Talal Posted May 29, 2019 Share Posted May 29, 2019 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! Quote Link to comment Share on other sites More sharing options...
TaxiService Posted June 5, 2019 Author Share Posted June 5, 2019 (edited) 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. ---- 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 June 5, 2019 by TaxiService Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted October 26, 2019 Share Posted October 26, 2019 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. Quote Link to comment Share on other sites More sharing options...
TaxiService Posted October 27, 2019 Author Share Posted October 27, 2019 (edited) 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 October 27, 2019 by TaxiService Mispressed Enter Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 9, 2019 Share Posted November 9, 2019 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. Quote Link to comment Share on other sites More sharing options...
TaxiService Posted November 13, 2019 Author Share Posted November 13, 2019 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. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 13, 2019 Share Posted November 13, 2019 @TaxiService I'm not sure about that "global setting issue" - I just miss a button to show the list of frequencies to choose from on the part PAW. I can't tell if such a button ever existed, to be honest. Quote Link to comment Share on other sites More sharing options...
TaxiService Posted November 17, 2019 Author Share Posted November 17, 2019 (edited) 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 November 17, 2019 by TaxiService Quote Link to comment Share on other sites More sharing options...
TaxiService Posted November 21, 2019 Author Share Posted November 21, 2019 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 Quote Link to comment Share on other sites More sharing options...
Azalen Posted November 21, 2019 Share Posted November 21, 2019 (edited) in CKAN i get an error with RemoteTech 1.9.4 installed on KSP 1.8.1 Edited November 21, 2019 by Azalen Quote Link to comment Share on other sites More sharing options...
Galland1998 Posted November 21, 2019 Share Posted November 21, 2019 unless they changed something when I wasn't looking. It was my understanding that Constellation is not compatible with RemoteTech. RemoteTech is largely incompatible with any mod that tweaks the Commnunication Network features of the base game. Quote Link to comment Share on other sites More sharing options...
Azalen Posted November 21, 2019 Share Posted November 21, 2019 (edited) 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 November 21, 2019 by Azalen Quote Link to comment Share on other sites More sharing options...
Bersagliere81 Posted November 23, 2019 Share Posted November 23, 2019 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 Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 23, 2019 Share Posted November 23, 2019 @Bersagliere81 with no tinkering at all the ground stations and antennas should all use "channel 0". Please check if that is the case. Quote Link to comment Share on other sites More sharing options...
Bersagliere81 Posted November 23, 2019 Share Posted November 23, 2019 Yeah I checked that. My antenna is set at 0 in the VAB Quote Link to comment Share on other sites More sharing options...
Sir Mortimer Posted November 23, 2019 Share Posted November 23, 2019 2 hours ago, Bersagliere81 said: I use no other signal mods such as remote tech or kerbalism. Kerbalism isn’t doing anything to commnet. Quote Link to comment Share on other sites More sharing options...
Idleness Posted November 23, 2019 Share Posted November 23, 2019 4 hours ago, Bersagliere81 said: Yeah I checked that. My antenna is set at 0 in the VAB By default everything transmits on 0 (zero) so it is either installed incorrectly or you've perhaps changed something? Quote Link to comment Share on other sites More sharing options...
Bersagliere81 Posted November 23, 2019 Share Posted November 23, 2019 (edited) 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 - 1.8.0.5USI 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 - 0.5.0.4KAS - 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 - 1.3.21RCS 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 - 2.4.3.10USI 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 November 23, 2019 by Bersagliere81 Quote Link to comment Share on other sites More sharing options...
Sir Mortimer Posted November 24, 2019 Share Posted November 24, 2019 (edited) Deleted Edited November 24, 2019 by Sir Mortimer Quote Link to comment Share on other sites More sharing options...
Idleness Posted November 25, 2019 Share Posted November 25, 2019 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 - 1.8.0.5USI 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 - 0.5.0.4KAS - 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 - 1.3.21RCS 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 - 2.4.3.10USI 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. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted November 28, 2019 Share Posted November 28, 2019 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. Quote Link to comment Share on other sites More sharing options...
FrostBird347 Posted December 1, 2019 Share Posted December 1, 2019 (edited) -REMOVED- Edited December 1, 2019 by FrostBird347 Decided to not work on it Quote Link to comment Share on other sites More sharing options...
TaxiService Posted December 1, 2019 Author Share Posted December 1, 2019 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. Quote Link to comment Share on other sites More sharing options...
jimmymcgoochie Posted December 1, 2019 Share Posted December 1, 2019 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. Quote Link to comment Share on other sites More sharing options...
TaxiService Posted December 2, 2019 Author Share Posted December 2, 2019 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. Quote Link to comment Share on other sites More sharing options...
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