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TaxiService

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Everything posted by TaxiService

  1. CommNet Constellation 1.5.7 is out for KSP 1.11 Resolve KeyNotFoundException errors related to the overhauled interface of tree-like vessel lists Add automatic initialization of vessels in pre-CNC saves without having to switch to each vessel Linky
  2. Hi, I found a way for pre-CNC vessels to automatically initialize for first time without having to switch to each vessel to force the initialization. You can try out the latest develop build if you would like. On unrelated note, I am trying to break CNC in KSP 1.11 with construction functionality and can't find any more surprise to fix.
  3. Hello, the root cause is the new antenna part V2 over the depreciated part. The fix is in the latest develop build and I asked the community to let me know on any more surprise in KSP 1.11 before I push a next official release with bunch of fixes. Please try out this.
  4. Hi all, This is the last call on the new develop build compiled against KSP 1.11 with all new fixes and cargo support related to the construction functionality prior to a next official release. Please let me know if you find any more bug. On an unrelated note, the construction functionality is so fun after a spent booster is converted into a long-term comm hub.
  5. Hi, can you post screenshots of any error or message or a log when loading your save? I tried on RemoteTech save on my side and it loaded fine with vessels with "dead" RemoteTech antennas.
  6. Hi @YellowApple @Jiraiyah, please try the latest develop build with the dictionary checks added. Hopefully, the exceptions do not happen on your side anymore. I am not sure what caused the dictionary key issue as it doesn't happen on a fresh or stock save on my side. I am thinking it is possibly the mod of additional celestial bodies.
  7. Hi, thanks for the log. It indicates a potential conflict with another CommNet-backend mod. In your mod list, I don't see any other CommNet mod, besides CommNetAntennasInfo that doesn't use CommNet backend. Do you know which mod is using CommNet backend?
  8. No, it is all. I will let you know on anything to add to CNM should it be arisen. Thanks.
  9. Please make backup of your save first before proceeding to the removal step below. Step 1: In RemoteTech folder, remove everything except for "Parts" folder. Step 2: In next game session, re-enable CommNet option in the KSP settings. Your crafts will retain dead RemoteTech antennas and can be "phased out" over time, with eventual goal of safe removal of the "Parts" folder.
  10. Hi, I don't really maintain this anymore as it is a simple framework for other modders to look into some CommNet internals and CNC has the same visual option now. You can move it from your installation now.
  11. Hi, the old CNM-port changes were re-applied to latest CNC codebase, with small changes submitted to CNM in a pull request. At this moment, KSP 1.11 and/or ModuleManager is rejecting both CNC and CNM for yet-to-determine reason. Yes, please update CNM first and I will see what the current CNC-CNM issues are. Edit: I got few good news for you. CNM dlls have to be in the same directory as CNC dlls to work. Otherwise, the errors in the screenshot above would happen. Having 2 or more copies of CNM in KSP installation don't seem to cause any problem. CNC-CNM is working so far and a player won't even notice it. Additional further tests and performance measurements are required to assess. You can try out the build.
  12. The flickering problem seems to be the most active in Network mode of CommNet. If you click to "All Active Connections" mode of CommNet, it won't be as severe as the previous mode. Anyway, the temporary flickering workaround that only happens in KSP 1.8 is reverted but I am not sure it (latest develop build) will help much on your side. Sorry, it has the predetermined count of 3 levels though you can change the cost and power of each level in the setting config.
  13. Thanks, this new part config by doubleplush is accepted into the codebase (latest develop build) plus support of cargo storage for small RemoteTech antennas. Please let me know if there is any RT issue related to KSP 1.11. I need more time and tests to find any more surprise introduced by KSP 1.11. I tested RT 1.9.9 on KSP 1.11 and ModuleManager didn't flag out this incompatibility and RemoteTech is working fine on my side. If possible, please provide Player.log at C:\Users\XXXXX\AppData\LocalLow\Squad\Kerbal Space Program
  14. Unfortunately, this is tied to the refresh of network connectivity whenever there is any change in comm connections between vessels. The flickering problem worsens on higher total vessel count. ------------- CommNet Constellation 1.5.6 is out for KSP 1.11 Recomplied for KSP 1.11 Overhauled the UI of displaying vessels into collapsible tree-like lists Removed the obsolete function of public frequency in the master frequency update Linky
  15. RemoteTech 1.9.9 for KSP 1.11 released This release is a standard fix for KSP 1.11. What are fixed/changed: Fixed UI issue of missing signal delay and flight computer button 2 preventative measures against flight computer commands lost when switching/loading and nullreference spam Complete changelog is below: If you find any bug, please report them on our github (as it is hard to keep track of bugs here). Feedback is also welcome for the next release, here or on this post. We are in the RT 2.x branch development and continue to support the RT 1.x branch.
  16. Thanks for your feedback. The changes are on the vessel list only and the vessel list is further updated to display only vessels under celestial body/frequency headers, rather than all headers empty or not. Also, the vessel lists are further tied to KSP's map vessel filter in such way that any header with vessels filtered out will not appear in the vessel list. Link: New develop build Whenever CNC dialog, except for Control Panel, is opened, the input lock is put in to prevent accidental typing/click (for example, unintentional staging action (press space) in flight) in background until the dialog is closed. For the reason I could not recall, this was the actual functionality introduced in the early days. Anyway, it is removed now and the master frequency function should work fine now. Can I have some information below? I received some player reports of inputting frequency on this in the past but could not reproduce it on my side. Is your keyboard language non-English? What value did you input prior to the error message? Which CNC dialog was it on? Thanks
  17. Hi, SAS is disabled when RemoteTech Flight Computer is active to stop the control fight. To turn SAS on, turn off Flight Computer.
  18. Whoops, I forgot to put up the link to the latest develop build yesterday. It should work on planet mods, and I will move the default opening position to bits more left. I could change the behaviour of "Launch Time" sort button to sort by ascending & descending. But I don't see the need for the other sort buttons because of natural sorting of freqs and planets. The colours next to the planet headers are of orbit/body color in Map View.
  19. @Booots @cyberKerb Hey, thanks for reminding me on CommNet Manager. There was the unsuccessful attempt on onboarding CNC to CommNet Manager 2 years ago. I am going to give it another go.
  20. Hi @scottadges, Correct, the patch for NearFutureExploration is added since CNC 1.5.2 (KSP 1.9.1). You should be able to utilize NFE on KSP 1.10.1 now. Enjoy! Hi @eberkain, let me know when you manage to replicate the variant of this scene rotation in RemoteTech ;-) ----------- Hi everyone, please lay your eyes on this gif below. Now with your attention, the whole interface of vessels is overhauled to address the issue of cumbersome sorting on large count of vessels. Please let me know if you have any feedback or suggestion as I am not comfortable with including such major change unilaterally into a next release. Thanks! Edit: Forgot to put up the link to the latest develop build with this before I went sleep.
  21. Hi, RemoteTech will disable the whole stock feature when started for the first time. It may take 1 or 2 more scene changes to take full effect. For scheduling burns in no-comm zone, the easiest way is to set up 1 or more maneuver nodes of burning in Map view and click "EXEC" button on Flight Computer. It will queue and execute all those maneuver nodes in sequence, even with no contact.
  22. Hi, sorry for this prolonged response. I took a look at your problem report and suspect that specific file is not the root cause of the NullException spam. The file does not have the capability to trigger the issue, and all it does is new Dang-It configuration on antenna deployable. I believe it may be due to the additional planets of third-party mod with incomplete information required by CommNet. Please try this develop build to see if NullException spam does not happen on your side. I add another preventive measure.
  23. It seems this antenna part is belonged to ReStock+. NFE doesn't have compatibility patch for it and similar other mods (basically not supported). I only made CNC compatibility patch for NFE.
  24. Hi, Based on your screenshot, both "Consept Doc X I" and "Consept Doc X I Probe" have same freq 500 so they should have the red connection between them, assumed their antennas of freq 500 are activated. But I need your output_log.txt to investigate how CNC determines the power and frequency for each vessel. Thanks. CNC has the compatibility patch for NearFuture Exploration since 1.5.2 and I verified on my test installation the stock and NFE antennas are still working as designed. However, I am curious about your last statement "adds the "Class X Direct/Relay Antenna" in orange in the descriptions of parts". CNC doesn't have such functionality. Please post a screenshot of the orange description info so that I may be able to identify which mod the info is belonged to. Thanks.
  25. RemoteTech 1.9.8 for KSP 1.10.1 released This release is a recompilation for KSP 1.10.1 Shared Hozrion with few changes What are fixed/changed: Fixed PID issue of wobbling vessels with very low torque-mass ratio New Flight Computer functionality of ignoring pitch/heading/rolling controls (eg an ascending rocket set to heading only) Complete changelog is below: If you find any bug, please report them on our github (as it is hard to keep track of bugs here). Feedback is also welcome for the next release, here or on this post. We are in the RT 2.x branch development and continue to support the RT 1.x branch.
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