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Shadriss

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Posts posted by Shadriss

  1. @garwelThanks for this, though I am wondering if the window is supposed to be retaining it's screen position or not. I've not seen a setting for it, and watching it constantly reset position while flying, while somewhat entertaining at times, is probably not what you had intended. Also, given how long it's been since there were any updates, I also understand that it may be an abandoned mod at this point, but no harm in asking at this point. ;)

  2. Stripped my load order down to just this mod (plus dependencies, as determined by CKAN) and Gravity Turn. Problem appears to persist. I do not see any options under settings (either in the launch scene or in the game mod options) to integrate GravityTurn. Updated Log File Here.

    Additional version information:
    GravityTurnContinued v 1.8.2.2
    NASA Countdown 1.3.10

    Reproduction steps:

    1) At launchpad:
         a) Open GravityTurn interface and setup.
         b) Open Countdown interface.
              i) Open Settings. Only options visible are Sound and Scale.
              ii) Open Launch Sequence. Set as appropriate (for this craft, I'm early tech and have only boosters - no standard engines, but this made no difference.)
         c) Start countdown.
         d) Countdown ends.
              i) Expected: Stage with booster ignites and GravityTurn begins operation.
              ii) Actual: Countdown ends, booster ignites, GravityTurn does nothing.

  3. Hello once again - long time no talkies. As usual, my thanks for the hundreds/thousands of mods you continue to support - this community wouldn't be the same without you.

    Also as usual, I wouldn't be posting if I wasn't running into a problem. There seems to be a problem with the integration between the countdown and GravityTurn in its current state. Both are installed, but there appears to be no integration between the two mods at the moment. KSP Log file here. Forgive the length of it, if you will, but a CTRL-F search of the file using 'Gravity' will quickly show that:

    A) GravityTurn is installed, and
    B) The Countdown is not seeing the GravityTurn assembly.

    That's about as far as I've been able to T/S so far. I'll be paring down the mod list to try that as well and see if there's another mod interfering somehow. If there's something obvious I've missed (entirely possible and perhaps even likely, given how long it's been since I've played this regularly), please tell me so. I think I might still be wearing the dunce cap from the last time I thought I had a problem. ;)

  4. On 10/23/2021 at 5:27 PM, OlDaky said:

    Quick question. I have AVS installed along with Parallax but it appears that they're conflicting with one another on Kerbin with the city lights. Is there anyway to fix this issue without removing the city lights or Parallax?

    JsXfCyi.jpg
     

    I would love to hear something about this as well. I'd love to keep both aspects, but if I had to axe the lights, I'm OK with this. Of course, I'd have to know how to do that...

     

    EDIT: Took a look at the Parallax thread and this was reported there as well. According to those posts, this is a hard incompatibility - in short, the cities can't be rendered properly on the parallax terrain, so this really is a case of one or the other, unfortunately. I chose to keep the cities, as there are some terrain following issues that happen with Parallax installed as well.

  5. 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. ;)

  6. 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! ;)

  7. 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 it no longer is). Not sure what the problem was. :shrug:

    I do, however, have a question - for a CKAN install, in order to make use of the Scatterer and EVE configs and the Texture stuffs... am I supposed to have moved things around after install, or is MM doing some magic in the background to make it all just work? I checked for a readme in the install folder and saw nothing, but the OP seems to imply there should be some directions of some sort there.

  8. 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 the main menu either. I'm still troubleshooting, but to run parallel with that, has this behavior been seen before in any circumstance? Again, I'd be surprised if it directly related to Spectra, but it is the only change (minus the changes in Scatterer and the EVE configs) I've made.

  9. 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 default configs are hardwired to each other on CKAN... meaning if you remove one, you remove them both.

    Not something for the author to fix - this is informational for other users of the mod. Of course, I could be screwing something up completely as well, so if that's the case, please, by all means, tell me how to fix myself. ;)

  10. 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 attempts at helping me understand, and to you, Wile, a big thanks for explaining where I had missed the mark.

  11. OKay, just to make sure I'm not insane, I went back in and took some screenies as well. First, the HG-5:

    MLgA3u3.jpg

    Note the type, highlighted, is most definately Relay. This is further evidenced in this picture, showing the CommNet around Kerbin, as previously described:

    ZEzH7Tx.jpg

    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:

    zQ7TW7Q.jpg

    Again, the satts around Kerbin have shifted to maintain comms. At this point, the probe should have done the same thing, via the commsats. For T/S purposes, I set all availiable antennae to the proper channel, to remove any possibility of it trying to do something funky. I moved the probe into a 150 Km polar orbit of Minmus to prevent the possibility of occlusion by Minmus as well, just to be extra certain. Despite all of this, the probe is not making use of the relay as it should be... which is to say, it is not relaying to KSC.

    So... again... what simple, obvious thing am I missing that explains the differing behavior between the relays (which function as I expect) and the probe (which doesn't)? The ONLY communications difference between the two at this point is the probe is a single antenna and the relays have four set to this channel.

  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 - they are relay as you stated earlier. So... again, I'm still unsure what the problem is then. You seem to say that the setup has all the range it needs, the HG5s on the probe and the relays are both relay type... so what's the problem?

  13. @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 completely, with no comm frequencies assigned. KSC, the relays, and the Minmus probe are all set to channel two.

    Expected Results: There is enough transmission power for the probe to connect directly to KSC when it is in LOS from the probe. When out of LOS, the probe should connect to the relay sats for signal relay around to where KSC is.

    Actual Results: When in direct LOS, the probe connects to KSC as expected. When out of LOS, there is no connection at all, and the probe does not relay to KSC via the commsats. Interestingly, the commsats DO relay thier signals around to another commsat with LOS to KSC.

    Conclusion: Either I am completely misunderstanding how this system should be working, or there is an issue somewhere. I'm more inclined to think the former, simply because I'm trying to figure out this system anyhow, so it's more likely. The results are somewhat mixed in the situation above, as the commsats are behaving as I expect, but the Minmus probe is not. Given that I don't THINK there is a problem with the comms logic in the game or the mod itself, what am I not understanding about how comms work?

  14. 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 I swap the probe frequency to Public (which the relay sats are not using), they connect direct to Kerbin itself, however. The only reason I can think of is that the origin antenna is a direct type, which if I understand correctly, will never use a relay? This seems... un-intuitive.

    I get that it's stock behavior, but still somewhat nonsensical. I get a direct type not being able to be used AS a relay, but it makes little sense for it to be unable to USE a relay, if you see what I'm getting at. If that's the way it is, that's the way it is, but looking to future development for RT (if nothing else, though I don't use it) it may be a stock behavior that may warrant changing at some level.

    Apart from this, well done on the mod, and thanks for it. If I can find some way to record the rotation, I'll come back to post a link to the video.

    EDIT: Oddly enough, the rotation thing didn't happen when I brought up the game this time. I'll put it up to general oddity, and if it does happen again, I'll try to catch it for you.

  15. 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 assigned., but the probes will not talk to them, so no signal gets relayed. Is this intended behavior? I can see a craft acting as a relay needing to have a relay type antenna, but a transmission source shouldn't need to be a relay type to transmit to a relay - it is still direct connecting to something, not sending it on from elsewhere.

    B) In the Map View screen of the Flight scene, when I make changes to constellations or antennae setups, the scene slowly rotates in the background. Once the changes are complete, the scene snaps back to the original view and orientation.

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