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nixeagle

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Posts posted by nixeagle

  1. @ShotgunNinja I have a mm patch here that enables reliability for all remote tech antennas + stock antennas that RT modifies. Everything works except for actually disabling the antenna. All GUI controls are disabled, planner works and part highlights work. Thoughts?

    Assuming there is a way to get consequences working for RT antennas, I think there is really only 2 major spots left to work on.

    The most important is getting RT antennas to actually draw EC in the background when they are deployed. Towards that end, is it possible to indicate that a part draws EC (and how much it draws) in the background when it's activated with a mm patch? Because RT uses ModuleRTAntenna for specifying EC draw and ranges, Kerbalism has no real way to simulate EC draw in the background for these antennas. Basically I'd like to know if there is a way to state "this part draws X electric charge per second when it's activated and here is how you know the part is activated."

    A secondary concern is getting automation to work for RT antennas, but it's not nearly as important as getting electric draw to work. 

  2. This at least hits all the RT antennas and applies reliability to them. They don't actually stop a connection to KSC, but you can't retract/extend them, they get flagged as yellow/red failures etc. 

    @PART[launchClamp1|longAntenna|mediumDishAntenna|commDish|HighGainAntenna|SurfAntenna|HighGainAntenna5|RelayAntenna100|RelayAntenna5|RelayAntenna50|RTShortAntenna1|RTLongAntenna2|RTLongAntenna3|RTShortDish1|RTShortDish2|RTLongDish1|RTLongDish2|RTGigaDish1|RTGigaDish2]:AFTER[Kerbalism]:AFTER[RemoteTech] { // :HAS[@MODULE[ModuleRTAntenna]]
      MODULE:NEEDS[FeatureReliability]
      {
        name = Reliability
        type = ModuleRTAntenna
        title = Antenna
        redundancy = Communication
        repair = Engineer
        mtbf = 72576000 // 8y
        extra_cost = 2.0
        extra_mass = 0.25
      }
    }

    Since HAS[@MODULE[ModuleRTAntenna]] does not work, I went ahead and enumerated over every antenna that RT provides and those that it modifies in stock. However I'd really like to figure out how to get the HAS specification to work to prevent manually maintaining a list here. 

     

    51 minutes ago, APlayer said:

    I guess your issue is time? If so, have you considered using a clean testing install with only a few relevant parts loaded (Not even all Squad parts, that is), so that the loading time is minimized?

    Shortening the test cycle is always a good thing. I currently use a test install with just HyperEdit, RT, Kerbalism and Module Manager.

  3. 7 hours ago, Gotmachine said:

    @nixeagle The reliability module work by disabling another module on the part when a malfunction is triggered. It's an on/off switch, there is no way to do module specific failures like reducing antenna range. Indeed your example won't work (the malfunction won't be applied) because you didn't reference ModuleRTAntenna. Your snippet should be :

      Hide contents

    @PART[RTLongAntenna2]:FOR[Kerbalism]:AFTER[RemoteTech]
    {
      MODULE:NEEDS[FeatureReliability]
      {
        name = Reliability
        type = ModuleRTAntenna
        title = Antenna
        redundancy = Communication
        repair = Engineer
        mtbf = 72576000 // 8y
        extra_cost = 2.0
        extra_mass = 0.25
      }
    }

     

    Awesome, this makes sense. Are you aware of any documentation on what parameters work for what in various things for kerbalism configs? I was mostly going off of what I found in the 30 minutes I worked on this yesterday. 

    14 hours ago, SmarterThanMe said:

    @nixeagle you're a champ. Could I get your WIP CFG?

    Any chance of doing the same for the Probes Plus antennae from Coatl?

    I'll look into it, thanks for linking me these as they have an RT config as well as a standard config. Should be instructive. However I'd like to get RT semi working first.

    My work in progress configuration for RT looks something like this: PLEASE DO NOT USE THIS IN A REAL SAVE. It globs over every part that starts with RT and misses a bunch of stock antennas that RT modifies. This configuration applies malfunctions to the antennas, changes the UI so you can't extend or retract them but it does not actually disable transmission. You are just unable to retract/retarget/whatever the antenna. This is further progress then what I had before, thanks @Gotmachine.

    @PART[RT*]:AFTER[Kerbalism]:AFTER[RemoteTech] {
      MODULE:NEEDS[FeatureReliability]
      {
        name = Reliability
        type = ModuleRTAntenna
        title = Antenna
        redundancy = Communication
        repair = Engineer
        mtbf = 72576000 // 8y
        extra_cost = 2.0
        extra_mass = 0.25
      }
      MODULE
      {
        name = ModuleAnimationGroup
        deployAnimationName = Deploy
        moduleType = Antenna
      }
    }

    Some side notes on module manager:

    1.  It seems like module manager does not accept regex expressions in the @PART[] filter, just basic wildcards.
    2. HAS[ModuleRTAntenna] does not seem to filter. Anyone know why?

    If anyone knows of any way to test module manager without reloading a game over and over, please let me know. I'd really like to change the above patch to apply to all modules with ModuleRTAntenna instead of trying to filter on RT*. If RT provides parts that are not antennas or edits stock antennas (they do), this filter misses. Sadly the obvious @PART[*]:HAS[ModuleRTAntenna]]:... does not appear to work here. I'd really rather avoid copy pasting 10+ antennas that are all the same except for the name, especially since Module Manager seems like it *should* work here.

     

    7 hours ago, Eklykti said:

    Why are you all writing FOR[Kerbalism] in your patches? this will make other modules think that Kerbalism is still installed when you remov it and forget to remove the patch.

    Do I need to use NEEDS instead? Or should I be using AFTER? I don't see any clear documentation on what the difference is. I think NEEDS makes sense, the documentation states that it "requires" the module for the patch to apply. I'm guessing AFTER is just "schedule this patch to apply after X has applied its patches while also requiring that X exist"?


    Edit2: Changed to state AFTER Kerbalism and AFTER RemoteTech on the offchance that it was applying after remote tech patches but before Kerbalism patches. If this was the case, you would filter all HAS[@MODULE[ModuleRTAntenna]] and then fail to apply the patch because NEEDS[FeatureReliability] fails to find FeatureReliability. Alas, this is not the case and HAS still does not seem to work for me.

    Yes I can do this by copying each part name that remote tech modifies, but I'd really rather not.

  4. Ok so I got it into my mind to try to get some compatibility between kerbalism and remote tech antennas. At least for automation and reliability. (There are a few other issues, namely RT antennas don't consume electricity passively like other modules, but I figured I'd strike at what looks easier first). This might all be impossible, but I figure I'd go ahead and post my first shot at this and ask for advice. I'm willing to do the work and submit pull requests if needed.

    I'm new to modding this game, so I went ahead and copied all the stuff from my game into a new directory, told ckan where it was and installed only remote tech + kerbalism. I call this my dev copy.

    Next I make a GameData/test.cfg file for making modifications to Module Manager rules.

    For automation, the following will put "deploy" and "retract" on the GUI for the antennas. But they don't actually do anything, nor do they show up in the automation window.

    Spoiler
    
    @PART[RTLongAntenna2]:FOR[Kerbalism]:AFTER[RemoteTech] {
      MODULE
      {
        name = ModuleAnimationGroup
        deployAnimationName = Deploy
        moduleType = Antenna
      }
    }
    //Again for every antenna in RemoteTech_Antennas.cfg

     

    Adding reliability snippets will cause the reliability info to show in the right click info area for parts in the VAB. Plus it shows correctly in the reliability calculator. However I don't think breakdowns actually do anything when they happen. An antenna with a critical failure does not actually stop working or have reduced range.

    Below is the working config for adding reliability. Everything here works except the actual consequences. RT antennas will get a red/yellow highlight on malfunctions,  you can see MTBF in the VAB etc etc.

    Spoiler
    
    @PART[RTLongAntenna2]:FOR[Kerbalism]:AFTER[RemoteTech] {
      MODULE:NEEDS[FeatureReliability]
      {
        name = Reliability
        type = Antenna
        title = Antenna
        redundancy = Communication
        repair = Engineer
        mtbf = 72576000 // 8y
        extra_cost = 2.0
        extra_mass = 0.25
      }
    }

     

    If anyone knows how to tell the reliability module what values to degrade/break, that would make it possible to make RT antennas break.

    Failures could just degrade dish range. I just need a way to indicate what range to modify on failure.

    Spoiler
    
    @PART[RTLongAntenna2]:FOR[RemoteTech] {
    
      // stuff....
    
       %MODULE[ModuleRTAntenna] {
            %Mode0OmniRange = 0
            %Mode1OmniRange = 3000000
            %MaxQ = 6000
            %EnergyCost = 0.18
            
            %DeployFxModules = 0
            
            %TRANSMITTER {
                %PacketInterval = 0.3
                %PacketSize = 2
                %PacketResourceCost = 15.0
            }
        }
    
      // .. more stuff
    
    }

    Some way to indicate that failure results in either increased EnergyCost or decreased range would be useful. I'm currently unable to find where reliability consequences is configured/programmed.

    Edit:

    I just found the reliability configuration (System/reliability.cfg), none of it applies to antennas. What I'm trying to do might simply not be possible as it seems like RT uses a different module. (ModuleRTAntenna). It probably needs a change to https://github.com/ShotgunNinja/Kerbalism/blob/master/src/Modules/Reliability.cs line 420ish to add a type specific hack which is probably out of the window.

    Please don't be afraid to tell me that what I'm doing is not realistically possible. Modifying the C# source for mod compatibility might be too much. I'm nearly certain it cannot be done with config files alone.

  5. 2 hours ago, Rocket88 said:

    Any suggestions for setting science percent slider if useing ETT and dmagics Orbital Science?

     

    I tried 20%, but it makes it a horrible grind. I'm using 30% right now and it feels "ok". You really don't get started on the higher nodes until you land on the mun which feels appropriate to me.

    It really depends on how much you want to grind through science at ksc. With 20% it's really hard to get enough science to both land on the mun and get more science generating items.

  6. 18 minutes ago, New Horizons said:

    That is an interesting theory. Thus mission planning and power layout has to be prepared better - a pretty good test of EC tracking in the VAB

    @ShotgunNinja: Could we see support for ScanSat in Automation? It would be usefull to shut off their scanners during shadow transits. 

    One of the really really cool things about this mod and what ShotgunNinja has done is the ability to track power usage in the background when ships are not loaded. With this mod you don't have realism breaking things like gigantic communication relays with no batteries (see stock). It really forces you to make sure you have both enough power generation and enough storage to last through night cycles.

    I'm pretty sure if you can think of another mod that does long duration work "unloaded" like SCANSAT does, you will run into this issue again. I just can't think of one at the moment.

    It might be possible to patch something somewhere so that Kerbalism knows "if ship has SCANSAT module and SCANSAT module is scanning then on power restore, start scanning again". The tricky part I'd think is... knowing if your SCANSAT module is actively scanning.

  7. 17 minutes ago, New Horizons said:

    I have a small issue with ScanSat.

    I have a satellite in a polar orbit around Kerbin. This satellite does not have enough battery capacity to scan with "SCAN Multispetral Sensor" permanently, but it refreshes in sun light.

    After starting that sensor it works fine in flight mode and adds peace by peace of the map together, but when I fast forward in Tracking Station that sensor stops working instantly. This dos not happen on a fresh install with ScanSat allone.Is this a known issue?

    Randomly guessing what is happening here. You say the satellite runs out of power during the night time. So when you fast forward in tracking station the satellite is not actually loaded in your game. Kerbalism is doing a bunch of EC calculations in the background. When it hits 0, it marks it as having no power and shuts off all modules requiring power. When power comes back, Kerbalism does not know to reactivate the SCAN Multispectral Sensor's scan.

  8. 2 hours ago, TaxiService said:

    Hi,

    We can't reproduce this bug as it is verified that the command queue is correctly persistent across different scenes, included the scene order outlined in your reproduction steps. Can you check on your side again, please? In addition, post your output_log.txt for quick checking on information. (One member thought that one of your mods may malfunction in OnSave(), preventing your command queue from being stored to your save when switching the scene.)

    Ok, I've retested. If you exit out to the main menu and re-open the game that way it persists.

    If you close the game by clicking the red x at the right hand corner and re-open the game, it does not persist.

    I don't think I was clear on that in my initial report. If you fail to reproduce again, I'll assume it's a mod interaction and do a binary search on the 40 or so mods I have installed to find the one that's interacting badly.


    Edit: I just realized that it might also be that you can't trigger a save handler on the red x being clicked. If so I'll just start properly closing out instead of closing the application!
  9. The flight computer seems to "forget" commands when you close the game and reopen it. If I tell my probe to execute a burn 15m in the future and then close the game, it forgets the instruction.

    Reproduction steps:

    1. Use latest version of RT.
    2. Select any craft in orbit with communication to ksp.
    3. Open map view
    4. Place a maneuver node on the opposite side of the craft. For our purposes, you don't have to actually have the node do anything, it just needs to be there.
    5. Use the flight computer to "exec" the node. Note at this point, you will be able to see that there is a planned maneuver XXmYYs in the future.
    6. Close the game out, I actually exited to the space center, swapped to another craft and then back first. So I'm reasonably sure it had time to auto save.
    7. Reopen the game
    8. Go to tracking station and select your craft again.
    9. Look at the flight computer and note that it forgot the burn.

    Obviously a burn 15 minutes into the future is unlikely to be exited out of, but one that is 10 days into the future might very well be.

    Apologies if this has already been addressed. 

  10. 13 minutes ago, Probus said:

    Alcubierre should unlock at the very end of the tree.  Is it not Interstellar's Alcubierre?

    Yes it is possible to build a "plane" with just the parts provided, but without mods, you have to be creative. :)

    It's manufactured by umbra space industries, mass 8.8t. Name is Alcubierre Drive (2.5m). There is also a Alcubierre drive (0.625m) in the same Experimental Science node.

    It is definitely not at the end of the tech tree here. http://i.imgur.com/oAAWCkZ.png

    Below is the copy pasted config for the experimental Science node. I'm not seeing it under an obvious name, but it is clearly there. 

    Spoiler

        RDNode
        {
            id = experimentalScience
            nodepart = experimentalScience
            title = Experimental Science
            description = Explore novel fields of science that we didn't even know were there_
            cost = 95
            pos = -1950,1850,-7
            icon = RDicon_science-experimental
            anyParent = False
            hideEmpty = False
            hideIfNoBranchParts = False
            scale = 0.6
            Parent
            {
                parentID = engineering101
                lineFrom = LEFT
                lineTo = RIGHT
            }
            Unlocks
            {
                part = AccelerometerFGA
                part = dmRoverMat
                part = dmSeismicPod
                part = dmSeismicHammer
                part = dmUSImagingPlatform
                part = sensorAccelerometer
                part = StnSciExperiment1
                part = StnSciExperiment2
                part = KA_SolarCollector
                part = MKS_Antenna
                part = MKS_ScanOMatic
                part = dmImagingPlatform
                part = NH_Sci2
                part = Telescope
                part = hc_scicam
                part = ca_accelerometer
                part = SEP_PSE
                part = SEP_CCIG
                part = SEP_LRRR
            }
        }

     

    • Interesting that ETT has Alcubierre Drive at the experimental science node which requires 95 science to research. I'd think this would be deeper in the tech tree given what it does.
    • Is it possible to build a plane with just the stuff in Aviation? I tried and was unable due to not being able to get air flow to the engine. The small circular intake has nowhere to mount and I was not able to radially mount it anywhere. If anyone knows how to get a working plane with these parts, I'd be very interested :).

    Really cool tree though, I'm loving it as it lets me change up how the start of a career mode "feels".

     

    • Interesting that ETT has Alcubierre Drive at the experimental science node which requires 95 science to research. I'd think this would be deeper in the tech tree given what it does.
    • Is it possible to build a plane with just the stuff in Aviation? I tried and was unable due to not being able to get air flow to the engine. The small circular intake has nowhere to mount and I was not able to radially mount it anywhere. If anyone knows how to get a working plane with these parts, I'd be very interested :).

    Really cool tree though, I love it.


    Edit: aha, someone asked the plane question just before my post! I tried to rush planes with my first science points only to end up having to restart because I was unable to get anything to work!

    Again, seriously cool mod. I'm loving it as it lets me change up how the start of a career mode "feels".


    Edit2: I don't think I meant to post under this topic... If a moderator wants to delete this... they are more then welcome to do so.

  11. 13 minutes ago, ThRodrigues said:

    Kerbalism disables the CommNet network, it's purposeful and not a bug. It does this because it introduces a new signal system and science, it is necessary to have antenna in all vessels now. There is more information you will find on Wiki.

    Ah, so my bug is a feature. I'll see if it's possible to turn it off then. Thanks!


    Follows is an edit to my original post:

    In the configuration file: Settings.cfg, changing 'Signal = true' to 'Signal = false', seems to cause kerbalism to use CommNet instead of its custom implementation.

  12. Kerbalism turns off comm network even if the gamemode has it enabled. 

     

    Test case: Install only kerbalism + module manager on ksp 1.2.2 for windows 10 64 bit.

    1. Start KSP
    2. Click Start New
    3. Select normal difficulty, Select "sandbox", name it whatever you like, I went with "default"
    4. Click Start
    5. newgame loads up -- push escape
    6. Click "settings"
    7. Click top button: "Difficulty options: normal"
    8. Note that the comm network radio/toggle button is turned offThis is the bug!

    If you click the toggle button to turn it on and click accept followed by accept on the settings menu, you will get a custom difficulty game with the radio button on. However if you change context anywhere (try going to the tracking station and back to the main view) the radio button is toggled off again.

    No matter what you do, comm networks don't seem to work with kerbalism.


    If this is a known bug, I apologize for double reporting it. I just spent 45 minutes isolating this bug from the other 30 mods I run to this mod. If you need any logs or more information, don't be afraid to ask!
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