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[1.1.3] AntennaRange 1.11.4 - Enforce and Encourage Antenna Diversity


toadicus

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Yes for me so maybe, I can see where, I can put a Sat to get a better connection but really all in all think people just like to see things and think it would draw more people to the mod.

yeap that is true it would draw more people to this excellent mod :)

but speaking for my self i tend to like complicated things more than simple ones :P

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yeap that is true it would draw more people to this excellent mod :)

but speaking for my self i tend to like complicated things more than simple ones :P

Thats why, I cut the range on the Dish alittle, I don't have 1 that can reach the whole kerbal system need alittle helper sat lol.

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If an antenna from another mod has a cfg file for RT, will this mod also affect it or do I have to add some code to that antenna's cfg for this mod? The ones I am using are from the Tantares mod. I do not use the ships but it has nicely animated folding antennas.

Thanks, great mod, adds a nice level of detail without over complication.

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If an antenna from another mod has a cfg file for RT, will this mod also affect it or do I have to add some code to that antenna's cfg for this mod? The ones I am using are from the Tantares mod. I do not use the ships but it has nicely animated folding antennas.

Thanks, great mod, adds a nice level of detail without over complication.

Not sure if, I'm getting you right but think if you are asking does a RT cfg work with AR mod ? if so no they won't work you need a AR patch for the antenna but there are some of us that have posted patches if you are looking for one.

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@dtoxic; @MeCripp: I'll keep thinking about it. It isn't a super high priority right now because I'd rather try to find time to work on the AR2 simulation stuff, but better visualizations may find their way in to AR2. :)

@jpkerman: MeCripp maintains configs for a bunch of third party antennas. This mod does not attempt to automatically convert antennas, instead requiring configs for each for balance purposes.

His half-range configs are here: https://gist.github.com/Mecripp/9d5d856669b4a80bbd85

I'm not sure where his full-range configs are. ;)

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Not sure if, I done this right but this should be by mod https://github.com/Mecripp/AntennaRange-Patch And All in 1 https://github.com/Mecripp/Kerbal-AntennaRange-All-In-1_Patch/blob/master/AntennaRange%20Patches

EDIT- If that don't work please let me know.

EDIT- toadicus posted the one that all in 1 file lol and got hooked on the short range and got lazy on the full range.

Edited by Mecripp2
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I'll keep thinking about it. It isn't a super high priority right now because I'd rather try to find time to work on the AR2 simulation stuff, but better visualizations may find their way in to AR2.

well when that time comes i will pitch some ideas around :) looking forward to AR2 :)

thx for the answers :)

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MeCripp, the Tantares patches (and several others) need the "@" operator before MODULE[ModuleDataTransmitter], and also before the "name" assignment, e.g.:

@PART[Libra_AntennaModule_1]:FOR[AntennaRange]
{
@MODULE[ModuleDataTransmitter]
{
@name = ModuleLimitedDataTransmitter
nominalRange = 1500000
maxPowerFactor = 8
maxDataFactor = 4
DeployFxModules = 0
}
}

Parts that already have functional antenna modules need their existing modules changed, not new modules added. :)

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MeCripp, the Tantares patches (and several others) need the "@" operator before MODULE[ModuleDataTransmitter], and also before the "name" assignment, e.g.:

@PART[Libra_AntennaModule_1]:FOR[AntennaRange]
{
@MODULE[ModuleDataTransmitter]
{
@name = ModuleLimitedDataTransmitter
nominalRange = 1500000
maxPowerFactor = 8
maxDataFactor = 4
DeployFxModules = 0
}
}

Parts that already have functional antenna modules need their existing modules changed, not new modules added. :)

Sorry thanks for the catch.

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That will stop the module and resource from being added to the EVA part and the functionality and corresponding temptation will go away. :)

Thanks. Though it was not about removing temptation but about removing the clutter from the EVA right click menu.

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Regarding connection lines, I think AntennaRange could do with some way to help the player tell if they're likely to lose connection soon, so they can take suitable action. Connection lines might be a way to do that, but then again another approach such as a tweak to the icon would equally be possible.

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Excellent mod toadicus. I was wondering what the difference was between the stock antennae. But now you've made comms interesting!

I guess, however, I'm not understanding what the controversy with the EVA transmitters is. Is it simply because the kerbals get 100 free electricity and fast bandwidth? They still are limited to 5k range and need to relay back home though, yes?

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Did a search for both fine and print, but came up empty;

Since FinePrint has been made stock, I was trying to do a 'launch a sat.' mission. The orbit registered, the controls stable registered, but the "..New unmanned probe that has power and an antenna" criteria did not light up. Has anyone else run into this? I'm doing some more debugging currently.

Thanks! Awesome mod!

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I know for certain that Fine Print did support AntennaRange back when it was a mod. I've still only spent like 20 minutes actually playing 0.90 so I haven't checked, but if it's not working then they broke it on purpose. I'll look in to it, and try to talk to Arsonide for ideas if need be. Thanks for the heads up!

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Found that, and set up a super-cheaty career save to get a satellite mission on my second launch. Launching a probe with an AR antenna and some solar panels did satisfy the requirement:

HQowFQSOyOuv.png

komodo, if you're absolutely sure your craft satisfies the requirements (remember it needs to be a NEW launch, with a persistent power supply (e.g. solar panels or RTG) and an antenna part (and any other parts the contract requires), go ahead an upload a log; I'll take a look and see if I can at least point you in the right direction. :)

Edited by toadicus
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I had meant I searched fineprint in this thread :)

I think i've figured it out on my end; Definitely an 1-d-10-T error on my part. The power was the missing component of the equation, not the antenna as it turns out. Battery power just won't cut it. Sorry to have raised unneeded alarm! Best problem is no problem, right?

(Thanks for the quick answer and the cool mod, i'm enjoying it quite a bit.)

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I like simple mods like this. I tried RemoteTech for a while, and it was a nice challenge, but eventually it was just too much and the time delay became more of a nuisance.

Subtle things like this are what really need to be added in stock.

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Right now the endpoint is actually the center of Kerbin; those extra 600 km are Kerbin's radius. I'll fix that one of these days. :)

It would be great if this were fixed, because currently, if I want to add a built-in short-range (5km) transmitter to all probes, I have to give it a range of 605km, but that gives them way more range than intended in other capacities (e.g., as a relay).

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