OhioBob Posted May 9, 2018 Share Posted May 9, 2018 @Snark, later today the next version of GEP will be released. Unless you're able to update JX2 Antenna as requested, I'm going to have to list JX2 as a "known issue" and recommend it not be used in combination with GEP_CommNet. Quote Link to comment Share on other sites More sharing options...
Snark Posted May 9, 2018 Author Share Posted May 9, 2018 On 5/9/2018 at 5:13 PM, OhioBob said: @Snark, later today the next version of GEP will be released. Unless you're able to update JX2 Antenna as requested, I'm going to have to list JX2 as a "known issue" and recommend it not be used in combination with GEP_CommNet. Expand Thanks for the patience! Apologies for the delay in updating, I've had a bit of a full plate lately and kinda lost track of this one. I've now released version 2.0.5 of JX2Antenna, with the updated compatibility patch. JX2Antenna should now play nice with GEP_CommNet. Quote Link to comment Share on other sites More sharing options...
banditsan Posted September 9, 2018 Share Posted September 9, 2018 @Snark Hi, Found interesting conflict with RemoteTech-Antennas a standalone without RemoteTech. jx2_RemoteTech.cfg finds RemoteTech folder and executes -MODULE[ModuleDeployableAntenna] {}. After this all your 3 antennas do not work. Tryed to to play with config myself but im still kinda noob on ModuleManager Will post if will find any fixes myself Quote Link to comment Share on other sites More sharing options...
Mecripp Posted September 9, 2018 Share Posted September 9, 2018 On 9/9/2018 at 5:42 AM, banditsan said: @Snark Hi, Found interesting conflict with RemoteTech-Antennas a standalone without RemoteTech. jx2_RemoteTech.cfg finds RemoteTech folder and executes -MODULE[ModuleDeployableAntenna] {}. After this all your 3 antennas do not work. Tryed to to play with config myself but im still kinda noob on ModuleManager Will post if will find any fixes myself Expand That's because some one wrote the cfg for remotetech that's in this mod wrong its deleting -MODULE[ModuleDeployableAntenna] {} and it shouldn't let me see if I can rewrite one for you to test Quote Link to comment Share on other sites More sharing options...
banditsan Posted September 9, 2018 Share Posted September 9, 2018 On 9/9/2018 at 7:34 AM, Mecripp said: That's because some one wrote the cfg for remotetech that's in this mod wrong its deleting -MODULE[ModuleDeployableAntenna] {} and it shouldn't let me see if I can rewrite one for you to test Expand I know what it is doing My problem is that i don't know modulemanager that good to fix it my self. ATM i just removed this patch as i do not have remotetech anyway Quote Link to comment Share on other sites More sharing options...
Mecripp Posted September 9, 2018 Share Posted September 9, 2018 // Compatibility with the RemoteTech mod. @PART[jx2LDA]:AFTER[RemoteTech] { // RemoteTech antennas use ModuleAnimateGeneric, so need // to use that instead of ModuleDeployableAntenna. !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } MODULE { name = ModuleAnimateGeneric animationName = deployHexes allowManualControl = false isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } // This is what makes it work with RemoteTech. %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 1000000000000 %EnergyCost = 5 %MaxQ = 6000 %DishAngle = 0.002 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } @PART[jw1MDA|ju1MDA]:AFTER[RemoteTech] { // RemoteTech antennas use ModuleAnimateGeneric, so need // to use that instead of ModuleDeployableAntenna. !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } MODULE { name = ModuleAnimateGeneric animationName = deployHexes allowManualControl = false isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } // This is what makes it work with RemoteTech. %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 300000000000 %EnergyCost = 3 %MaxQ = 6000 %DishAngle = 0.006 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 18.0 } } %MODULE[ModuleSPUPassive] {} } // AntennaSleep adds a ModuleDeployableSleep to every part that has // a ModuleDeployableAntenna on it. Since we've just removed the // ModuleDeployableAntenna, the ModuleDeployableSleep won't work right, // so we need to remove that if it's there. @PART[jx2LDA|jw1MDA|ju1MDA]:AFTER[AntennaSleep]:NEEDS[RemoteTech] { -MODULE[ModuleDeployableSleep] {} } } On 9/9/2018 at 5:42 AM, banditsan said: @Snark Hi, Found interesting conflict with RemoteTech-Antennas a standalone without RemoteTech. jx2_RemoteTech.cfg finds RemoteTech folder and executes -MODULE[ModuleDeployableAntenna] {}. After this all your 3 antennas do not work. Tryed to to play with config myself but im still kinda noob on ModuleManager Will post if will find any fixes myself Expand My bad your not even using remotech just delete or zip up the patch in KSP/GameData/JX2Antenna/Patches ( look for jx2_RemoteTech.cfg ) Quote Link to comment Share on other sites More sharing options...
banditsan Posted September 9, 2018 Share Posted September 9, 2018 On 9/9/2018 at 7:42 AM, Mecripp said: My bad your not even using remotech just delete or zip up the patch in KSP/GameData/JX2Antenna/Patches ( look for jx2_RemoteTech.cfg ) Expand Not a problem already fixed on my end Info you posted might be usefull for others or mod owner. Now gonna continue debug my KSP install to hunt other gremlins spaming log Quote Link to comment Share on other sites More sharing options...
Snark Posted September 10, 2018 Author Share Posted September 10, 2018 On 9/9/2018 at 5:42 AM, banditsan said: Found interesting conflict with RemoteTech-Antennas a standalone without RemoteTech. jx2_RemoteTech.cfg finds RemoteTech folder and executes -MODULE[ModuleDeployableAntenna] {}. After this all your 3 antennas do not work. Tryed to to play with config myself but im still kinda noob on ModuleManager Expand Hmm, interesting. Hadn't been aware of that mod, myself. I took a look, and it appears that the basic problem is that the author of RemoteTech-Antennas did a major no-no in how the mod is set up. It's a RemoteTech-Antennas bug, not a JX2Antenna bug, and there's nothing that can be done in JX2Antenna to fix this. Technical details in spoiler: Reveal hidden contents Here's the problem: Normally, every mod gets its own unique folder name in GameData. For example, JX2Antenna gets installed into GameData/JX2Antenna, and RemoteTech gets installed into GameData/RemoteTech, and so forth. The problem here is that the author of RemoteTech-Antennas broke that rule. What it should do is have its own folder with its own name, i.e. GameData/RemoteTechAntennas or whatever. Instead, what it's actually doing is using GameData/RemoteTech, i.e. the same name that RemoteTech is using. Why is that a problem? It's a problem because it completely lobotomizes ModuleManager patches. Those patches come with "conditional" syntax to control when they're applied. For example, the JX2Antenna patch for RemoteTech compatibility does stuff that's necessary with RemoteTech, but bad without it (would break things). Thus, the JX2Antenna compatibility patch for RemoteTech has a conditional statement in it, so that the patch only applies when RemoteTech is installed. However... guess what? Since RemoteTech-Antennas (wrongly) uses "RemoteTech" as its folder name, that fools ModuleManager into thinking RemoteTech is installed, even if it isn't. And everything gets all messed up. The way to fix this problem is for RemoteTech-Antennas to fix its install so that it doesn't use the same installation folder path as RemoteTech itself. As long as it's using the same folder name, it's going to screw up all RemoteTech compatibility patches, including JX2Antenna. Quote Link to comment Share on other sites More sharing options...
Mecripp Posted September 10, 2018 Share Posted September 10, 2018 On 9/10/2018 at 2:42 PM, Snark said: Hmm, interesting. Hadn't been aware of that mod, myself. I took a look, and it appears that the basic problem is that the author of RemoteTech-Antennas did a major no-no in how the mod is set up. It's a RemoteTech-Antennas bug, not a JX2Antenna bug, and there's nothing that can be done in JX2Antenna to fix this. Technical details in spoiler: Reveal hidden contents Here's the problem: Normally, every mod gets its own unique folder name in GameData. For example, JX2Antenna gets installed into GameData/JX2Antenna, and RemoteTech gets installed into GameData/RemoteTech, and so forth. The problem here is that the author of RemoteTech-Antennas broke that rule. What it should do is have its own folder with its own name, i.e. GameData/RemoteTechAntennas or whatever. Instead, what it's actually doing is using GameData/RemoteTech, i.e. the same name that RemoteTech is using. Why is that a problem? It's a problem because it completely lobotomizes ModuleManager patches. Those patches come with "conditional" syntax to control when they're applied. For example, the JX2Antenna patch for RemoteTech compatibility does stuff that's necessary with RemoteTech, but bad without it (would break things). Thus, the JX2Antenna compatibility patch for RemoteTech has a conditional statement in it, so that the patch only applies when RemoteTech is installed. However... guess what? Since RemoteTech-Antennas (wrongly) uses "RemoteTech" as its folder name, that fools ModuleManager into thinking RemoteTech is installed, even if it isn't. And everything gets all messed up. The way to fix this problem is for RemoteTech-Antennas to fix its install so that it doesn't use the same installation folder path as RemoteTech itself. As long as it's using the same folder name, it's going to screw up all RemoteTech compatibility patches, including JX2Antenna. Expand Your RemoteTech patch is wrong it looks like remotetech never deleted -MODULE[ModuleDeployableAntenna] {} it should have been more like what I posted // Compatibility with the RemoteTech mod. @PART[jx2LDA]:AFTER[RemoteTech] { // RemoteTech antennas use ModuleAnimateGeneric, so need // to use that instead of ModuleDeployableAntenna. !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } MODULE { name = ModuleAnimateGeneric animationName = deployHexes allowManualControl = false isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } // This is what makes it work with RemoteTech. %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 1000000000000 %EnergyCost = 5 %MaxQ = 6000 %DishAngle = 0.002 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } %MODULE[ModuleSPUPassive] {} } @PART[jw1MDA|ju1MDA]:AFTER[RemoteTech] { // RemoteTech antennas use ModuleAnimateGeneric, so need // to use that instead of ModuleDeployableAntenna. !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } MODULE { name = ModuleAnimateGeneric animationName = deployHexes allowManualControl = false isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } // This is what makes it work with RemoteTech. %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 300000000000 %EnergyCost = 3 %MaxQ = 6000 %DishAngle = 0.006 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 18.0 } } %MODULE[ModuleSPUPassive] {} } // AntennaSleep adds a ModuleDeployableSleep to every part that has // a ModuleDeployableAntenna on it. Since we've just removed the // ModuleDeployableAntenna, the ModuleDeployableSleep won't work right, // so we need to remove that if it's there. @PART[jx2LDA|jw1MDA|ju1MDA]:AFTER[AntennaSleep]:NEEDS[RemoteTech] { -MODULE[ModuleDeployableSleep] {} } } but you are very right on how the RemoteTech/RemoteTech-Antenna mod was setup Quote Link to comment Share on other sites More sharing options...
vmatt1203 Posted September 27, 2018 Share Posted September 27, 2018 Sorry if I missed something but what would the fix be for the problem above? I ran into this exact issue and was coming here to see if there was a fix. I currently have ships that cant phone home because the dishes wont deploy, but I cant simply delete the other mod because I have manned missions with those dishes as well. Quote Link to comment Share on other sites More sharing options...
Mecripp Posted September 27, 2018 Share Posted September 27, 2018 (edited) On 9/27/2018 at 7:57 AM, vmatt1203 said: Sorry if I missed something but what would the fix be for the problem above? I ran into this exact issue and was coming here to see if there was a fix. I currently have ships that cant phone home because the dishes wont deploy, but I cant simply delete the other mod because I have manned missions with those dishes as well. Expand You using the RemoteTech-Antenna mod but not remotetech just delete the remotetech patch in this mod EDIT- Or you could try in the download for RemoteTech-Antenna when unzip you have gamedata fold open it you have RemoteTech fold open it then you see a folder RemoteTech-Antennas put that one in your KSP/Gamedata folder Edited September 27, 2018 by Mecripp Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted September 27, 2018 Share Posted September 27, 2018 @Mecripp my two cents: https://github.com/RemoteTechnologiesGroup/RemoteTech-Antennas/issues/1#issuecomment-425245610 Quote Link to comment Share on other sites More sharing options...
DomiKamu Posted January 29, 2019 Share Posted January 29, 2019 Awesome antennas - in particular with Outer Planets mod / KSP 1.6.1. Quote Link to comment Share on other sites More sharing options...
Aelipse Posted June 22, 2019 Share Posted June 22, 2019 Heya, I'm gonna resurrect this thread by whining about a bug: the antennas seem to do their thing even when they're not extended. Not sure if somebody mentioned that already or it has been fixed in the newer versions. Thought I'd just let you know. I love the mod though, the animations and modelling on this are superb! Quote Link to comment Share on other sites More sharing options...
steedcrugeon Posted June 23, 2019 Share Posted June 23, 2019 On 6/22/2019 at 8:33 PM, Aelipse said: Heya, I'm gonna resurrect this thread by whining about a bug: the antennas seem to do their thing even when they're not extended. Not sure if somebody mentioned that already or it has been fixed in the newer versions. Thought I'd just let you know. I love the mod though, the animations and modelling on this are superb! Expand Pretty sure that this is a stock thing. So even the stock deployable antennas still work when not deployed. Quote Link to comment Share on other sites More sharing options...
Aelipse Posted June 24, 2019 Share Posted June 24, 2019 On 6/23/2019 at 4:11 PM, steedcrugeon said: Pretty sure that this is a stock thing. So even the stock deployable antennas still work when not deployed. Expand They do not. The craft is uncontrollable unless you extend your antennas, which is the only thing you can do without signal. Tested thoroughly. Quote Link to comment Share on other sites More sharing options...
Jognt Posted June 27, 2019 Share Posted June 27, 2019 On 6/24/2019 at 3:32 PM, Aelipse said: They do not. The craft is uncontrollable unless you extend your antennas, which is the only thing you can do without signal. Tested thoroughly. Expand With "Require signal for control" enabled you can't even extend the antenna without a signal. Jeb's been on more antenna-extending-EVAs than he can count! Quote Link to comment Share on other sites More sharing options...
ExtremeSquared Posted September 30, 2019 Share Posted September 30, 2019 These are more brutal on frame rates when stowed in atmo than any other three-digit part count contraption I've ever made. The game seems to simulate full aero effects even when they are stowed and in a fairing. This is arguably an extreme edge case as long distance antennas are only in atmo an infinitesimal percentage of total mission time, but JX2 launches are the only slideshow I find myself dealing with since autostruts and multicore. Quote Link to comment Share on other sites More sharing options...
Snark Posted September 30, 2019 Author Share Posted September 30, 2019 On 9/30/2019 at 1:42 AM, ExtremeSquared said: These are more brutal on frame rates when stowed in atmo than any other three-digit part count contraption I've ever made. The game seems to simulate full aero effects even when they are stowed and in a fairing. Expand Yep. The aero f/x appears to trigger on pretty much every subcomponent of the model. It's been like that from square one. Quote Link to comment Share on other sites More sharing options...
ExtremeSquared Posted October 1, 2019 Share Posted October 1, 2019 It's a small price to pay for that level of detail. Switching to map view disables the aero fx rendering as a workaround. Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted October 1, 2019 Share Posted October 1, 2019 On 6/22/2019 at 8:33 PM, Aelipse said: the antennas seem to do their thing even when they're not extended. Expand I confirm this.@Snark In the configs, ModuleDataTransmitter is missing the DeployFxModules value that link it to the ModuleDeployableAntenna state, where DeployFxModules is the zero based index of the ModuleDeployableAntenna. Submitted a pull request to fix it : https://github.com/KSPSnark/JX2Antenna/pull/2 Quote Link to comment Share on other sites More sharing options...
EngineeringEnjoyer Posted July 26, 2024 Share Posted July 26, 2024 Hi, I was wondering if the antennae in this mod show up in the tech tree? Quote Link to comment Share on other sites More sharing options...
OhioBob Posted July 27, 2024 Share Posted July 27, 2024 On 7/26/2024 at 3:43 AM, EngineeringEnjoyer said: Hi, I was wondering if the antennae in this mod show up in the tech tree? Expand It's been a long time since I last used this mod, but yes, they should. According to the configs, they should appear in the tech tree under "Large Probes". Quote Link to comment Share on other sites More sharing options...
Snark Posted July 27, 2024 Author Share Posted July 27, 2024 On 7/26/2024 at 3:43 AM, EngineeringEnjoyer said: Hi, I was wondering if the antennae in this mod show up in the tech tree? Expand What Bob said. They may not be immediately recognizable in the list, if your eyeballs are looking for the fancy unfolded appearance, because their default thumbnail in the tech tree is the fairly dull cylindrical appearance they have when they're retracted. Also: This assumes you have the default stock tech tree. If you're running some mod that significantly rejiggers the tech tree in some way, then depending on how that mod is written (including the nitty-gritty details of specifically what it does with ModuleManager patches), then the antennas from this mod may or may not get brought along for the ride. I've never tested that (since I myself generally don't run tech-tree-altering mods), so I don't actually know whether it would be an issue or not. Just something to be aware of, in case you observe any oddness in that regard. Quote Link to comment Share on other sites More sharing options...
EngineeringEnjoyer Posted July 28, 2024 Share Posted July 28, 2024 On 7/27/2024 at 3:57 PM, Snark said: What Bob said. They may not be immediately recognizable in the list, if your eyeballs are looking for the fancy unfolded appearance, because their default thumbnail in the tech tree is the fairly dull cylindrical appearance they have when they're retracted. Also: This assumes you have the default stock tech tree. If you're running some mod that significantly rejiggers the tech tree in some way, then depending on how that mod is written (including the nitty-gritty details of specifically what it does with ModuleManager patches), then the antennas from this mod may or may not get brought along for the ride. I've never tested that (since I myself generally don't run tech-tree-altering mods), so I don't actually know whether it would be an issue or not. Just something to be aware of, in case you observe any oddness in that regard. Expand Thank you for answering my question. I run the stock TT so l wouldn't have any problems. Quote Link to comment Share on other sites More sharing options...
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