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TaxiService

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Everything posted by TaxiService

  1. It is the unity player window exe came with the standard Unity installation per the thread on the debugging environment.
  2. Glad that you managed to find this workaround. I managed to reproduce the bug but only in the official release build, KSP_x64. It is not there in the unity dev build, KSP_x64_Dbg. Both builds are same in file and product versions though. I am not sure why the release build gives inaccurate values.
  3. CommNet Constellation 1.1.2 is out! Stockised RemoteTech Antennas (can work without requiring CNC) Restore most of CommNet DisplayModes except for mode names Linky
  4. Hi Li0n, On KSP 1.3.1.1891 (with DebugStuff, MM, StockRTAntennas and CommNetTry), I ran some of your scenarios that should give incorrect values but the values are always same on my side no matter what I tried. Can you check if I performed the tests correctly? P.S. The bug I reported in the bug tracker is due to the incorrect assignment logic. It has nothing to do with your bug.
  5. Thanks for your confirmation on the RT antennas. I will proceed to drop a next CNC release. P.S. You can still create a new constellation in flight. Go to Map View and open the CNC Control Panel app. You will see the option to create on the first tab.
  6. Eh it seems one of your mods is erroneously duplicating the config of each antenna (Transmit Data is stock and I do not touch it). I checked on my side and there was no duplication buttons there. To add more networks, you need to create new networks from the 'Control Panel' window in Map View/Tracking Station if you haven't done. Then in each antenna ('CNC: Antenna Setup' button), set the frequency to desired network. After this, the vessel's communication window ('CNC:Communication' button) will show the networks the vessel is in.
  7. @Jiraiyah @Phil Kerman Hi, I managed to stockise the RemoteTech antenna parts. It is not easy to update the parts' MM patches due to the obsolete info of some parts. They will work alone on the stock CommNet without requiring RemoteTech or CNC. Just download the non-released build from this link and extract the stock RT folder and put in your GameData. Please check if they work well on your side. If no issue is found, then I will proceed to include it in next CNC release and drop the parts separately in RT thread.
  8. I recall Mechjeb is not co-operating with RemoteTech on the signal delay. So the commands executed by Mechjeb may not be delayed by RemoteTech's signal delay. In addition, Mechjeb and RemoteTech will fight with each other over the vessel control. I have a few question regarding this bug: Do you have SETI RemoteTechConfig/ProbeControlEnabler installed? This disables RemoteTech's signal delay/no-control if no signal. Only RCS and engine throttle ignore control/signal delay? What about other commands like Part Action and orbital commands? Can you link to the 2016 issue if possible? I would like to read this. If this does not resolve so far, can you provide output_log.txt in KSP_x64_Data folder in order to investigate? Thanks
  9. Hi! I would like to seek your assistance to localize 2 lines of total 5 words for a simple interface mod, CommNet Visualisation. The localization file is available to translate. I think I may have the Russian translation in progress. Done. You can either reply to my post your translation or create a pull request on Github (more work though). Thanks.
  10. I added and tested the localization of 9 languages (initial English to be translated later) for the two mode-name phrases. It looks working. You can help to translate the two phrases to Russian if you desire. I am posting in the central Localization thread to ask for assistance on other languages.
  11. Not exactly. It would look like below [Description("#lang_tag_12345")] None, where the corresponding tag is in KSP's language file. 'Path' and 'MultiPaths' are new names I gave myself. By the way, I am able to restore some of the localisation after poking more around but I can't do anything with the mode names without translating them. I will push a new version soon.
  12. I need to check and test the stockised MM config of one RT antenna part on my side first. I will let you know if anything comes up. It is possible. The root cause of the broken experiment window is the nuclear option I applied when it is detected a given vessel (eg Kerbal on EVA) is not kind that would communicate. In this option, I deleted the CommNet part of the vessel since I figured Kerbals don't talk. I never expected the experiment window needs this part to transfer (from Kerbal, what?). The CommNet part of a vessel is easily accessible so any mod, not just CNC, can access and destroy it when it decided it is unnecessary.
  13. I am unable to preserve the localisation. Each text comes out as an entire word and I can't see which part of this text to split to change the mode name. In end, I give English texts across the modes consistently.
  14. The stock CommNet has the mechanism of combining a vessel's antennas of different power ratings (=ranges) into the overall vessel range with diminishing returns. You can utilise this mechanism to stack up big antennas of the same signal to increase the overall range of a vessel. Alternatively, you can experiment with the MM config of a stock antenna (I can't find a mod for this though) to edit to greatly increase its power rating in to the value you feel appropriate for this galactic distance.
  15. Yup, one signal per antenna so your vessel needs more than one antenna if it wants to talk to two or more networks at same time. With your network layout, it looks like about 4 signals to talk to every network. (Referring to quote below) Well you got me to think about the RT2 separation of antenna parts sooner than planned. It looks like good time to research on this now. It seems like the stockisation of the RT parts is doable by updating the MM configs to stock configs. They wont have the target and angle though.
  16. Yup, separate mod. My bad, I forgot to add this exclusion. I will reply on the github ckan pull request.
  17. What is this? A lightweight interface add-on for CommNet of Kerbal Space Program. What does it do? This add-on adds RemoteTech's MultiPath mode to the CommNet visualisation of connections. This mode is to display all working connections of every vessel in the game. Just click the 'Network' button in Tracking Station or Map View to change the visualisation mode of CommNet. Why? Useful mode without installing CommNet Constellation (also have same mode) Useful resource for other modders to look and add other CommNet modes Mods required Nope. It is a DLL file. License GNU GENERAL PUBLIC LICENSE, Version 3 DOWNLOAD Github SpaceDock
  18. Good idea. It just needs a copy & paste action and leave it extensible for other modders to add other modes. I think I will release it in a separate thread & download page. This is what I am trying to find out how it happened. It seems one of your mods generates the nullreference error when processing an area of your savefile, propelling the error to other KSP components and mods. In the snapshot below, you can see the error jumps from one component to next component, (included CommNet and CNC) when loading your savefile. I do not think it came from vessel data you said they are stock parts only and it happens on your savefile only. The other exception I see in the log is incompatible RCSBuildAid v0.9.1. So what you can do is: Delete RCSBuildAid v0.9.1 (btw it is reborn as RCS Build Aid Continued) and try again Upload your persistent.sfs from your save (as downloadable file as it is too much to paste) for me to inspect Separately post your issue to technical support (modded) sub-forum with your log and save file (can link to this thread for additional context if you want). Other users may be able to find out why.
  19. Hi, thanks for reporting this bug! I am able to reproduce it in CNC 1.1.2 only. It breaks the experiment popup window only and does not affect the EVA report in background. I will fix this and send up a next CNC version, along with a fix to the other bug reported. You may downgrade to CNC 1.1.1 if you want.
  20. Hi, thanks for your bug report. According to your log, you entered SPH and launched a vessel in Flight at the Runaway. Then, you did something to this vessel and reverted back to SPH. That is when a bunch of exception appeared and prevented you from exiting the editor. Is this order of steps correct? I tried to reproduce the errors observed in the log on my side but could not. In addition, it seems there is something invalid in your vessel file that causes the errors. Can you build a simple vessel from fresh and subject it to the same steps you did that caused the errors? Thanks!
  21. Hi, Please see this guide on the attributes of a ground station, included the body ID corresponding to Eden. Below is the MM cfg of additional ground stations for RemoteTech and stock Kerbin. Name it as RTDSN.cfg and toss in your GameDara/RT folder (I can't remember if you have to reload your RT settings at KSC scene to take effect) Accordingly, you can use this MM cfg as a template for your attempt for Before Kerbin. Enjoy!
  22. CommNet Constellation 1.1.2 is out! Recompile for KSP 1.3.1 Add RemoteTech's MultiPath mode to see all working connections Support the localisation of part, vessel and planet names Linky
  23. Thank you so much for your rigorous testing! It looks like you found an edge scenario of CNC. I will file a new CNC issue on your behalf to investigate this scenario. Unfortunately, it is the performance issue of CommNet network. The FPS dropping and flashing connections (as well as brief hangups) are the direct effects of CNC-modded CommNet doing heavy CPU calculations per physical frame on a large number of vessels (like your 40 satellites). I personally experienced this in my own play save of 30+ vessels and was forced to "decommission" most of the vessels to lessen the CPU workload. I am using this problem as a next lesson for this CommNet-part of RT2 development. Meanwhile, I am looking into possible performance optimizations for CNC.
  24. This is due to this mod limitation: KSP does not provide a way (as far as I can tell in the codebase) to intercept the clicking of a UI button so that this clicking can be delayed. As a workaround, the input locks were engaged when the vessel is remotely controlled to force you to use keystrokes which can be intercepted and added with the delay. In the event of the connection loss, the locks are still engaged and the intercepted keystrokes were ignored conveniently. Hope this clarifies your question.
  25. Hi, It may be my imagination but your KCS location seems to correspond to the stock-Kerbin location i.e. its lat and lon coords are never updated to RSS coords. See if you can edit the coords in "GroundStations" block of your RemoteTech_Settings.cfg in your save folder. See if you can update to NASA KSC's real-life lat and lon coords. I think there are few RemoteTech groundstation configs for RSS/Kopernicus but I am not sure where. Hi, This is the current (doubt it is intended) behaviour of RemoteTech locking down the UI clickable buttons when your vessel is remotely controlled. The buttons are only clickable when your vessel has local control i.e. manned. You can see RemoteTech input locks in the console (Alt+F12), as shown below. This issue is rather difficult because KSP does not provide mod mechanism to hook up the buttons. Use the keyboard shortcuts (eg T for SAS, R for RSC) as a workaround.
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