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rasta013

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Everything posted by rasta013

  1. Well you just solved my issue of which mode to move onto next. I just finished up my latest set of AR configs and was going to go to Contares but Tantalus has begun it himself and I'll not be working those until later. I'll get these pulled together and sent over to you. I was going to be doing BDB anyway so you just jumped to the front of the line.
  2. OH MAN! That's so tasty. I love when problems end making things better in the end. So I guess I'll do my part and contribute some more...finished the MM patch for the 10 AIES antennas. It is tested and working perfectly under both stock and OPM setups. This works really well when combined with the Antennas overhaul I completed earlier today. As expected, this is posted in the compatibility patches section of the AR wiki. Link to MM Config for AIES Antennas UPDATE: Cobalt_Wolf has asked for AR updates for his Blue Dog Design Bureau so I should have those out in the next day or so as well. He's intending to package these with his mod so you'll be able to get it that way or I will also post to the wiki as usual.
  3. @DMagic Ok, here's a start anyway. It's tested and works but until I actually do some play testing with it I'm not entirely sure of the balance. This config will cover both stock and OPM configurations (can't express my love for the new MM flexibility!). I've kept the power usage and transmission rates and it's that balance that I'm not sure. Since AR allows for increased power usage once you get beyond nominal ranges I wanted to offset that. So, I've given it ranges that can cover the entire solar system no matter what so it will always be inside nominal range. This will allow the continued use of ridiculous needs for power with that massive transfer speed being the perk of placing this thing out that far. In case you're not familiar with AR configurations, that ModuleScienceContainer is there so when someone transmits and inevitably runs out of juice the antenna won't just fail the transmission and lose any unsent data. If I see any real problems after doing some hyperedited testing I'll report back with any changes that might be needed. Hope this helps!
  4. @DMagic Quick question for you and I'll slap the Antenna Range cfg together in seconds. Reading the description leads me to believe this is a short range but extremely fast/costly transmitter. Am I correct on that or were you intending the transmission capabilities to have longer reach?
  5. Oh man that's a pain . Well at least we all know about it and can accommodate it until a solution is found. It's probably most painful for brand new users of AR. I fully agree. Someone wanting full realism and desire to utilize command centers might as well move up to RT but to be perfectly honest, I like the fact the need isn't there for AR. Frankly, I still like to play a game and get plenty of realism throughout the day.
  6. Instead of a simple MM patch exclusively for use with Antenna Range I've overhauled the Antennas mod including new config files balanced for integration with stock. It includes a new consolidated MM patch for both stock and OPM setups using Antenna Range. This link is also available on the Antenna Range wiki under compatibility patches. Click Here for Antennas Overhaul This version only works under KSP 1.1.x and requires Module Manager 2.6.23+. If you choose to use this version PLEASE remove all previous versions of Antennas before installing. Failure to do so will result in unpredictable behavior. In case you installed it manually, the Antennas mod is contained in the PhantomAerospace folder.
  7. I've created a new overhaul of this package including new config files for all antennas balanced for integration with stock. It includes a new consolidated MM patch for both stock and OPM setups using Antenna Range. For now, both the Telemachus patches and RT patches have been removed. In the future I will also look at adding in new configurations for Remote Tech but that may take a while because I haven't used RT in over a year and will need to get up to speed. Telemachus is currently awaiting an update to KSP 1.1.x and MM files for that will be added in once it has been released. Click Here for Antennas Overhaul This version only works under KSP 1.1.x and requires Module Manager 2.6.23+ (included). If you choose to use this version PLEASE remove all previous versions of Antennas before installing. Failure to do so will result in unpredictable behavior.
  8. Sorry man - I would've answered this right after you posted it but missed it. This will not allow ad-hoc control/direct control of any probe that is not in contact with Kerbin. That said, relay networks can be setup so an occluded probe could relay it's transmissions to/from Kerbin through any number of connections. I've even bounced one from an occluded probe to an occluded satellite that relayed first to Dres and then back to Kerbin. The only thing that counts is that the relay network be able to see Kerbin for the last hop. Another thing you can do is immersion breaking but you can also turn off restricted probe control but still require connection for data transmission. So you could have a probe/sat that's occluded remain controllable but not be able to transmit results until the relay returns.
  9. Nice catch! I finally got a chance to go over the config in detail tonight and was coming back to report the same thing.
  10. LOL...well you tracked down a hell of a lot more than I did. I'm a great tester and bug hunter...I just don't know how to find where they're coming from or much less kill them.
  11. Will give it a run through and check logs to see if this crops back up...thanks for the help!
  12. Just wanted to report this as I found it by accident... This got thrown while in flight but I never really saw what might have happened because I noticed no strange behavior in game. It was only when trying to track down a configuration problem in an MM file that I noticed this in the output_log. I have KK with Kerbin Side Complete in addition to about 160 other mods running x64 under win 7. I can provide the output_log if needs be.
  13. Just wanted to drop in here and report this... This exception gets thrown twice any time I change from one vessel to another in flight. KER isn't crashing or disappearing from the screen but I can't tell exactly what is happening. I wouldn't have even seen this if I wasn't trying to track down an error in an MM patch I'm creating. I just happened to notice it when spooling through the output_log. I'm running ksp x64 on win 7 with about 160 mods now. I can provide the output_log if needs be.
  14. @toadicus I just wanted to report back that I'm seeing the exact same behavior. I've got the two patches I'm writing in progress today and found this to be 100% true across the board. Every antenna that I setup shows simpleRange from the cfg with or without UseAdditiveRanges turned on. I have not tested the actual numbers in flight yet, this is purely from the VAB/SPH. Will update this post later tonight once I get a chance to do some flight testing... UPDATE: In flight the everything works appropriately. It is only in the editor that the simpleRange numbers are showing incorrectly.
  15. Had some time this afternoon so I went ahead and pulled the basic parameters together for ModuleDataTransmitter: Now these numbers actually match the 88-88 exactly except it does not have the ProgressFxModules defined. I just wanted to include it because these are all of the valid parameters for this module. The other piece that is typically included with deployed antennas is the ModuleAnimateGeneric but unless I'm missing something, you're calling your own animation module instead of the stock. It shouldn't matter one bit for how it works as a data transmitter that I know of but then, I'm not a coder. I can also provide some insight into configuring this for Antenna Range, and I'll also try and figure out some good RT parameters. The main thing would be to determine the specifics on the above first since how you want the antenna to operate would determine how to set it up under AR and RT (e.g. fast/EC heavy, slow/EC light etc). Hope this helps out some for now!
  16. @DMagic I'll take a look at it and see what I can propose for it. Geeking out on antennas is one of my favorite things to do in KSP. Since I'm in the middle of finishing up a giant Antenna Range MM config for Stock/OPM setups using the Antennas mod and AIES antennas as well, I'll see what kind of numbers might look sensible and give you some feedback. Haven't used RT in over a year though so muddling through those parameters might take me a bit longer but I can definitely give some feedback on stock/AR possibilities.
  17. @Gaiiden Just out of curiosity, is the ModuleCoreHeat configured incorrectly or not functioning? I just took a look at the cfg for this part and it's in there but having just stumbled across this for the first time I don't know if there's some weirdness going on here nor had a chance to test this yet.
  18. I'll try and get some logs together for you but it'll be a few days before I'll have time to do much testing - this weekend is out for me. My typical install is gigantic (160+) but I can easily swap in and out for different loads to test this out and get some info for you. I dig this pack to much not to help as much as I can.
  19. It did not work for me either. I had several weird crashes that had exception pointed at nothing more than my Contract Packs folder and none of the missions would allow me to get farther than hitting checkpoints either - no science I collected would satisfy the vessel requirements either just like what was mentioned by @WildBillKerbin and @jcddmdad. I'm sure that @linuxgurugamer will get to it as soon as he has time.
  20. Yeah no problem at all. Looking at and adding extra antennas/configs for them are just beautiful when you can get them all lined up nicely like that too. I should have my re-write of the Antennas/AIES set done by this weekend which represents a total of 20 antennas once you include stock. This will also give a picture of the rough balance I'm working on striking. The re-write is easy...the balancing, not so much but that's something that takes time work out anyway. LMAO okay I've been putting simpleRange into my configs since it got included so never noticed that it was an actual requirement. My confusion arose when I ran across a number of cfgs that didn't have it and didn't really remember if it was required. Looking back the AR readme page it seems somewhat more obvious now... As @toadicus mentioned in his post above, yes they will be available on the github wiki page as soon as I get them done (a day or two at most). I'll be posting my updates for my AIES patch and the new Antennas patch but will also update the thread as soon as I do.
  21. @toadicus Curiosity question for you... Did adding in the simpleRange parameter become required sometime recently or as part of the upgrade/recompile for 1.1? I had to track down a problem with 'Antennas' and the AR files it comes with. I even tried the unified version that was posted in the thread and no matter what I did it perpetually was showing 0m nominal and maximum ranges in the editor. Furthermore, they were only usable as standard antennas as if no AR patch was being applied but the logs were showing no errors and the parts were compiling successfully. After perusing the cfgs I noticed none of them had the simpleRange parameter at all and as soon as I did some quick math and added them in, they worked flawlessly. Hence my curiosity has been piqued and figured that if this was new (or happened unknowingly) that it'd be good to ask and get the word out... Great job as always on this mod - hands down one of my favorites since I got my fill of setting up complex comms thru RT. It strikes that perfect balance between realism and fun.
  22. Yeah I know what you mean. Personally, I avoid the infinity zones out of sheer will (most times LOL) and R&D has worked for me at least as a substitute to upgrade engines since that's really the only thing I want out it anyway. I'll pull down the code for PartUpgrade and take a look but that is by far my weakest area when it comes to anything with a PC but I do at least have my C# environment up and running. Of course, knowing me and my lack of experience I'll compile and the first time I load it up a kerbal will literally crawl through the screen to give me a bug report.
  23. I'm in the process of re-writing and updating the OPM/Stock MM files for the Phantom Aerospace 'Antennas' mod in order to give decent numbers and balance between both stock and OPM setups. I'll be posting these as soon as I get them done and if you'd like some help with then Contares antennas I'll be happy to take a look or work with you on getting AR files written for them as well. I do this frequently for part mod antennas that I like and use long term like AIES' 10 antennas. I just love the flexibility to build my comms networks...
  24. Oh man thank you so much for getting this done even without KSP running for you! Good luck on getting that straightened out - this kind of work deserves some good karma headed your way.
  25. Outstanding! What a nice afternoon gift that was seeing this updated. Thanks @ethernet for all the work you do. Looking forward to seeing v.2 even if it breaks stuff because those new models from @SpeedyB look extremely tasty. Keep up the great work!
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