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Everything posted by leonardfactory

  1. Seems like a bug so. These achievement should trigger only for explicit EVA. Could you share your logs and save game? Sure, will release after Easter holidays Thanks for your words! Major credits to Final Frontier for KSP1, I missed it too much. I released CommNext & Science Arkive (I suppose you already know), but I’d like to dig down into some other areas (like a KIS-style EVA assembling mod). Really busy IRL however right now unfortunately
  2. Yes like @Superfluous J pointed out, right now it’s not implemented. I thought about it but in the end I feel it’s very complicated to remember and to reason about ( 3/4 of the mod is UI & rendering), so I tried to avoid it. I think it would be nicer to have higher range / different range antennas when needed (with new parts, I mean) Oh this is really nice as a recap! Like @Mr.DingALing suggested I’d probably add it in the topic post Would you mind uploading your log files and share them to me?
  3. @Sun_Serega I don't save anything, this is the issue: the experiment is handled by Orbital Survey, not by Science Arkive. We just check at runtime if the experiment has been completed. What could be happening here is one of the following: There is some mismatch between the shown experiment code and the registered one. This should what the release fixed, so seems strange (but still possible); There is some mismatch between the experiment Orbital Survey is checking and the registered one; in this case I cannot fix it Let me load the save game and I'll check it
  4. With “it’s breaking base game” you mean that after using it, the base game cannot handle the vessels? This seems pretty much normal with every mod that modifies stock parts, like this mod. I’ll check if there’s something we can do in the Discord, but I’m afraid that at least for now - this is completely expected. @CSA Thanks!
  5. I'm reconsidering this since I've been asked the same thing on GitHub too (https://github.com/Kerbalight/CommNext/issues/33) and I forgot it was a CommNet setting in KSP1. I'll add it to the backlog
  6. Release v0.7.0Add background EC processing for relays. Now HG-5, RA-2, RA-15 and RA-100 consume Electric Charge even in background. It also fixes the "No Power" bug on startupUpdate vessel name in the comms report when it's modified in Tracking StationFix antennas ranges for command pods; now they're just 5kmAdd back HG-5 as relayDownload on SpaceDock Yup, this has been fixed in v0.7.0, now they are back to 5km
  7. This is currently an issue in stock too - I'd prefer to not implement it in CommNext, would be a better fit for a custom mod / Community Life Hacks
  8. Yes, I'm already working on it (see related GH issue: https://github.com/Kerbalight/CommNext/issues/13), unfortunately it seems like the: The bug is not consistent; I cannot reproduce it with the same savegame A speculative workaround didn't work, meaning someway vessels are stuck in a "No Power" status (meaning "No Control" in KSP2 status) until they are opened Thanks for the video anyway and the savegame; as you can see after loading it in my run it seems to run without issues (unfortunately.. this means I cannot debug it) I've got some ideas anyway! Could you try to install Orbital Survey mod, and see if after that reloading a save does work? It is not related to CommNext, but I'm thinking it could be enabling some background processing which could "help" CommNext as a side effect. I'll do same test in my local environment. Update: oh, lol, it seems without Orbital Survey I can reproduce it! So the issue lies in me not enabling background processing for relays, let me see what I can do here.
  9. Release v1.0.3Updated valid locations support for Orbital Survey mod mapping experiments (supports Orbital Survey v0.9.4+, backwards compatible with v0.9.3 and lower)Enhanced main window title bar UIEnhanced celestial bodies selection UIDownload on SpaceDock I think you wanted to post this in Orbital Survey mod topic. This is Science Arkive mod, and this mod does not provide any science by itself. I get it
  10. Hi @Sun_Serega, yes I've talked with @Falki and I discovered the issue (Jool was using the `Low Orbit` science situation). This will be fixed in the next version of Science Arkive & Orbital Survey You'll probably need to rescan Jool, but I'm not sure about that
  11. Yup I share that. What do you mean with configurable occlusion? In the Settings > Mods "CommNext" section you can already configure the occlusion factor (0 = no occlusion, 1 = 100% body radius). iirc it was kinda the same with KSP1; for example if you set it to 70% it will be more "tolerant" (think of atmospheric wave reflection)
  12. Yes as @munix said this is re-implemented by this mod; anyway I didn't remember about the HG-5 being a relay, I could bring it back too
  13. @Bombaatu HG-5 is not a signal relay antenna. You can check which ones are relaying (RA-2, RA-15 & RA-100) pressing shift in the OAB while hovering the antenna parts.
  14. I probably messed up the Command Pod antenna ranges, they should be definitely lower, will fix! Thanks for report Please, send some screen (comms report, map view before and after switching to the vessels) and the save game with infos about the vessel names which show issues; this way I’d be able to help you better
  15. @Schneider21 right now it’s just a visual thing to cleanup your network (see KSP1 CommNet Constellations), so that you can avoid spaghettis, and it should make it easier to develop interplanetary links with tiered relays without losing your mind . Furthermore I’ve released it in order to check if everything is stable, so in the future I can add other gameplay related features with a solid base. Ideas are transmission bonus (like EC consumption vs packet size), range modifiers (trading range for packet size), but I want to brainstorm more before heading in a precise direction. As always feedback is highly appreciated!
  16. You're right, I tried to add the Vessel Communications Report window (the last button in the toolbar) which should help players see connections issues, or the "Rulers" button which shows the maximum range of each antenna. Anyway, even with the topic description, I should make a better guide or an in-game one to help players. In the meantime, these are the core gameplay bits: Antennas are split between Relays (only the dish antennas, you can check it in the OAB with shift pressed while hovering the part) and normal Antennas Only Relays can be used to transfer signal between two vessels. Normal antennas can not forward, only receive signal from other relays (or KSC) Signal may be blocked by a celestial body if the planet is between the vessel and the relay Each Antenna has a range (indicated in meters / kilometers / etc. in the OAB). To communicate two vessels should be each one in the range of the other (you can use the Rulers in map view to check this) Relays should be powered (EC > 0) to be functional. This can be disabled in Mods > Settings. Stock CommNet has higher ranges, we are using the lower antenna ranges from KSP1. Even here, shift in the OAB to see the ranges Connections are limited to antennas with the same Bands. This means you can create different networks. A vessel can connect to another only if both have the same Band. You can add multiple bands to a vessel using multiple antennas or using higher level antennas. (You can check this in the OAB with shift pressed in the "Signal Modulator" section)
  17. Right now it allows you to have multiple bands, but range multiplication like KSP1 is not present at the moment; it's something I could add in the future anyway
  18. Release v0.6.0 New Features Add bands connection logic with the new "Signal Modulator" module Each transmitter now is coupled with a Signal Modulator module, which allows you to specify which band this antenna uses for communication. By default, each antenna is connected on the X band Higher level antennas have multiple bands, giving you more flexibility Bands are highlighted in map view and comms report Add ability to focus vessel by clicking on the connections in the vessel report. On hover there will be a "Control" button too, to switch to the vessel Add the option to disable the relay behavior for a single antenna Allows to filter only active (in use) connections in the report Add occlusion tolerance to avoid blocking connections on terrain under sea level. Furthermore now occlusion radius multiplier is configurable in settings Fixes Fix map toolbar position on new games. Map toolbar loaded incorrect position (0, 0) on new game loading if Map View has never been entered before in previous saves Removed connection to the vessel itself which was incorrectly shown in the UI Add UI indicator if active vessel is not powered. Plus a dedicated tooltip in the connections list for the power icon. This way it's easier to see if connection cannot be made due to to target node being out of EC, or if the problem lays in the active vessel. Add rulers mode to display all antennas ranges, not only relays. This can be activated cycling through the ruler icon in the toolbar, like for connection lines Download on SpaceDock
  19. Communotrons included! They just don't act as relays It's compatible with Orbital Survey, the only thing is that right now all Orbital Survey antennas are also relays, but this will be fixed (or better, made configurable) in next release
  20. Release v0.5.2 Improvements Save app toolbar position and toggled options in save game. After game reload the position will be restored. Thanks @Falki! Fixes Fix toolbar connection icons showing always the same icon Download on SpaceDock Thanks for your words! I have in plan some updates too to have "Bands" (or "Channels") to decide how to switch traffic between relays, so just to say if you find the "Band" dropdown in the Relay PAM, it's just an unfinished feature. I'm saying this in case you're wondering what it does Hope you'll enjoy latest update!
  21. Release v0.5.1ImprovementsAdd setting to configure KSC range. Now you can go in settings > mods and choose between 2Gm, 10Gm and 50GmShow current vessel max. ranges in the Vessel Comms Report windowHighlight hover state for rulers & vessel report icons in the toolbarAdd tooltips to Vessel Comms Report window and map view toolbarAllow to close the vessel comms report from the toolbar toggling the windowFixesFix vessel range not refreshing on decoupling or undocking/docking. Currently the game does not refresh CommNet ranges on these events, so it's now handled in the mod.Vessel report now is synced when switching active vesselFix a bug which caused some vessels Power status to not be updatedFix report icon in toolbar not being shown as toggledFix vessel comms report close icon not highlight on hover Download on SpaceDock
  22. CommNext A CommNet overhaul with body occlusion, dish relays, map view lines and report utilities [ Full images gallery: https://imgur.com/a/5oPDLYl ] Download: SpaceDock | GitHub - Description & Details CommNext is a complete CommNet (KSP connection system) overhaul, inspired by KSP1 dynamics and additional utilities to make it easier to use. Now connections between vessels need to be in line of sight (so celestial bodies can block the connection). Implementation has been crafted to be optimized, so don't worry about performance, just make sure you have _moar_ sats! Not every vessel can bounce signal to another one: you'll need relays! In the spirit of KSP1, only dish antennas (RA-2, RA-15, RA-100) are allowed to relay signal. You'll need to setup a relay network in order to bring your missions farther in space. Use the Map View CommNext toolbar to inspect your network: Click on the Dish icon to cycle through lines display mode (All active connections, Only active vessel path, Hide lines) Use the Ruler icon to toggle Range spheres: each relay will show its range with a yellow sphere (when it's connected) or a red sphere (when it's disconnected from the network) Use the Report icon to open the Vessel Comms Report window, which will show all the connections from and to the current vessel. It will help you to check if some possible connections are blocked by a celestial body, or if there is not enough power in a relay. Features Body occlusion blocking connections which are not in line of sight New Relay module on dish antennas Reduced antennas range based on KSP1 values, KSC DSN is now reduced to 2G Vessel Comms Report window to help you understand the connections and the eventual issues Map View display utilities, like Network Lines and Sphere Rulers to know relays range Optimized to be fast while still being precise enough to detect occlusions even on inter-planetary distances Settings to customize the connections behaviour (see them in Settings > Mods) Localization support See a mod preview here: https://imgur.com/a/5oPDLYl Credits A huge thanks to all the KSP2 Modding Community support, in particular to @munix and @cheese3660 Thanks to @Takovacs, @Falki , @Dolphin, @Safarte , MofuRabbit, Jann5s, Unknown P, DoogieZ, and all the people that helped me testing this mod and gave me extremely useful insights and suggestions. Without them it would not have been possible to make this mod! Thanks for the localizations: Chinese (Simplified) by @fengyuan0529 Italian by @leonardfactory (Ciao!) Some icons by PiiXL, under CC BY-ND 4.0 Roadmap Network Bands support to choose which vessels could connect and make the connections cleaner Progress is tracked on GitHub Project: https://github.com/orgs/Kerbalight/projects/5 Installation: The preferred way to install this mod is through CKAN. If you really want to install it manually, download the release from SpaceDock / GitHub (the links are up here), and then install manually: Install BepInEx + SpaceWarp + UITK for KSP2 (all these dependencies are required) Extract the contents of the downloaded .zip into your KSP2 installation folder (usually C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2) Mod folder will then be positioned in <your installation path>\Kerbal Space Program 2\BepInEx\plugins\ Source Code: https://github.com/Kerbalight/CommNext
  23. Ok, there were some issues with savegame loading in previous version on SpaceWarp which now should be fixed, so it shouldn't happen anymore. I'll investigate anyway if I can reproduce something similiar. if it happens anyway, if you'd like to fix it by yourself, you can just remove the extra Kerbals from the "entries" array in the SaveGame JSON (or just send it to me plus the logs and I'll fix it for you)
  24. Thanks, from the logs I can see it seems the wings have been awarded to some Kerbals which are now not present anymore in the Roster, so WW is setting them as "Dead": Failed to find KerbalInfo for Henry Carter (id=5dfca33e-6b9a-4a2e-9382-691a8684200d), setting as dead [kerbal=Henry Carter] Loaded 26 wings for a total of 18673 points Failed to find KerbalInfo for Matthew Russell (id=fa50867e-ac55-4518-ba95-ef3012d6b5a8), setting as dead [kerbal=Matthew Russell] Loaded 15 wings for a total of 20175 points Failed to find KerbalInfo for Dennis Jackson (id=fadfe243-5689-4612-94c6-d9d662966c8c), setting as dead [kerbal=Dennis Jackson] Loaded 7 wings for a total of 5530 points Failed to find KerbalInfo for Mildred Barnes (id=4b788e36-a344-415b-9fc5-a538a1ee40ee), setting as dead [kerbal=Mildred Barnes] Loaded 15 wings for a total of 20915 points Failed to find KerbalInfo for Bruce Peterson (id=2d59e276-86f3-4fbf-b67c-420134040e8f), setting as dead [kerbal=Bruce Peterson] Loaded 0 wings for a total of 0 points Failed to find KerbalInfo for Louise Hall (id=d2add005-43b4-4cd0-ac28-95cbcff8f315), setting as dead [kerbal=Louise Hall] Loaded 22 wings for a total of 15158 points Failed to find KerbalInfo for Taylor Johnson (id=e9130af9-b926-486a-8a60-fffe4a055271), setting as dead [kerbal=Taylor Johnson] Loaded 11 wings for a total of 5663 points Failed to find KerbalInfo for Andrew Garcia (id=b3c793de-22fb-4e8d-8780-5ea9b1e920c9), setting as dead [kerbal=Andrew Garcia] Loaded 11 wings for a total of 5663 points Do you recognized these names? Like, you changed them in HUMANS? Or are they from another save? Or are they.. well, dead ? @Devblaze thank you! Glad you're enjoying it
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