Oectacan Posted April 11, 2017 Share Posted April 11, 2017 (edited) Quote 2. Each antenna has one frequency and the vessel takes from its antennas and builds its the frequency list. I think this is the best option. This will enable create bridges between different networks (like global and local communication networks without using public broadcast network). Edited April 12, 2017 by Oectacan Voting. Quote Link to comment Share on other sites More sharing options...
StoryMusgrave Posted April 11, 2017 Share Posted April 11, 2017 (edited) Yes, yes, YES! A million times YES! I love it!!? Now that I see the makeshift poll. I'd like to see #2 as well. Each antenna has its own freq. Be part of multiple constellations that way. Edited April 12, 2017 by StoryMusgrave Quote Link to comment Share on other sites More sharing options...
Manimal Posted April 12, 2017 Share Posted April 12, 2017 Option number two please. So Commsats can have multiple comm devices to channel to and from different places. Dedicated non-com sats hook up to the comm network. Quote Link to comment Share on other sites More sharing options...
maculator Posted April 12, 2017 Share Posted April 12, 2017 This thread has a poll on top, I guess you could do that too @TaxiService: My suggestion (again) in short: Number 2 "B": Dishes seperated in low- , mid- and highfrequency. And the probe then get's a list of the frequences to choose from depending on the added dishes + the ability to select a channel. Quote Link to comment Share on other sites More sharing options...
brama0309 Posted April 12, 2017 Share Posted April 12, 2017 16 hours ago, wadusher1 said: Also, welcome to the forums. Thank you for your help an the warm welcome :-) Been playing KSP since early 2015 and 400+ hours (and a own little mod :-) ) of game time, but never made the step to log into is forum, at least till yesterday :-D Quote Link to comment Share on other sites More sharing options...
TaxiService Posted April 12, 2017 Author Share Posted April 12, 2017 I will wait more input from public on the frequency design for more inputs. It looks like it is heading for the option #2 surely. 16 hours ago, justspace103 said: @TaxiService Log: https://www.dropbox.com/s/kmqrj3a42dl62d9/KSP copy.log?dl=0 So the button shows up and the lines from public broadcasting but when i go to click the button it doesnt pull anything up. but hte weirdest thing is, that i tried it in another save on the same game, and it worked. Thank you for the screenshot and log. I found the cause on why no reaction is given when clicking. An exception below was thrown: Spoiler [EXC 16:15:59.064] UnityException: Texture 'CommNetConstellation/Textures/target' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. UnityEngine.Texture2D.GetPixel (Int32 x, Int32 y) CommNetConstellation.UI.UIUtils.createAndOverlay (UnityEngine.Texture2D baseTexture, UnityEngine.Texture2D frontTexture) CommNetConstellation.UI.UIUtils.createImageButtonStyle (UnityEngine.Texture2D iconTexture) CommNetConstellation.UI.ConstellationControlDialog.createVesselRow (CommNetConstellation.CommNetLayer.CNCCommNetVessel thisVessel) CommNetConstellation.UI.ConstellationControlDialog.populateVesselRows (VesselTypeFilter filter) CommNetConstellation.UI.ConstellationControlDialog.setupVesselList () CommNetConstellation.UI.ConstellationControlDialog.drawContentComponents () CommNetConstellation.UI.AbstractDialog.spawnDialog () CommNetConstellation.UI.AbstractDialog.launch (System.Object[] args) CommNetConstellation.UI.AbstractDialog.launch () CommNetConstellation.CommNetConstellationDuplicate.<Start>b__0_0 () KSP.UI.Screens.ApplicationLauncherButton.OnTrue (UnityEngine.EventSystems.PointerEventData data, CallType callType) UnityEngine.Events.InvokableCall`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (System.Object[] args) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) UnityEngine.Events.UnityEvent`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData arg0, CallType arg1) KSP.UI.UIRadioButton.SetState (State state, CallType callType, UnityEngine.EventSystems.PointerEventData data, Boolean popButtonsInGroup) KSP.UI.UIRadioButton.ToggleState (CallType callType, UnityEngine.EventSystems.PointerEventData data) KSP.UI.UIRadioButton.UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) UnityEngine.EventSystems.EventSystem:Update() The CommNetConstellation interface crashed when trying to access the target texture. Strangely, this texture is already loaded and all other textures, included the blue global icon, are accessible. Does this problem appear in every session or one-time? Quote Link to comment Share on other sites More sharing options...
snkiz Posted April 13, 2017 Share Posted April 13, 2017 (edited) I accidently posted this in the Star Mod thread, I blame my phone. Copied from the other thread; This maybe a dumb question, but can this be used with the current remotetech? CommNet is just to simple to even consider. I probably wouldn't play KSP without RT Edit: Since you're asking for opinions. I think option two is the best route as well. You could make it so it's only as complex as the user chooses by simply defaulting to to the "Public channel" unless the user changes it. As a bonus it does solve the docking issue quite nicely. (Kinda elegant how it's built into how option two works.) Edited April 13, 2017 by snkiz Vote in informal poll. Quote Link to comment Share on other sites More sharing options...
Cydonian Monk Posted April 14, 2017 Share Posted April 14, 2017 I like the idea of this mod and will definitely check it out sometime soon. As for the question: I also think #2 (frequency per antenna) would be the preferable (and more quasi-realistic) solution. Also a bit simpler craft-design-wise to just use extra antennas vs extra probe cores, and cheaper on parts-count too. Quote Link to comment Share on other sites More sharing options...
maculator Posted April 14, 2017 Share Posted April 14, 2017 I like how everyone votes for #2 Just setting up my commsnet in my current career, can't wait to see frequences in action. Hopefully you'll think about the channels stuff too. It'll be awsome! Quote Link to comment Share on other sites More sharing options...
Shadriss Posted April 15, 2017 Share Posted April 15, 2017 (edited) I must be missing something - I just put a satellite up into orbit (for a contract), thus I don't want it on the public network. When I type in a new frequency, I am told to "choose an existing constellation"... and I don't have any yet, nor do I know how to set one up. I see no additional buttons or tooltips to assist in how to do any of this. Perhaps someone could be kind enough to give a more step-by-step set of instructions for using this? EDIT: NM - just found that whole setup in the Tracking Station - I expected to be able to do it all from within the Flight screens. Disregard. EDIT Jr. : Did the ability to change ground station frequencies already get implemented, and if so, how is this done? I've tried right- and left-clicking the red dots that show on the Tracking/Map screen with no results, and I don't see them mentioned anywhere in the interface. Edited April 15, 2017 by Shadriss Quote Link to comment Share on other sites More sharing options...
TaxiService Posted April 15, 2017 Author Share Posted April 15, 2017 3 hours ago, Shadriss said: I must be missing something - I just put a satellite up into orbit (for a contract), thus I don't want it on the public network. When I type in a new frequency, I am told to "choose an existing constellation"... and I don't have any yet, nor do I know how to set one up. I see no additional buttons or tooltips to assist in how to do any of this. Perhaps someone could be kind enough to give a more step-by-step set of instructions for using this? EDIT: NM - just found that whole setup in the Tracking Station - I expected to be able to do it all from within the Flight screens. Disregard. EDIT Jr. : Did the ability to change ground station frequencies already get implemented, and if so, how is this done? I've tried right- and left-clicking the red dots that show on the Tracking/Map screen with no results, and I don't see them mentioned anywhere in the interface. You can also do in the Map View of the flight scene, not just from Tracking Station. I overlooked the ability of changing the ground-station frequencies during the development. It will be added to a next version. Quote Link to comment Share on other sites More sharing options...
MaxPeck Posted April 15, 2017 Share Posted April 15, 2017 (edited) I would also like to throw in for option #2 EDIT: After playing this mod for the first time, I've come across an issue. The frequency manager doesn't work. I can access the context menu options in the VAB/SPH and in flight and can assign channels, but when I click on the constellation toolbar item, nothing happens. The button highlights like it's selected, but nothing happens on the screen. Here's an excerpt from the log with every instance of CNC: Spoiler [LOG 17:06:05.844] Load(Assembly): CommNetConstellation/Plugins/CommNetConstellation [LOG 17:06:05.844] AssemblyLoader: Loading assembly at /Volumes/My Disk/KSP_RSS/GameData/CommNetConstellation/Plugins/CommNetConstellation.dll [LOG 17:06:05.845] AssemblyLoader: KSPAssembly 'CommNetConstellation' V1.0 CommNetConstellation v1.0.0.0 / v1.0.0 CommNetConstellation CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 [LOG 17:06:15.854] Load(Texture): CommNetConstellation/Textures/activeButtonBg [LOG 17:06:15.887] Load(Texture): CommNetConstellation/Textures/cnclauncherbutton [LOG 17:06:15.894] Load(Texture): CommNetConstellation/Textures/colorDisplay [LOG 17:06:15.903] Load(Texture): CommNetConstellation/Textures/disableButtonBg [LOG 17:06:15.909] Load(Texture): CommNetConstellation/Textures/groundStationMark [LOG 17:06:15.918] Load(Texture): CommNetConstellation/Textures/hoverButtonBg [LOG 17:06:15.926] Load(Texture): CommNetConstellation/Textures/pressButtonBg [LOG 17:06:15.932] Load(Texture): CommNetConstellation/Textures/target [LOG 17:09:16.338] Config(@PART[*]:HAS[@MODULE[ModuleCommand]]) CommNetConstellation/cnc_module_MM/@PART[*]:HAS[@MODULE[ModuleCommand]] [LOG 17:09:16.338] Config(CommNetConstellationSettings) CommNetConstellation/cnc_settings/CommNetConstellationSettings [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/activeButtonBg [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/cnclauncherbutton [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/colorDisplay [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/disableButtonBg [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/groundStationMark [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/hoverButtonBg [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/pressButtonBg [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/target CommNetConstellation v1.0.0.0 / v1.0.0 SHA256 538ac5be4ccf69e0be50e10d5344b6f6d559ba5e73e27fe0beac2622e6a44c69 [LOG 17:09:45.712] CommNet Constellation -> verbose: Load starting settings into object with CommNetConstellationSettings CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 [LOG 17:11:25.453] [AddonLoader]: Instantiating addon 'CommNetConstellationDuplicate' from assembly 'CommNetConstellation' CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 [EXC 17:11:32.406] UnityException: Texture 'CommNetConstellation/Textures/target' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. CommNetConstellation.UI.UIUtils.createAndOverlay (UnityEngine.Texture2D baseTexture, UnityEngine.Texture2D frontTexture) CommNetConstellation.UI.UIUtils.createImageButtonStyle (UnityEngine.Texture2D iconTexture) CommNetConstellation.UI.ConstellationControlDialog.createVesselRow (CommNetConstellation.CommNetLayer.CNCCommNetVessel thisVessel) CommNetConstellation.UI.ConstellationControlDialog.populateVesselRows (VesselTypeFilter filter) CommNetConstellation.UI.ConstellationControlDialog.setupVesselList () CommNetConstellation.UI.ConstellationControlDialog.drawContentComponents () CommNetConstellation.UI.AbstractDialog.spawnDialog () CommNetConstellation.UI.AbstractDialog.launch (System.Object[] args) CommNetConstellation.UI.AbstractDialog.launch () CommNetConstellation.CommNetConstellationDuplicate.<Start>b__0_0 () CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 [LOG 17:13:41.246] [AddonLoader]: Instantiating addon 'CommNetConstellationDuplicate' from assembly 'CommNetConstellation' CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 [EXC 17:13:51.669] UnityException: Texture 'CommNetConstellation/Textures/target' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. CommNetConstellation.UI.UIUtils.createAndOverlay (UnityEngine.Texture2D baseTexture, UnityEngine.Texture2D frontTexture) CommNetConstellation.UI.UIUtils.createImageButtonStyle (UnityEngine.Texture2D iconTexture) CommNetConstellation.UI.ConstellationControlDialog.createVesselRow (CommNetConstellation.CommNetLayer.CNCCommNetVessel thisVessel) CommNetConstellation.UI.ConstellationControlDialog.populateVesselRows (VesselTypeFilter filter) CommNetConstellation.UI.ConstellationControlDialog.setupVesselList () CommNetConstellation.UI.ConstellationControlDialog.drawContentComponents () CommNetConstellation.UI.AbstractDialog.spawnDialog () CommNetConstellation.UI.AbstractDialog.launch (System.Object[] args) CommNetConstellation.UI.AbstractDialog.launch () CommNetConstellation.CommNetConstellationDuplicate.<Start>b__0_0 () CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 [LOG 17:14:43.488] [AddonLoader]: Instantiating addon 'CommNetConstellation' from assembly 'CommNetConstellation' CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 [EXC 17:15:03.017] UnityException: Texture 'CommNetConstellation/Textures/target' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. CommNetConstellation.UI.UIUtils.createAndOverlay (UnityEngine.Texture2D baseTexture, UnityEngine.Texture2D frontTexture) CommNetConstellation.UI.UIUtils.createImageButtonStyle (UnityEngine.Texture2D iconTexture) CommNetConstellation.UI.ConstellationControlDialog.createVesselRow (CommNetConstellation.CommNetLayer.CNCCommNetVessel thisVessel) CommNetConstellation.UI.ConstellationControlDialog.populateVesselRows (VesselTypeFilter filter) CommNetConstellation.UI.ConstellationControlDialog.setupVesselList () CommNetConstellation.UI.ConstellationControlDialog.drawContentComponents () CommNetConstellation.UI.AbstractDialog.spawnDialog () CommNetConstellation.UI.AbstractDialog.launch (System.Object[] args) CommNetConstellation.UI.AbstractDialog.launch () CommNetConstellation.CommNetConstellation.<Start>b__2_0 () CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 And here is my mod list: Spoiler Airplane Plus Aviation Cockpits Better Science Labs Continued ChopShop CommNetConstellation Community Category Kit Configurable Containers Contract Configurator DMagic Orbital Science Extraplanetary Launchpads Firespitter FTLDriveContinued GroundConstruction Hangar HLAirships KAS KerbalFoundries Kerbal Joint Reinforcement Kerbal Konstructs Kerbinside (core) Automated Science Sampler Kerbal Science Exchange KIS Kopernicus (as part of RSS) Kramax Autopilot KSP-AVC KSPWheel LETech Mechjeb 2 Mechjeb embedded ModularFlightIntegrator Module Manager 2.7.5 Part Commander Continued Planetary Base Inc RSS Retractable Lifting Surface ScanSat SMURFF Spacey-Expanded Spacey-Lifters StageRecovery SXT Tarsier Space Tech Texture Replacer TCA KAC Alternate Resource Panel TRP-Hire Tweakscale USI mods - Akita, Konstruction, Containers, Lifesupport, MKS, Reactors, Warpdrive Universal Storage Waypoint Manager Wild Blue's Buffalo OSE Workshop Edited April 15, 2017 by MaxPeck Quote Link to comment Share on other sites More sharing options...
TaxiService Posted April 16, 2017 Author Share Posted April 16, 2017 (edited) 8 hours ago, MaxPeck said: EDIT: After playing this mod for the first time, I've come across an issue. The frequency manager doesn't work. I can access the context menu options in the VAB/SPH and in flight and can assign channels, but when I click on the constellation toolbar item, nothing happens. The button highlights like it's selected, but nothing happens on the screen. Here's an excerpt from the log with every instance of CNC: Reveal hidden contents [LOG 17:06:05.844] Load(Assembly): CommNetConstellation/Plugins/CommNetConstellation [LOG 17:06:05.844] AssemblyLoader: Loading assembly at /Volumes/My Disk/KSP_RSS/GameData/CommNetConstellation/Plugins/CommNetConstellation.dll [LOG 17:06:05.845] AssemblyLoader: KSPAssembly 'CommNetConstellation' V1.0 CommNetConstellation v1.0.0.0 / v1.0.0 CommNetConstellation CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 [LOG 17:06:15.854] Load(Texture): CommNetConstellation/Textures/activeButtonBg [LOG 17:06:15.887] Load(Texture): CommNetConstellation/Textures/cnclauncherbutton [LOG 17:06:15.894] Load(Texture): CommNetConstellation/Textures/colorDisplay [LOG 17:06:15.903] Load(Texture): CommNetConstellation/Textures/disableButtonBg [LOG 17:06:15.909] Load(Texture): CommNetConstellation/Textures/groundStationMark [LOG 17:06:15.918] Load(Texture): CommNetConstellation/Textures/hoverButtonBg [LOG 17:06:15.926] Load(Texture): CommNetConstellation/Textures/pressButtonBg [LOG 17:06:15.932] Load(Texture): CommNetConstellation/Textures/target [LOG 17:09:16.338] Config(@PART[*]:HAS[@MODULE[ModuleCommand]]) CommNetConstellation/cnc_module_MM/@PART[*]:HAS[@MODULE[ModuleCommand]] [LOG 17:09:16.338] Config(CommNetConstellationSettings) CommNetConstellation/cnc_settings/CommNetConstellationSettings [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/activeButtonBg [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/cnclauncherbutton [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/colorDisplay [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/disableButtonBg [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/groundStationMark [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/hoverButtonBg [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/pressButtonBg [LOG 17:09:16.459] [TR.Loader] Unloaded CommNetConstellation/Textures/target CommNetConstellation v1.0.0.0 / v1.0.0 SHA256 538ac5be4ccf69e0be50e10d5344b6f6d559ba5e73e27fe0beac2622e6a44c69 [LOG 17:09:45.712] CommNet Constellation -> verbose: Load starting settings into object with CommNetConstellationSettings CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 [LOG 17:11:25.453] [AddonLoader]: Instantiating addon 'CommNetConstellationDuplicate' from assembly 'CommNetConstellation' CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 [EXC 17:11:32.406] UnityException: Texture 'CommNetConstellation/Textures/target' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. CommNetConstellation.UI.UIUtils.createAndOverlay (UnityEngine.Texture2D baseTexture, UnityEngine.Texture2D frontTexture) CommNetConstellation.UI.UIUtils.createImageButtonStyle (UnityEngine.Texture2D iconTexture) CommNetConstellation.UI.ConstellationControlDialog.createVesselRow (CommNetConstellation.CommNetLayer.CNCCommNetVessel thisVessel) CommNetConstellation.UI.ConstellationControlDialog.populateVesselRows (VesselTypeFilter filter) CommNetConstellation.UI.ConstellationControlDialog.setupVesselList () CommNetConstellation.UI.ConstellationControlDialog.drawContentComponents () CommNetConstellation.UI.AbstractDialog.spawnDialog () CommNetConstellation.UI.AbstractDialog.launch (System.Object[] args) CommNetConstellation.UI.AbstractDialog.launch () CommNetConstellation.CommNetConstellationDuplicate.<Start>b__0_0 () CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 [LOG 17:13:41.246] [AddonLoader]: Instantiating addon 'CommNetConstellationDuplicate' from assembly 'CommNetConstellation' CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 [EXC 17:13:51.669] UnityException: Texture 'CommNetConstellation/Textures/target' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. CommNetConstellation.UI.UIUtils.createAndOverlay (UnityEngine.Texture2D baseTexture, UnityEngine.Texture2D frontTexture) CommNetConstellation.UI.UIUtils.createImageButtonStyle (UnityEngine.Texture2D iconTexture) CommNetConstellation.UI.ConstellationControlDialog.createVesselRow (CommNetConstellation.CommNetLayer.CNCCommNetVessel thisVessel) CommNetConstellation.UI.ConstellationControlDialog.populateVesselRows (VesselTypeFilter filter) CommNetConstellation.UI.ConstellationControlDialog.setupVesselList () CommNetConstellation.UI.ConstellationControlDialog.drawContentComponents () CommNetConstellation.UI.AbstractDialog.spawnDialog () CommNetConstellation.UI.AbstractDialog.launch (System.Object[] args) CommNetConstellation.UI.AbstractDialog.launch () CommNetConstellation.CommNetConstellationDuplicate.<Start>b__0_0 () CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 [LOG 17:14:43.488] [AddonLoader]: Instantiating addon 'CommNetConstellation' from assembly 'CommNetConstellation' CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 [EXC 17:15:03.017] UnityException: Texture 'CommNetConstellation/Textures/target' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. CommNetConstellation.UI.UIUtils.createAndOverlay (UnityEngine.Texture2D baseTexture, UnityEngine.Texture2D frontTexture) CommNetConstellation.UI.UIUtils.createImageButtonStyle (UnityEngine.Texture2D iconTexture) CommNetConstellation.UI.ConstellationControlDialog.createVesselRow (CommNetConstellation.CommNetLayer.CNCCommNetVessel thisVessel) CommNetConstellation.UI.ConstellationControlDialog.populateVesselRows (VesselTypeFilter filter) CommNetConstellation.UI.ConstellationControlDialog.setupVesselList () CommNetConstellation.UI.ConstellationControlDialog.drawContentComponents () CommNetConstellation.UI.AbstractDialog.spawnDialog () CommNetConstellation.UI.AbstractDialog.launch (System.Object[] args) CommNetConstellation.UI.AbstractDialog.launch () CommNetConstellation.CommNetConstellation.<Start>b__2_0 () CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 CommNetConstellation.CommNetLayer.CNCCommNetVessel active=True order=999 And here is my mod list: Reveal hidden contents Airplane Plus Aviation Cockpits Better Science Labs Continued ChopShop CommNetConstellation Community Category Kit Configurable Containers Contract Configurator DMagic Orbital Science Extraplanetary Launchpads Firespitter FTLDriveContinued GroundConstruction Hangar HLAirships KAS KerbalFoundries Kerbal Joint Reinforcement Kerbal Konstructs Kerbinside (core) Automated Science Sampler Kerbal Science Exchange KIS Kopernicus (as part of RSS) Kramax Autopilot KSP-AVC KSPWheel LETech Mechjeb 2 Mechjeb embedded ModularFlightIntegrator Module Manager 2.7.5 Part Commander Continued Planetary Base Inc RSS Retractable Lifting Surface ScanSat SMURFF Spacey-Expanded Spacey-Lifters StageRecovery SXT Tarsier Space Tech Texture Replacer TCA KAC Alternate Resource Panel TRP-Hire Tweakscale USI mods - Akita, Konstruction, Containers, Lifesupport, MKS, Reactors, Warpdrive Universal Storage Waypoint Manager Wild Blue's Buffalo OSE Workshop Yup, there is another player reporting this target texture being inaccessible, resulting in the toolbar interface crash. I do not have a Mac computer so I can't figure out why this particular texture is blocked there. Any Mac user can assist on this issue? Edited April 16, 2017 by TaxiService Quote Link to comment Share on other sites More sharing options...
MaxPeck Posted April 16, 2017 Share Posted April 16, 2017 So this line is the issue? [EXC 17:11:32.406] UnityException: Texture 'CommNetConstellation/Textures/target' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. Sounds like a Unity thing... Quote Link to comment Share on other sites More sharing options...
MaxPeck Posted April 17, 2017 Share Posted April 17, 2017 @TaxiService So here is something from Unity's forums that seems to match the problem and a fix. I've never worked in Unity, but since you made this mod I have to assume you're at least passingly familiar with what they're talking about. Hope this helps... http://answers.unity3d.com/questions/25775/trying-to-access-a-textures-pixel-coords.html Quote Link to comment Share on other sites More sharing options...
garwel Posted April 17, 2017 Share Posted April 17, 2017 I haven't tried this mod yet, and I'm trying to figure out how I could make use of it. What are the tradeoffs (if any) of setting all my vessels to the same frequency? Or am I limited in any way to choose it? Otherwise why should I actually use different channels? It only increases chances of losing connection. So, my suggestion is to either enforce specific frequencies depending on antenna type or make their parameters vary as they do in real life. For instance, some frequencies may require more energy than the others, travel better in the atmosphere (i.e. have lower occlusion modifier), or there may be a limit to the number of simultaneous vessels on one frequency (which mean that it's too busy). Quote Link to comment Share on other sites More sharing options...
Crimeo Posted April 17, 2017 Share Posted April 17, 2017 Like the guy above, I also don't see why you would ever want to have more than one network as things are described right now. Agreed it seems to just increase your chance of having a comms blackout, with no tangible benefits in exchange. The main reason for this in real life, is that simultaneous traffic would interfere, but it's nearly impossible to have simultaneous traffic in KSP, since you have to manually click science to send anything, and all the mods I'm aware of that automate things stop working when you leave a vessel for another (for example, kos, or the flight computer on RT) Quote Link to comment Share on other sites More sharing options...
maculator Posted April 17, 2017 Share Posted April 17, 2017 The reason you want this is: because reasons! You can seperate stuff, you don't need to but you can. And I prefer some diversity over a green mist. Quote Link to comment Share on other sites More sharing options...
TaxiService Posted April 17, 2017 Author Share Posted April 17, 2017 5 hours ago, garwel said: I haven't tried this mod yet, and I'm trying to figure out how I could make use of it. What are the tradeoffs (if any) of setting all my vessels to the same frequency? Or am I limited in any way to choose it? Otherwise why should I actually use different channels? It only increases chances of losing connection. So, my suggestion is to either enforce specific frequencies depending on antenna type or make their parameters vary as they do in real life. For instance, some frequencies may require more energy than the others, travel better in the atmosphere (i.e. have lower occlusion modifier), or there may be a limit to the number of simultaneous vessels on one frequency (which mean that it's too busy). 3 hours ago, Crimeo said: Like the guy above, I also don't see why you would ever want to have more than one network as things are described right now. Agreed it seems to just increase your chance of having a comms blackout, with no tangible benefits in exchange. The main reason for this in real life, is that simultaneous traffic would interfere, but it's nearly impossible to have simultaneous traffic in KSP, since you have to manually click science to send anything, and all the mods I'm aware of that automate things stop working when you leave a vessel for another (for example, kos, or the flight computer on RT) This mod is essentially a proof-of-concept on a a future RemoteTech feature request. As you may be aware of this, the RemoteTech mod is oriented towards more difficult network management, when compared to stock 'launch and forgot' CommNet. You are spot on a higher risk of a comms blackout, just like RemoteTech ;-) Quote Link to comment Share on other sites More sharing options...
TaxiService Posted April 17, 2017 Author Share Posted April 17, 2017 @justspace103 @MaxPeck I found out the possible cause behind the unreadable texture issue. Your Texture Replacer mod somehow manages to render the texture file inaccessible. Can you do me a solid by copying this cfg as "cnc_texturereplacer.cfg" into your CommNetConstellation folder and letting me if it fixes the issue, please? Spoiler TextureReplacer { keepLoaded = ^CommNetConstellation/Textures/ } Quote Link to comment Share on other sites More sharing options...
MaxPeck Posted April 17, 2017 Share Posted April 17, 2017 12 minutes ago, TaxiService said: @justspace103 @MaxPeck I found out the possible cause behind the unreadable texture issue. Your Texture Replacer mod somehow manages to render the texture file inaccessible. Can you do me a solid by copying this cfg as "cnc_texturereplacer.cfg" into your CommNetConstellation folder and letting me if it fixes the issue, please? Hide contents TextureReplacer { keepLoaded = ^CommNetConstellation/Textures/ } Working on it now... I'll let you know in a few. Quote Link to comment Share on other sites More sharing options...
MaxPeck Posted April 17, 2017 Share Posted April 17, 2017 37 minutes ago, TaxiService said: @justspace103 @MaxPeck I found out the possible cause behind the unreadable texture issue. Your Texture Replacer mod somehow manages to render the texture file inaccessible. Can you do me a solid by copying this cfg as "cnc_texturereplacer.cfg" into your CommNetConstellation folder and letting me if it fixes the issue, please? Hide contents TextureReplacer { keepLoaded = ^CommNetConstellation/Textures/ } No joy. Still broke. Here's what the log spits out: [WRN 09:27:38.132] Config in file '/Volumes/My Disk/KSP_RSS/GameData/CommNetConstellation/cnc_texturereplacer.cfg' contains an unnamed node. Skipping. [WRN 09:27:43.292] Config in file '/Volumes/My Disk/KSP_RSS/GameData/CommNetConstellation/cnc_texturereplacer.cfg' contains an unnamed node. Skipping. Changed : CommNetConstellation/cnc_texturereplacer.cfg Quote Link to comment Share on other sites More sharing options...
TaxiService Posted April 17, 2017 Author Share Posted April 17, 2017 18 minutes ago, MaxPeck said: No joy. Still broke. Here's what the log spits out: [WRN 09:27:38.132] Config in file '/Volumes/My Disk/KSP_RSS/GameData/CommNetConstellation/cnc_texturereplacer.cfg' contains an unnamed node. Skipping. [WRN 09:27:43.292] Config in file '/Volumes/My Disk/KSP_RSS/GameData/CommNetConstellation/cnc_texturereplacer.cfg' contains an unnamed node. Skipping. Changed : CommNetConstellation/cnc_texturereplacer.cfg Ok, thanks for testing. I will go and ask in TextureReplacer thread on this. Quote Link to comment Share on other sites More sharing options...
maculator Posted April 17, 2017 Share Posted April 17, 2017 Have you any intel on wich way you'll take this whole thing and when we can get our hands on it? I'm really exited for it. I don't want to rush you, I'm just excited @TaxiService Quote Link to comment Share on other sites More sharing options...
garwel Posted April 17, 2017 Share Posted April 17, 2017 1 hour ago, TaxiService said: This mod is essentially a proof-of-concept on a a future RemoteTech feature request. As you may be aware of this, the RemoteTech mod is oriented towards more difficult network management, when compared to stock 'launch and forgot' CommNet. You are spot on a higher risk of a comms blackout, just like RemoteTech ;-) I know this, and I'm eagerly waiting for RT 2.0. I also don't mind extra challenges as long as they have a clear logic (such as realism, roleplaying, etc.). In this case, at least in the present state of the mod, you have no incentives to actually use its features (apart from having less "spaghetti", but it's purely an aesthetic one). In fact, you are punished for it. Don't get me wrong, I'm not bashing your mod. I see a lot of people here who are happy with it. I just suggest that you go beyond the bare concept of dividing vessels by channels and give some gameplay or roleplay incentives for using this mod's features. Quote Link to comment Share on other sites More sharing options...
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