSPRC installed... so that shouldn't have been there. That said, having gone through everything, it now somehow works (even with KSPRC installed... which
  5. Much thanks for the confirmation, both of you. Not sure if this is related or not, but in my quick test last night (after installing Scatterer manually), I had an odd bug come up I've not seen previous to installing Spectra. I doubt it's caused by it, but since it's only shown up since I installed, I figure I should at least ask: Once loaded in game, any screen click that should be changing scenes (IE- VAB, R and D, etc) are not responding. They highlight, but no clicking type, style, or amount will change the scene. I then tried to exit the game via the menu... and it would not shift to
  6. CKAN Install with the new version indicates that the configs for EVE available through CKAN are not compatible. This makes sense, as they'd need to be overwritten by this one. However, it required the complete removal of Scatterer as well. I'm pretty sure that's NOT correct. While I have no problem doing a manual download and install of Scatterer, I do find it curious that the new CKAN metadata won't allow us to install a mod you recommend be run along side this. I get it would need to overwrite the default Scatterer configs, but what I think might be happening is that Scatterer and the defaul
  7. @Tallinu No worries - I have a habit of reading an entire thread before I start commenting... especially when it's as short as this one is. I sometimes forget that not everybody does that. Thanks, also, for the Log file answer - as I mentioned it's been a while since I had to go to that level of T/S, though of course, this time, it wasn't really needed.
  8. Now THAT makes sense - I was thrown by the range calculations and the like. In my case, the tracking station is already at level 3, but as you point out, that's immaterial. Thanks for the explanation and corrections to my assumptions... and for the record I was always pretty sure the mod wasn't the issue - it's just what brought my lack of understanding to the forefront. As I posted at one point, I was sure it was my own lack of understanding. So on that note, if that's how it came across to you, Taxi, I'll apologize here, as that certainly wasn't the intent. Thanks to you for your attemp
  9. Which log from where? I didn't see one that seemed specific to this mod, and I don't know where the game keeps it's general log. I used to, but it's been a while. But once I can find it, sure - not a problem. I'd LOVE to know what's going on. Would you like the save as well?
  10. OKay, just to make sure I'm not insane, I went back in and took some screenies as well. First, the HG-5: Note the type, highlighted, is most definately Relay. This is further evidenced in this picture, showing the CommNet around Kerbin, as previously described: The four around Kerbin are, you will note, relaying to each other to talk with KSC. The one heading off into nowhere is the Minmus probe, which currently has LOS with KSC. Time accelerated to a few hours later, though: Again, the satts around Kerbin have shifted to maintain comms. At this point, the probe s
  11. HG5s ARE relay. I checked for that specifically. Note that I also mentioned that those satellites with the 4 HG5s ARE relaying to each other around to KSC. Unless the ingame description is completely wrong, they are relay type, and that's what's causing my confusion.
  12. So... if I get what you are trying to say... the reason it won't connect to the relay is because the HG5s don't have enough power to talk to each other, but they do for the ground station? The direct - direct and direct - relay thing I get (and makes more sense knowing that ground stations are treated as relays), so that established, it's a power issue? Note that I said there were 4 HG5 on board, but only two were in use for that channel (and the others were turned off via the CommNet UI), so if even FOUR of them aren't enough for Minmus... Or are you thinking HG5s are direct? They aren't
  13. I feel compelled to point out, as well, that the same question was asked and answered earlier in the thread.
  14. Just for clarity - I do not use Kerbalism, nor am I relying on built-in antennae in the pod/probe core. I am using only antenna attached to the craft in question for my testing at this point.
  15. @TaxiService - Been working on this more, and the results I'm getting are confusing. On a quick aside, your understanding of how the system works matches what I have in my head, so as a test, I did the following: Situation: A single probe in 150 Km 80 degree inclination orbit of Minmus (ScanSat mission). One HG-5, set to channel 2. There are four commsats in 1855 Km 0 Inclination orbit of Kerbin with 4 HG-5s on each relay. Only two of these were turned on (the ones needed for the active channel, see below). Comm Setup: All groundstations with the exception of KSC have been shut down
  16. Before and after wouldn't matter - after snaps back to match the original orientations. It only occurs while editing constellations in the Map view of the flight scene. Possibly a mod interaction, but haven't gotten that far in the T/S yet... plus, honestly, it's not a huge deal since it fixes itself after the editing is done anyways. Obviously, the frequencies match - as I mentioned, proper frequencies were assigned. But rather than make use of the four relay satellites in orbit via (in this case) Channel 3 to a ground station with that frequency assigned, it simply doesn't connect. Once
  17. Update for 1.6.1 looking good. I do, however, want to confirm one behavior and mention another: A) Do antennae need to be a relay type to make use of a relay system? Example: Mun probe has Communotron-16s, a direct connect antenna. Kerbin has 4 satellites in an 1855 KM equatorial orbit, each with 4 HS-5 (?) relay antennae. The probes still have enough range to direct connect to Kerbin, however, if I shut off the direct connect frequency on the planet with the intention of having all signals relay through the relays, they lose all connection. The relays do have the proper frequencies assig
  18. Appears to be working fine with 1.4.1, with the exception of the message on game load about build versions, in case anyone was wondering.
  19. As expected - I hadn't seen any issues, aside from the nasty-gram on game load about it being built for 1.3.1, but that doesn't mean there weren't any. Still loving your stuffs, guy - thanks much.
  20. At the risk of dumb questions... 1.4 in progress with an ETA of 'Eventually'? Appears to work with 1.4.1, but I do get the nasty-gram message on game load about it being built for 1.3.1.
  21. Is there an update in the works for this, @Galileo, or is this one being left out to pasture? Just curious more than anything else. Haven't tested it in game with 1.4.1 because I had to rebuild my setup entirely (system issues) and it doesn't show up in 1.4 compatibility with CKAN so I figured I'd ask first...
  22. Glad to hear there's more coming, but in the interests of getting the new working version out, is there any chance of a CKAN release for 1.4.1? I'll be installing manually for now, but there are times when it's better to release what's working when there's a major version change. Thanks again for the work you put into this.
  23. I somehow missed that the clamps needed to be in the staging selection as well - I think mostly based of other comments. So, as I suspected - it's me. Usually is. Thanks for the time. I'll be over in the corner with a dunce cap on. EDIT: Can now confirm that using a mod as intended results in mod working as intended. *facepalm*
  24. @linuxgurugamer - just a ping at you to make sure you saw the above. Hadn't heard anything one way or the other since Monday, and wanted to be sure you knew the request had been filled. As to the issue itself, if you can't find anything, no worries. Won't be the first time that something has been wonky on my end that wasn't explainable, and it likely won't be the last. Don't wanna give up the mod... but you do what you gotta do. Thanks for the efforts.
  25. Thanks - ended up using the build in Shadowplay from nVidia's driver set. Speaking of which... Here's the video, weighs in at just over 550 MB or so. Not gonna post it to YouTube or similar, since it's going away as soon as this discussion does. Of note - I realized at the third launch that I had not checked off the "Use Gravity Turn" selection. I went back (off-camera) and tried the first two again with it, and the results were identical.
  • Create New...