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About Li0n

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    Bottle Rocketeer

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  1. @Gordon Dry thanks again for your report. To summarize : AH fail to initialize, when you start a flight scene the icon never appear and this error appear in the log : issue 39 NullReferenceException: Object reference not set to an instance of an object AntennaHelper.Link..ctor (AntennaHelper.Relay transmitter, AntennaHelper.Relay relay) AntennaHelper.LinkPath.SetLinks () AntennaHelper.LinkPath..ctor (.Vessel v) AntennaHelper.AHFlight.SetRelayList () AntennaHelper.AHFlight+<StartSecond>d__0.MoveNext () UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) AH crash when a new vessel (only relay ?) appear, the icon disappear at the time of the staging event. issue 40 Low fps when there are multiple vessels (relays ?) in physic range. issue 41 1 & 2 will be fixed in the big rewrite I planned to do, will take some time... For 3, again, I don't see what I can do about it, we'll re-test once the re-write is done, see what's what... @Gordon Dry can you confirm that a reload (F5/F9) do solve 1 and 2 ?
  2. Good to hear. If you can, try to reduce the start delay (second slider) until the issue come back, I'll use this value as the default. First slider is not related to this issue, I mentioned it as a way to troubleshoot the 2.5km range thingy.
  3. In my last save, if I remember correctly, for sending probes to Duna I've set 4 relays around the Sun, between Kerbin and Duna. And another (smaller) relay around Duna. No idea which antenna I used tho, it was sometimes ago.... I do have the ground station on tho.
  4. AH can't initialize correctly. For whatever reason the info I needed by AH from the API are not available right at the start of the flight scene so I add a delay of 1 second before it starts (or re-starts if you switch to another vessel), maybe this delay is too low. I haven't run into issue with it but I did my test on an, almost, stock install and I got a beefy cpu. In this version I add a setting to change the delay, try to play with it see how it goes. As for the 2.5km range issue I still don't see where it is coming from, the number of ship in-flight will make an impact, the number of relay will have a bigger impact but not the fact that they're physically loaded or not... That puzzled me... It's more about gameplay than realism, as you said in your first post, once you have access to big enough antenna the commnet system feels pointless, lowering the range make it challenging more longer. Anyway there are as many KSP playstyle as there are KSP players Edit (because of auto-merge thingy...) : Easy : MOAR antenna, not matter which, just MOAR I also like placing relay everywhere, not much interest in doing it if I can already reach the DSN.
  5. Not sure every place is covered with a 100% signal strength, important if you plan on transmitting science. And this is true only if you use the stock range settings, which are, IMHO, very OP. I personally set it between 0.1 and 0.2 (Antenna Helper do account for it )
  6. Li0n

    [WIP] [1.4.x] Dumb Luck 0.2

    Congrats on the release Really like the idea, anything that make Kerbal more unique is a must have in my save. Welcome to modding I guess (I got the same kind of thing while developing CrewLight, forgot to put an RTG and don't understand why the lights refuse to turn on )
  7. Thanks again for the report. If you can give a try at this version. I add what could be a fix and a few line of debug to help understand what's going on. Thanks for that info. Is it reproducible/noticeable on a stock install ? AH shouldn't behave differently with vessel in/out of physic range. Can you try to set the "Flight and MapView Seconds Between GUI Update" (in the settings menu) to 0 ? This should show if the slowdown is from the GUI or the "real" code.
  8. Thanks for the suggestion Maybe it's possible to change the stock info/line of the right click menu, I'll prefer that other than adding stuff. Instead of showing the "Antenna Rating" I could display the actual power of the antenna and/or the power of the vessel. And replace the "(Combinable)" (or not) by something a bit more descriptive. As for the distance from relay and signal strength those info are already in the right click menu of the pod (I guess because they are about the whole vessel, not just an antenna). It's a good idea but it's not high on my priority list, so don't expect it any time soon
  9. Thanks a lot for this info This should help to find out what's going on.
  10. Thanks for the report. Can you give a try a this version : , it should fix the log spam. Thanks for the clarification, as I said earlier this come from my list of in-flight ship not being populated/updated correctly. This is not something I can easily fix, it need to be rewrite, it's just not solid enough. I guess that anything that change the stat of a relay (docking/undocking to another relay, change its type to relay (or from relay), adding/removing antennas) can cause those kind of issues. Everything should go back to normal if you reload your game from the main menu.
  11. @Gordon Dry Thanks for the report. In the log you send me, I think you recover/destroy a vessel ? I think that's the issue, I maintain a list of all vessel that's first created when entering the space center and updated in flight/tracking station, or it should be... I'll see what I can do about it but it may stay that way until I finish my big rewrite, the list maintenance being one of the reason of the rewrite. As a workaround, if F5/F9 isn't enough, go back to the main menu and reload your game, it should force AH to rebuild the list.
  12. Antenna Helper v1.0.4 is up on GitHub, SpaceDock and CKAN soon : @Wurmi please report how it goes with this version. This is expected, some of the CommNet info I need don't exist right when the scene start.
  13. @Wurmi How is connected the vessel you switch to ? To the DSN ? Relay ? Not connected ?
  14. @Wurmi can you send me your save file (persistent.sfs) ? Did AH works at this point ?