TaxiService

[1.8.1] CommNet Constellation v1.5.1 [8 December 2019]

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Experiment complete. After turning the DSN down to its lowest setting so everything needed a relay to actually have any signal at all, I put half a dozen relays around Kerbin itself at low altitude then did the same around the Mun and Minmus with dedicated channels for each- 1 for Kerbin, 100 for Mun, 200 for Minmus. I spammed a load of really basic probes (OKTO plus a 16-S antenna) into orbit around Mun and Minmus, and some relays with a RA-100 dish around the Sun at around Duna orbit on a separate channel (10,000), with the ground stations set to receive at all the frequencies I had set.

Rather interestingly, when I was setting the spam probes up the CNC lines would blink every time I set the frequency from 0 (no signal) to 200 (relay signal) and after a bit more investigation I think the lines are blinking every time a vessel switches connection path e.g. to another relay or ground station. It only happens at higher zoom levels as zooming out would prevent it entirely.

I'll try that develop version now and see how that goes.

 

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Good news and bad news.

Bad news-- that fix didn't fix the problem.

Good news- I have some more information about what seems to be happening. I turned off all the sites apart from KSC and cut the channels it receives to just the relay channel. I now think that the lines are blinking every time a vessel switches its connection path- and that vessel is not visible on the screen.

Zooming in on Kerbin until the Mun and Minmus are off-screen did it, as did focusing on the Mun or Minmus and zooming in until Kerbin was off-screen. Even with the setting changed to active connections only and not the whole network, the same thing happened which ruled out my earlier theory that it was purely down to the number of connections being displayed.

If I ever figure out how to do file sharing online I can drop you the sandbox file I'm using and the logs from KSP/module manager if you think those would help.

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Hi jimmymcgoochie,

Are you able to do the 3 points of Logs, Installed Mods & Persistent Save at the halfway of the guideline? It will explain how to share online.

Also, I have few questions to narrow down.

Questions:

  1. Does it happen in both Flight and Tracking Station?
  2. Does this video look like your issue? It only happens at high time speed.

Thanks

Edited by TaxiService

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On 12/3/2019 at 10:56 PM, TaxiService said:

Hi jimmymcgoochie,

Are you able to do the 3 points of Logs, Installed Mods & Persistent Save at the halfway of the guideline? It will explain how to share online.

Also, I have few questions to narrow down.

Questions:

  1. Does it happen in both Flight and Tracking Station?
  2. Does this video look like your issue? It only happens at high time speed.

Thanks

I have noticed blinking like in that video even at 1x speed. Although it does not happen often and I normally ignore it.

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7 hours ago, FrostBird347 said:

I have noticed blinking like in that video even at 1x speed. Although it does not happen often and I normally ignore it.

This only happens when there is a break/open in sight of lines between two vessels, causing the network self-refreshed. This is why it flashes fast at high time speed in the video.

Therefore, I asked the user if it happens with his high count of 30 or 50 vessels (so many sights of lines)

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CommNet Constellation 1.5.1 is out for KSP 1.8.1

  • Ground station changes (e.g. "Jeb's Base" rather than "Kerbin: KSC") can be stored in the CNC setting file for new game saves
  • Fixed issue of all possible control lines shown per vessel in 'All Active Connections' mode

Linky 

Spoiler

What's new?

  • Added new functionality of predetermined ground stations in cnc_settings.cfg (Issue #14)
  • Fixed bug of all possible control lines shown per vessel in 'All Active Connections' mode

Requirements

  • ModuleManager
  • Kerbal Space Program 1.8.1

Known issues

  • Issue #2 - White connections caused by combinations of other mods
  • Issue #8 - Deteriorated performance on a large number of mods

 

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Hey! I've heard that this mod is not compatible with my new project NF Exploration. 

This is likely because I subclass ModuleDataTransmitter to do a bit of work on antenna power when a vessel is unloaded. I looked through your repo a bit to see how you handle this and see if I could do something on my end to adjust compatibility but I figured I would post here to let you know before I embarked on anything. 

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On 1/10/2020 at 9:15 AM, Nertea said:

Hey! I've heard that this mod is not compatible with my new project NF Exploration. 

This is likely because I subclass ModuleDataTransmitter to do a bit of work on antenna power when a vessel is unloaded. I looked through your repo a bit to see how you handle this and see if I could do something on my end to adjust compatibility but I figured I would post here to let you know before I embarked on anything. 

Hi Nertea,

This mod does not alter or interact with ModuleDataTransmitter in any way.

It creates and attaches its own CNConstellationAntennaModule (link 1, link 2) to every vessel part that has ModuleDataTransmitter (i.e. antennas, probe cores and manned cockpits). When iterating over every part interfaced as ICommAntenna (link 3), the mod reads the stock data of ModuleDataTransmitter for its own use.

I looked at the ModuleDataTransmitterFeedable codes referred and do not see any possible conflict with my mod.

If you would like, I can run with CNC and NFE and debug to see what the problem is.

Hope this clarifies.

 

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I had a look through your repo and I thought that this might be the issue. 

https://github.com/KSP-TaxiService/CommNetConstellation/blob/e77e8bdca44826612e24f47eedbb6b8644c90020/GameData/CommNetConstellation/cnc_module_MM.cfg#L11

If I replace this with something other that Moduledatatransmitter this module wouldn't get added, correct?

Here's the report I got fyi.

 

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On 1/11/2020 at 10:33 AM, Nertea said:

I had a look through your repo and I thought that this might be the issue. 

https://github.com/KSP-TaxiService/CommNetConstellation/blob/e77e8bdca44826612e24f47eedbb6b8644c90020/GameData/CommNetConstellation/cnc_module_MM.cfg#L11

If I replace this with something other that Moduledatatransmitter this module wouldn't get added, correct?

 

 

This MM patch seems to add CNC compatibility for me:

@PART[*]:HAS[@MODULE[ModuleDataTransmitterFeedeable]]:NEEDS[NEARFUTUREEXPLORATION]:FOR[ZZZZCOMMNETCONSTELLATION]
{
	MODULE
	{
		name = CNConstellationAntennaModule
	}
}

 

Edited by leatherneck6017

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