Jump to content

[1.1.3] AntennaRange 1.11.4 - Enforce and Encourage Antenna Diversity


toadicus

Recommended Posts

I don't think that's an option in AntennaRange...

Look at the change log

* New and improved right-click GUI presentation for relays.

* Improved accuracy of line of sight checks.

* Added optional feature to prevent control of unmanned vessels without radio contact.

Link to comment
Share on other sites

I'm running into a slight problem where I can control probes just fine without a connection, even if the "require connection for probe control" option is enabled.

Well, that's not OK. I have a feeling this is tied to support for "works when uncrewed" pods like the Taurus HCV. Let me see what I can dig up!

Link to comment
Share on other sites

WHAT HOW WHEN WHERE GIB!

What: How does it work?

How: Where can I enable it in settings?

When: When was this released?

Where: Where can I download it?

Gib: Polandball.

Edit: ninja'd by Kasper

What: For unmanned vessels without a connection available to Kerbin, flight controls are locked out.

How: The settings are available via Squad's AppLauncher or Blizzy's Toolbar in the Space Center scene.

When: Verison 1.2 added the optional probe connectivity requirement on May 7th, 2014.

Where: At any of the links in the original post.

Gib: A wood or metal bolt, wedge, or pin for holding part of a machine or structure in place, usually adjusted by a screw or key.

Well, that's not OK. I have a feeling this is tied to support for "works when uncrewed" pods like the Taurus HCV. Let me see what I can dig up!

Pretty sure I've fixed this. New release should be coming in the next few hours.

This should be stock :)

Thanks! I'm glad you're enjoying it. :)

Link to comment
Share on other sites

AntennaRange has been updated to version 1.4.3! This version fixes the issue that allowed probes to be controllable when they should not be.

CHANGELOG:


v.1.4.3 [2014-10-12]
* Fixed an issue that prevented probe control from being interrupted when connections are required but absent.

Link to comment
Share on other sites

This mod is faaan-tastic. It has rapidly moved to my 'must have' list. It adds just enough complexity to data networks to strike the perfect balance...kudos.

Alas, I've found a strange bug:

If I am out of radio contact (red icon) and I try to transmit some science (a crew report, say), the following line appears in the log:

Score for transmitter: Infinity - Data Rate: 0.000 - Data Cost: 5.000

...and in the upper left of the screen, where transmission progress messages usually go, nothing appears ... but the science is no longer in my capsule! It seems that the data has been lost, oh the horror. At first, I thought it was cached until I returned to radio range, but no - once I fly into range transmission does not begin, and the data seems to have vanished permanently.

Hmm. Did this happen when transmitting (or failing to transmit) from an experiment dialog (as opposed to from the antenna itself)?

Glad you're enjoying the mod otherwise!

Pretty sure I've found a fix for this; working it up now!

Link to comment
Share on other sites

AntennaRange has been updated to version 1.5! This version brings improvements to transmitter behavior when transmission is not possible, which should result in fewer lost experiments.

CHANGELOG:
[code]
v.1.5 [2014-10-19]
* Antennas will now try to store data that is handed to them when they cannot transmit it.

Edited by toadicus
Fixed a double negative
Link to comment
Share on other sites

Does anyone know how to make a config for Tantares antennas (http://forum.kerbalspaceprogram.com/threads/81537-0-25-Tantares-Stockalike-Soyuz-and-TKS-10-3-2-Crew-1-25m-Pod-Vostok-Dev!)?

I tried to, but have no idea how these .CFG files work... My attempt just broke the configs for the default antennas.

Give this a try https://dl.dropboxusercontent.com/u/72893034/Tantares_Extra_AntennaRange.cfg

EDIT- And Thanks for the updates toadicus

EDIT- @hcalves sure fine with me more the better.

Edited by Mecripp2
Link to comment
Share on other sites

Good work on the updates, loving it. The only things I can think of that may be considered 'missing' is an overhaul of the GUI to better match the new KSP style GUI (the current one takes after the Blizzy's Toolbar GUIs) and perhaps some modulemanager files for popular mods.

Link to comment
Share on other sites

and perhaps some modulemanager files for popular mods.

Tis but a click away:

Here is a cfg to add AntennaRange to this list of parts with RT2 you need to zip up or delete the plugin folder and the cfg's here is a list of some of the mods it covers but, I do think, I need to cut the range on them, I just haven't got around to doing it.

RemoteTech2

Squad

Hyomoto Aerospace

Dmagic

DongFangHong

FASA By Frizzank & APOLLO By DennyTX

NovaPunch

Telemachus

Lionhead

AIES

LLL-Lite

https://www.dropbox.com/s/xv2153q8ybfl1s6/AntennaRange2.cfg

Link to comment
Share on other sites

OK, so I've messed around with the various properties in MeCripp's file, and here's what I think I know:

  • ModuleAnimateGeneric::isOneShot is a property of the antenna animation that locks the antenna open once it has been deployed the first time. This previously made the antennas "stick" after their first transmission, but that behavior appears to have been fixed by Squad.
  • ModuleDataTransmitter::DeployFxModules is a property of the antenna transmitter that picks which animation module on the part it will move up and down when it transmits.
  • ModuleDataTransmitter::ProgressFxModules is a property of the antenna transmitter that picks which animation module on the part it will do shiny light things with during transmission.

Based on this and some quick laboratory testing, using either of the following patches should allow you to keep your antennae extended after transmission:

@PART[*]:HAS[@MODULE[ModuleLimitedDataTransmitter],@MODULE[ModuleAnimateGeneric]]:AFTER[AntennaRange]
{
@MODULE[ModuleAnimateGeneric]
{
%isOneShot = true
}
}

The patch above will lock your antenna in the deployed position after it is extended the first time, whether by the manual "Extend" button or by transmitting. It will never close again ever.

@PART[*]:HAS[@MODULE[ModuleLimitedDataTransmitter],@MODULE[ModuleAnimateGeneric]]:AFTER[AntennaRange]
{
@MODULE[ModuleAnimateGeneric]
{
%isOneShot = false
}

@MODULE[ModuleLimitedDataTransmitter]
{
!DeployFxModules = DELETE
}
}

This second patch will allow your antennae to transmit regardless of whether or not they are deployed. This means that you could transmit through a dish antenna that's completely folded up. It gives you more control over the position of the antennae, but relies on you to open them before use.

Based on the above, I will probably add a "one shot" tweak to TweakableAnimateGeneric over in TweakableEverything. I will probably also supplant DeployFxModules in AntennaRange, so antennas can be operated freely, may deploy themselves on a transmission, and may not retract themselves when done. In the meantime, the patches above should give you a quick fix.

Thanks for testing and finding this out, MeCripp!

Link to comment
Share on other sites

After test more have made 2 different file's to make sure it works so will list both files if the AntennaRange_Stay_Deployed_1.cfg this one works on some installs but not all don't know why and there is a plugin to make it work but , I just made a file AntennaRange_Stay_Deployed_2.cfg so you don't have to use anymore plugins with it, I would try 1 first if it don't work the 2 will but with 2 you can transmit with the Antenna Retract or Extend it will not auto deploy you have

manually extend and retract.

https://dl.dropboxusercontent.com/u/72893034/AntennaRange_Stay_Deployed_1.cfg.zip

https://dl.dropboxusercontent.com/u/72893034/AntennaRange_Stay_Deployed_2.cfg.zip

Link to comment
Share on other sites

This second patch will allow your antennae to transmit regardless of whether or not they are deployed. This means that you could transmit through a dish antenna that's completely folded up. It gives you more control over the position of the antennae, but relies on you to open them before use.

Came here to report the issue with antennas not being deployable after having switched from RemoteTech to AntennaRange. Thank you good sir, and thank you MeCripp as well for finding the issue :)

On another topic, do you know if Fusebox is reporting the power usage properly? If I enable antennas in the filter, a single Communotron 16 is listed as draining 12.5 energy. I take it antennas don't drain energy unless extended and transmitting data?

Edited by Tivec
Link to comment
Share on other sites

Came here to report the issue with antennas not being deployable after having switched from RemoteTech to AntennaRange. Thank you good sir, and thank you MeCripp as well for finding the issue :)

On another topic, do you know if Fusebox is reporting the power usage properly? If I enable antennas in the filter, a single Communotron 16 is listed as draining 12.5 energy. I take it antennas don't drain energy unless extended and transmitting data?

Are you using RT antennas ? If so guessing you did delete the RT plugin and all the CFG in KSP/GameData/RT folder all them cfg need delete don't touch the parts folder and texture and you should be good.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...