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[1.11] CommNet Constellation v1.5.7 [10 January 2021] - Beta 4 of CNC+CNM for KSP 1.12.2!


TaxiService

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Hello TaxiService, thank you for this mod! I really like the signal delay feature from remote tech and I am wondering if you are going to implement it in a stand-alone mod or in this mod. Thank you in advance!

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On 5/30/2019 at 6:52 AM, Talal said:

Hello TaxiService, thank you for this mod! I really like the signal delay feature from remote tech and I am wondering if you are going to implement it in a stand-alone mod or in this mod. Thank you in advance!

There is the separate signal delay mod for CommNet at this thread. It is working fine with CNC mod.

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CommNet Constellation 1.4 is out for KSP 1.7.1

  • Supported deployable controller and dish of Breaking Ground expansion (should work fine in KSP without the expansion)
  • No more blurry interface textures if your texture resolution setting is not full
  • Scroll lists will start at top instead of middle.

Linky 

Spoiler

What's new?

  • Added support for deployable science controller and dish of Breaking Ground Expansion
  • Fixed the quirk of a scroll list defaulting to middle
  • Converted all textures to no-mipmap DDS

Requirements

  • ModuleManager
  • Kerbal Space Program 1.7.1

Known issues

  • Issue #2 - White connections caused by combinations of other mods
  • Issue #8 - Deteriorated performance on a large number of mods

 

Edited by TaxiService
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  • 4 months later...

I'm having trouble with this mod. I've put various craft on different frequencies in different places, but I keep getting a strange bug where a craft will claim to be relaying through itself. Every second or so it will blink back to normal then immediately start again. It happened on both KSP 1.7.3 and 1.8 using stock parts. The connection lines on the map also blink at the same time in a rather unpleasant and distracting way.

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19 hours ago, jimmymcgoochie said:

I'm having trouble with this mod. I've put various craft on different frequencies in different places, but I keep getting a strange bug where a craft will claim to be relaying through itself. Every second or so it will blink back to normal then immediately start again. It happened on both KSP 1.7.3 and 1.8 using stock parts. The connection lines on the map also blink at the same time in a rather unpleasant and distracting way.

Yah, I am aware of at least 3 new bugs on KSP 1.8.

  • Fast-blinking connection lines
  • Thicker connection lines of Network mode
  • Isolated Comm vessels have Full Probe Control

I am fixing those bugs.

 

Edited by TaxiService
Mispressed Enter
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  • 2 weeks later...

I still wonder why I have no access to the list of frequencies inside a UI when in VAB/SPH - so I need to Alt-Tab out and check my list in a text file - when created - or "just" overlook the list inside the GameData\CommNetConstellation\cnc_settings.cfg which is not so convenient.

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On 11/10/2019 at 7:01 AM, Gordon Dry said:

I still wonder why I have no access to the list of frequencies inside a UI when in VAB/SPH - so I need to Alt-Tab out and check my list in a text file - when created - or "just" overlook the list inside the GameData\CommNetConstellation\cnc_settings.cfg which is not so convenient.

Hi, do you feel it may be somehow related to the global setting issue of KSP 1.8?

I am encountering odd setting-related issues since KSP 1.8 release, like not remembering my choice of Toggle Snap.

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Hi all,

I am having issue with fixing the last bug of full probe control so if you are keen to play KSP 1.8.1 with CNC mod, please download the latest develop build from the official GitHub site.

I will release a new official version for KSP 1.8.1 once the last bug is fixed.

Thank you.

Edited by TaxiService
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CommNet Constellation 1.5 is out for KSP 1.8.1

  • Supported DarkMultiPlayer mod properly
  • Fixed 2 issues of brighter and blinking connection lines
  • Updated CNC MM patch to execute last (no user impact)

Linky 

Spoiler

What's new?

  • Upgraded and compiled for KSP 1.8.1 and new Unity engine
  • Fixed issue of CommNet behaving like stock in second and subsequent DMP sessions (Issue #13)
  • Fixed issue of brighter connection lines under 'Network' Mode
  • Fixed issue of blinking connection lines under 'All Active Connections' Mode
  • Fixed issue of unconnected vessels having full control
  • Updated cnc_module_MM.cfg to execute lastly (Pull Request #14)

Requirements

  • ModuleManager
  • Kerbal Space Program 1.8.1

Known issues

  • Issue #2 - White connections caused by combinations of other mods
  • Issue #8 - Deteriorated performance on a large number of mods

 

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Oh, thanks. I understood this would be an AddOn for RemoteTech but reading the 1st post again you are right :)

 

/edit: I really like the color picking part of this mod to visualize networks. Is this possible in RemoteTech as well? Atm it only shows the active connection. I read somewhere that there is a Multi Path Mode but I dont seem to be able to find it :(

Edited by Azalen
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I am having issues with this mod. I just started a new carrer (latest KSP version and latest commnet const version on ckan), my probes on launchpad have no connection at all. I use no other signal mods such as remote tech or kerbalism.

If I uninstall this mode everything looks fine.

Other mods I have that may interact are:

Commnet antenna infos, commnet relays, commnet antenna extensions, remotetech redev antennas

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hmm nope it is a fresh install with a newly started career. So far I just removed the mod, as I progress the career I will try something else, as I have no clue what it could be. Only info I got are these

This is the full mod list (yes I always play heavily modded)

Spoiler

KSP: 1.8.1 (Win64) - Unity: 2019.2.2f1 - OS: Windows 10  (10.0.0) 64bit
000_AT_Utils - 1.8.2
ClickThroughBlocker - 0.1.9.4
Filter Extensions - 3.2.4
Toolbar - 1.8.0.5
USI Tools - 1.3
ToolbarControl - 0.1.9.4
CommunityPartsTitles - 0.5.3
Aviation Lights - 4.1
B9 Part Switch - 2.12.1
Better Science Labs Continued - 0.2
Bluedog Design Bureau - 1.6.1
Chatterer - 0.9.98.2686
CommNetAntennasExtension - 2.1
CommNetAntennasInfo - 2.2
Community Category Kit - 5.0
Community Resource Pack - 1.3
CommunityTechTree - 3.4
ConfigurableContainers - 2.4.7
Contract Configurator - 1.28
Contract Pack: Clever Sats - 1.4
Contract Pack: CommNet Relays - 2.1
Contract Pack: Field Research - 1.2.1
Contract Pack: Kerbal Academy - 1.1.10
Contract Pack: Bases and Stations - 3.7.1.5
Contract Pack: Tourism Plus - 1.5.2
Contract Reward Modifier - 1.0.2.7
CrewRandR - 1.1.10.3
Crowd Sourced Science - 5.3.1
CryoEngines - 1.1
CryoTanks - 1.4
Community Terrain Texture Pack - 1.0.4
CustomBarnKit - 1.1.20
Deadly Reentry - 7.7.4
DeployableEngines - 1.2
DiRT - 1.8
DistantObjectEnhancement - 2.0
DMagic Orbital Science - 1.4.3
Contract Parser - 1.0.9
Contracts Window Plus - 1.0.9.4
Progress Parser - 1.0.11
DockingCamKURS - 1.3.6.3
DynamicBatteryStorage - 2.1.1
Easy Vessel Switch - 2.0.7235.25545
Engine Lighting Relit - 1.6.2.2
Environmental Visual Enhancements - 1.8.0.2
Ferram Aerospace Research - 0.15.11.3
Firespitter - 7.14
HeatControl - 0.5
HullcamVDSContinued - 0.2
Interstellar Fuel Switch - 3.12.2.5
JSIPartUtilities - 0.5.0.4
KAS - 1.5.7239.36651
KerbalAtomics - 1.1.1
Kerbal Construction Time - 1.4.7.5
Kerbal Engineer Redux - 1.1.7.1
Kerbal Joint Reinforcement - 4.1.15
Kerbal Inventory System - 1.23.7234.41726
KSP-AVC Plugin - 1.4.0.3
MagiCore - 1.3.2.3
Infernal Robotics - 3.0
ModularFlightIntegrator - 1.2.7
NavBallDockingAlignmentIndicatorCE - 1.1
NearFutureConstruction - 1.2.1
NearFutureElectrical - 1.1
NearFutureLaunchVehicles - 1.3
NearFutureProps - 0.6.1
NearFuturePropulsion - 1.2
NearFutureSolar - 1.1
NearFutureSpacecraft - 1.3
PatchManager - 0.0.17
Photon Sailor - 1.5.0.5
Precise Node - 1.2.11
ProbesBeforeCrew - 2.8
Procedural Parts - 1.3.21
RCS Build Aid - 0.10
RealChute - 1.4.7.5
RealPlume - Stock - 3.0.1
Real Time Clock 2 - 1.11.2
RemoteTechRedevAntennas - 0.1.1
IONRCS - 0.1.10
ResearchBodies - 1.11
SCANsat - 1.1.8.14
ScienceAlert - 1.9.8.4
Celestial Body Science Editor - 1.0.12
Science Relay - 1.0.6
SignalDelay - 0.2.11
SituationModuleInfo - 1.3.4
Spacetux - 0.3.12.4
StageRecovery - 1.9.2
StationPartsExpansionRedux - 1.3.1
TAC Fuel Balancer - 2.21.5
TarsierSpaceTechnology - 7.9
TAC Life Support - 0.14
Kerbal Alarm Clock - 3.12
Alternate Resource Panel - 2.9.3
TweakScale - 2.4.3.10
USI Core - 1.3
Karbonite - 1.3
VenStockRevamp - 1.14.2
VesselViewerContinued - 0.8.8.3
KSP Interstellar Extended - 1.24.3.5
[x] Science! - 5.23

 

Edited by Bersagliere81
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On 11/23/2019 at 2:41 PM, Bersagliere81 said:

hmm nope it is a fresh install with a newly started career. So far I just removed the mod, as I progress the career I will try something else, as I have no clue what it could be. Only info I got are these

This is the full mod list (yes I always play heavily modded)

  Reveal hidden contents

KSP: 1.8.1 (Win64) - Unity: 2019.2.2f1 - OS: Windows 10  (10.0.0) 64bit
000_AT_Utils - 1.8.2
ClickThroughBlocker - 0.1.9.4
Filter Extensions - 3.2.4
Toolbar - 1.8.0.5
USI Tools - 1.3
ToolbarControl - 0.1.9.4
CommunityPartsTitles - 0.5.3
Aviation Lights - 4.1
B9 Part Switch - 2.12.1
Better Science Labs Continued - 0.2
Bluedog Design Bureau - 1.6.1
Chatterer - 0.9.98.2686
CommNetAntennasExtension - 2.1
CommNetAntennasInfo - 2.2
Community Category Kit - 5.0
Community Resource Pack - 1.3
CommunityTechTree - 3.4
ConfigurableContainers - 2.4.7
Contract Configurator - 1.28
Contract Pack: Clever Sats - 1.4
Contract Pack: CommNet Relays - 2.1
Contract Pack: Field Research - 1.2.1
Contract Pack: Kerbal Academy - 1.1.10
Contract Pack: Bases and Stations - 3.7.1.5
Contract Pack: Tourism Plus - 1.5.2
Contract Reward Modifier - 1.0.2.7
CrewRandR - 1.1.10.3
Crowd Sourced Science - 5.3.1
CryoEngines - 1.1
CryoTanks - 1.4
Community Terrain Texture Pack - 1.0.4
CustomBarnKit - 1.1.20
Deadly Reentry - 7.7.4
DeployableEngines - 1.2
DiRT - 1.8
DistantObjectEnhancement - 2.0
DMagic Orbital Science - 1.4.3
Contract Parser - 1.0.9
Contracts Window Plus - 1.0.9.4
Progress Parser - 1.0.11
DockingCamKURS - 1.3.6.3
DynamicBatteryStorage - 2.1.1
Easy Vessel Switch - 2.0.7235.25545
Engine Lighting Relit - 1.6.2.2
Environmental Visual Enhancements - 1.8.0.2
Ferram Aerospace Research - 0.15.11.3
Firespitter - 7.14
HeatControl - 0.5
HullcamVDSContinued - 0.2
Interstellar Fuel Switch - 3.12.2.5
JSIPartUtilities - 0.5.0.4
KAS - 1.5.7239.36651
KerbalAtomics - 1.1.1
Kerbal Construction Time - 1.4.7.5
Kerbal Engineer Redux - 1.1.7.1
Kerbal Joint Reinforcement - 4.1.15
Kerbal Inventory System - 1.23.7234.41726
KSP-AVC Plugin - 1.4.0.3
MagiCore - 1.3.2.3
Infernal Robotics - 3.0
ModularFlightIntegrator - 1.2.7
NavBallDockingAlignmentIndicatorCE - 1.1
NearFutureConstruction - 1.2.1
NearFutureElectrical - 1.1
NearFutureLaunchVehicles - 1.3
NearFutureProps - 0.6.1
NearFuturePropulsion - 1.2
NearFutureSolar - 1.1
NearFutureSpacecraft - 1.3
PatchManager - 0.0.17
Photon Sailor - 1.5.0.5
Precise Node - 1.2.11
ProbesBeforeCrew - 2.8
Procedural Parts - 1.3.21
RCS Build Aid - 0.10
RealChute - 1.4.7.5
RealPlume - Stock - 3.0.1
Real Time Clock 2 - 1.11.2
RemoteTechRedevAntennas - 0.1.1
IONRCS - 0.1.10
ResearchBodies - 1.11
SCANsat - 1.1.8.14
ScienceAlert - 1.9.8.4
Celestial Body Science Editor - 1.0.12
Science Relay - 1.0.6
SignalDelay - 0.2.11
SituationModuleInfo - 1.3.4
Spacetux - 0.3.12.4
StageRecovery - 1.9.2
StationPartsExpansionRedux - 1.3.1
TAC Fuel Balancer - 2.21.5
TarsierSpaceTechnology - 7.9
TAC Life Support - 0.14
Kerbal Alarm Clock - 3.12
Alternate Resource Panel - 2.9.3
TweakScale - 2.4.3.10
USI Core - 1.3
Karbonite - 1.3
VenStockRevamp - 1.14.2
VesselViewerContinued - 0.8.8.3
KSP Interstellar Extended - 1.24.3.5
[x] Science! - 5.23

 

Looking at that mod list you do have several things, beyond just the CMC mod, that could affect or poorly interact with antennas.  Without logs it will be difficult to diagnose.

 

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Re. the blinking lines and relaying through the same craft- the issues are still present in v1.5 installed on KSP 1.8.1, but I think the self-relaying thing is caused by not ticking the 'only talk to constellation members' box so that the craft tries to use the frequency you set AND public (channel 0) at the same time. It might also happen if you use different dishes at different frequencies (e.g. a small dish to pick up signals from rovers on Duna and a bigger one/set to relay the signal on a different channel back to Kerbin) but I haven't tried that yet.

Blinking connection lines only seem to happen if you zoom in below a certain range on the map and they're fine if you stay far away, but obviously it's not a solution as you can't see where you are/where you're going/do maneuvers properly when zoomed out that far.

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On 11/29/2019 at 1:08 AM, jimmymcgoochie said:

Re. the blinking lines and relaying through the same craft- the issues are still present in v1.5 installed on KSP 1.8.1, but I think the self-relaying thing is caused by not ticking the 'only talk to constellation members' box so that the craft tries to use the frequency you set AND public (channel 0) at the same time. It might also happen if you use different dishes at different frequencies (e.g. a small dish to pick up signals from rovers on Duna and a bigger one/set to relay the signal on a different channel back to Kerbin) but I haven't tried that yet.

Blinking connection lines only seem to happen if you zoom in below a certain range on the map and they're fine if you stay far away, but obviously it's not a solution as you can't see where you are/where you're going/do maneuvers properly when zoomed out that far.

I double-checked at my end and the issues are fixed in ckan-downloaded v1.5 on clean install.

Please assist to provide the output_log.txt for further investigation.

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After some experimenting, it seems like the blinking lines are down to the number of spacecraft that are active rather than being caused by a specific mod interfering with CNC. Taking mods out would erase some of them, but putting various combinations back in would restore them and the CNC lines would start blinking once about 30-40 spacecraft were active. I'm going to try and reproduce it with just CNC installed by spamming a load of relays in a sandbox game today/tomorrow.

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17 hours ago, jimmymcgoochie said:

After some experimenting, it seems like the blinking lines are down to the number of spacecraft that are active rather than being caused by a specific mod interfering with CNC. Taking mods out would erase some of them, but putting various combinations back in would restore them and the CNC lines would start blinking once about 30-40 spacecraft were active. I'm going to try and reproduce it with just CNC installed by spamming a load of relays in a sandbox game today/tomorrow.

:-/ I have no choice but to disable the network optimisation.

Kindly assist to try this latest develop build to see if it fixes your issue.

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