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Found 2 results

  1. While developing a new feature for my mod Antenna Helper I came across a bug in the CommLink list attached to each vessel. In order to get the "real signal strength" of a vessel I need to multiply the signal strength of each link in the path between this vessel and the DSN. I do it like this : foreach (Vessel v in FlightGlobals.Vessels) { double realSignal = 1d; foreach (CommNet.CommLink link in v.Connection.ControlPath) { realSignal *= link.signalStrength; } } And it works good, most of the time, sometimes the link.signalStrength is off, still in the 0 - 1 range but wrong according to the in-flight display : in flight : it's always accurate at the space center : * when coming from the main menu : accurate most of the time * when coming from the editor or the tracking station : always accurate * when coming from flight : always wrong at the Tracking Station : * first time entering it : accurate most of the time * n+1 time entering it : always wrong At first I believed I was getting the info too early, before the CommNet gets properly initialized, but even with a coroutine that wait 10s before retrieving the signal strength it was still off. For a proper testing I wrote a little plugin that display all the link of all the vessel when a CommNet event is fired (only three exist : OnNetworkInitialized, OnCommStatusChange and OnCommHomeStatusChange), the plugin also display the link when pressing X. You can find it, along with its source, here. (Launch a game, open the console and look for entry starting by "[CommTry]") This save can be helpful, it has three ships, relay_A (signal of : 66%), relay_B (signal of : 36%) and transmitter (connected to relay_B : 69%, combined : 25%). I wanted to bring it to the attention of the forum before writing a proper bug report, I check and it haven't been reported. But @TaxiService made a bug report about incorrect value in the CommNet instance. This may be connect to my issue but not sure : in the CommNet instance, values are always off (and way off, not even in the 0 - 1 range) but in the Vessel.Connection.ControlPath.CommLink they are sometimes valid... @TaxiService your issue still stand, I add a method to test it in my plugin, press Y and it list all the existing links (from CommNet.CommNetNetwork.Instance.CommNet.Links). Pinging @RoverDude, he was assigned @TaxiService issue.
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