Jump to content

[1.1.3] AntennaRange 1.11.4 - Enforce and Encourage Antenna Diversity


toadicus

Recommended Posts

Olsson, did you also have TweakableEverything installed? That's an issue we identified over there, which looks fixed in my latest update (according to my quick lab testing).

Thanks, that did work!

Link to comment
Share on other sites

Hi

I tried the new dev build and the transmission from the stock science lab does not work. Same old same old, the data says it is transfered but not actually put on the pile of science in the space center. However i did not test the exeriments itself (like last time i reported).

So, I didn't understand how the Science Lab worked at all, and had to do some completely-vanilla (<shudder>) testing to figure out what it even does. But I've done that now (</shudder>), and I've tested it in a completely-vanilla install and an install with all my mods, and it appears to work just fine in both, as evidenced here in the modded install by VOID's transaction log and Squad's screen message:

UbD96Zpjiih8.png

The problems with experiments last time were related to some code changes on Squad's end that I wasn't aware of, and was naively assuming hadn't happened. I've solved that issue, and to my awareness all science transmission is correctly working now.

In case anyone here is as behind on actually playing the game as I am, here are some steps to duplicate my test:

  • Build a super-awesome science lab station and populate it with scientists.
  • Cheat yourself to a bunch of different places so you can run a bunch of different experients in/over different biomes and stuff
  • Put all that data in the lab (using the yellow beaker "process" function on the experiment page).
  • Tell the scientists in the lab to start researching.
  • Make sure the lab is in a high orbit somewhere and time accelerate for about a year.
  • Enjoy the light show.
  • When you've recovered from your motion sickness, tell the lab to "Transmit Science"
  • Wait several seconds.
  • Enjoy the spoils of your hard-cheated victory.

- - - Updated - - -

Update: Just to be sure you've got all the latest stuff, here's a re-up of the AntennaRange dev build. It includes some changes to ToadicusTools also included in the latest TweakableEverything that may or may not have anything to do with the HOLY COW FLIPPING OUT bugs, but I don't think I've changed anything else in here.

[zip] [tar.gz] [tar.xz]

Link to comment
Share on other sites

Seems to be working. I didn't initially notice that "require line of sight" was turned off, which caused unexpectedly good connections.

After significant time warp, the line draw thing seems to give up, and just point to a random spot near the orbit instead of the actual vessel location.

ARLineBug.jpg

Bugs like that even when returning to normal time warp.

It still gives the right idea, but maybe not what you had in mind?

Link to comment
Share on other sites

In case anyone here is as behind on actually playing the game as I am, here are some steps to duplicate my test:

  • Build a super-awesome science lab station and populate it with scientists.
  • Cheat yourself to a bunch of different places so you can run a bunch of different experients in/over different biomes and stuff
  • Put all that data in the lab (using the yellow beaker "process" function on the experiment page).
  • Tell the scientists in the lab to start researching.
  • Make sure the lab is in a high orbit somewhere and time accelerate for about a year.
  • Enjoy the light show.
  • When you've recovered from your motion sickness, tell the lab to "Transmit Science"
  • Wait several seconds.
  • Enjoy the spoils of your hard-cheated victory.

I did exactly that and no sci was getting collected. On a side node, it was not transmited with a antenna. so i guess the sci moduel has its own ?

Link to comment
Share on other sites

dudecon, how long is "significant" time warp? I've let it sit here with full logging enabled (which means it is very slow, sad) for a good 8 years now and nothing has gone wrong. Have you timewarped far enough that the very notion of time is starting to degrade, or something? Did closing and re-opening map view fix anything? Did returning to the space center and then reloading a vessel fix anything? Do you have a log from that run I can take a look at?

I've talked with dudecon in another venue and checked his log file; I'm pretty sure his issue was related to another problem. I also ran my test network in timewarp for 75 years without a problem. Considering this a non-issue for now.

ManuxKerb, please try again with the latest build. I have checked it against the new orbital surveyor and the science lab (which both use the new TransmitData overload), and both call my method correctly, call Squad's correct method, and add science.

Edited by toadicus
Link to comment
Share on other sites

So I am having issues... I think. It could just be inexperience though.

I have 3 ComSats in orbit around the Mun at something like 150km. All equipped with 3, Dts-M1 and 3, Communitron 16s (mostly for cool looking-ness) And a rover on the surface with the Comm-16.

The rover keeps breaking connection with my sats, so I loose control. When I check the map. I always had a direct clear line of site to at least one sat. And that sat can clearly see another MunSat that is in view of kerbin.

I also have the same 3 types of sat in GeoOrbit of kerbin. Iv also notice I loose connection with my sats around the Mun when it hits the dark side of the Mun.

I thought this mod supported relay communications. So I must be missing some key piece of enlightening information.

Ideas or suggestions?

I would do screens, But my home PC has no internet access.

Link to comment
Share on other sites

scribbleheli, this mod does in fact do relaying. Without more information it's going to be hard for me to help you; can you get me a log (Windows: \path\to\KSP_win\KSP_Data\output_log.txt; Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log; Mac: ~/Library/Logs/Unity/Player.log)? Also, did you check the right-click menu on the Rover antenna to see if it said why it couldn't transmit?

Potentially better yet, try the latest dev build and see if the "pretty lines" help you diagnose the problem. If they're showing one thing and you're seeing a different behavior, though, please report it. Screenshots would help, but logs are better.

Speaking of the latest dev build: here's a new one!

[zip] [tar.gz] [tar.xz]

This has yet another optimization pass to the relay pathfinding, making use of our now-cached "best relay" per Vessel information. It seems to behave identically to me.

In general I consider this to be a "release candidate".

Link to comment
Share on other sites

I downloaded the latest release and installed that (I download here at work and flash drive it home) then disabled the need connections for probe part so I could finish rescuing Alfrod Kerman from the Muns south pole.

I will try this latest Dev build and try and get screens.

Will the output log be labeled as the day I was playing? Never dug into that side of KSP before.

Link to comment
Share on other sites

Hi

Sorry to bug you but science is still not transmitted from a scielab in orbit.

I think this is the error:

[ERR 02:57:06.498] [R&D]: No Science Subject found with id sciencelab@Kerbin

Thanks for lookin into this.

Link to comment
Share on other sites

ManuxKerb, I'm going to need more information. What mods do you have installed? What steps bring you to this result? Can you post a log (Windows: \path\to\KSP_win\KSP_Data\output_log.txt; Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log; Mac: ~/Library/Logs/Unity/Player.log)? I have tried to reproduce the problem and I can't do so.

Is anyone else having this issue with the latest dev build?

scribbleheli, the output log is in the folders I mentioned above, and is not named for the date or time or anything like that. I specifically need one of those three log files, NOT the KSP.log file that lives in the root KSP folder. Thanks!

Edited by toadicus
Link to comment
Share on other sites

Hi toadicus.

Steps:

-Build sciene lab with enought food to last 2 years

-Shoot thing into LKO

- Collect sci on the way up

- Process sci

- Try to transmit sci

My mods:

000_Toolbar

ActiveTextureManagement

AIES_Aerospace

Antenna_Parts

AntennaRange

BargainRockets

BatteryIndicator

BfS

CommunityResourcePack

ConnectedLivingSpace

CrowdSourcedScience

DMagicOrbitalScience

KerbalEngineer

KerbalJointReinforcement

KWRocketry

Lionhead_Aerospace_Inc

LTech

masTerTorch

ModRocketSys

NanoKube

OrbitalSurveyPlus

PEST

RealChute

SafeChute

ScienceAlert

ScienceFunding

Science_Revisited

ShipManifest

SirDargon

SpaceY-Lifters

Squad

StarwasterSciencePatches

StationScience

StockBugFixModules

StockScienceTweaks

TextureReplacer

ThunderAerospace

ToadicusTools

I will provide a log but for now im dealing with a "ship explodes after time warp and refocus" bug wich i want to crack down first as it is a major joy breaker for playing...

EDIT: Shorted the list, removed covervatifly all mods that are not used on the currect vessel and should have nothing to do with science and transmit. Even this list could be shorted i doubt that CLS can cause such an isse but i was very causious what to remove.

Log is comming shortly.

Edited by ManuxKerb
Link to comment
Share on other sites

Just a thought - bug reproduction steps are best dealt with in a clean environment as right now, you're basically expecting toadicus to install all those mods and try again. Some of those mods aren't updated for 1.0 yet (B9 for example) which may cause unintended issues. Also, what's TTT? You're basically saying 'an interaction with one of my 163 mods (yes, I counted them) is breaking things. Find it with no help from the log'. You're not exactly making things easy for the mod author here. Your install is already unstable ("ship explodes after time warp and refocus" bug) - might be a good idea to fix that before even posting a bug report.

Remove all mods that have nothing to do with Science and are just parts (except those needed to load the station the lab is on). That would cut the list in half at least. Then, start removing mods in a binary search way - remove half of them and see if things are ok. If they are, the problem mod is in the half you removed. If thing's aren't ok, the problem is in the half remaining. Repeat the process (remove half, replicate issue etc) until you narrow it down to the problem mod. If you're unlucky, it won't take more than 7 or 8 restarts (which would be quicker each time due to the decreased mod load).

Personally speaking, if someone with that big of a mod list came to me and they just said 'your mod broke things', I wouldn't bother to help them until they at least tried to help themselves.

Edited by ObsessedWithKSP
Link to comment
Share on other sites

Hi Obsessed,

I know that it is nearly impossible to to without a log. And i will provide one but as said i have to deal with the explosion bug beforehand. Also you can cut out all of those mods who have NOTING to do with science or transmitting. Like Wider Contract app etc. But as he asked i thought better be the complete list.

Edit:

TTT is TechTreeTweaks mod

EDit2:

Thanks for counting! :-)

Edited by ManuxKerb
Link to comment
Share on other sites

Since ManuxKerb can't duplicate his issue with the latest build, I'm still considering it a "release candidate". Last call for bugfinding, folks.

- - - Updated - - -

On a less positive note, I'm now having issues with AntennaRange (1.8a release): Science doesn't transmit from the experiment dialog, logs are spamming:

"Missing method ToadicusTools.Tools::getModulesOfType<[1]>(Vessel) in assembly /home/steve/KSP_linux-1002/GameData/ToadicusTools/ToadicusTools.dll, referenced in assembly /home/steve/KSP_linux-1002/GameData/AntennaRange/AntennaRange.dll".

Selecting "transmit data" from the antenna right-click menu works ok.

Do I need a more recent AntennaRange build to play nice with this?

steve_v, the last official release of AntennaRange is broken WRT the most recent release of ToadicusTools, and is also missing out on a lot of bug fixes and optimizing I've been doing in the dev series. Pending another bug free day or so, I plan to release the most recent dev build as an official release this weekend. If you're in a hurry, you can snag the latest dev build now and help test. :)

Edited by toadicus
Link to comment
Share on other sites

Hello, I'm just chiming in about the issue of science not transmitting, I do not use this mod yet but probably will. I had issues with the science alert mod keeping data from transmitting, when I removed it everything worked fine. Just sharing my experience. I saw that mod in the list above and figured it's worth a shot.

Link to comment
Share on other sites

Latest dev build:

Rescue contract containers now fill the log with orange null-refs.

Also, relay pugring doesn't seem to be fast enough and lines don't reach Kerbin(Maybe intended behaviour?), just relays within the SOI?

Screens:

https://bg3.biz/cloud/index.php/s/Aik8WBmpHmohkb2

https://bg3.biz/cloud/index.php/s/P4GP1zhV3fuMTq7

https://bg3.biz/cloud/index.php/s/iaHU9QyXOW7LKlt

https://bg3.biz/cloud/index.php/s/n0PvllgpBoj6PCD

https://bg3.biz/cloud/index.php/s/logcd2gOhhZ6MlI

https://bg3.biz/cloud/index.php/s/0egNUsy17HaScoj

Output log(hah, apparently those nullreffs made it quite big, it's 200 Mb and 483 000 lines :confused: ):

https://bg3.biz/cloud/index.php/s/2E9IzS2kjNTYNmb

Edited by smunisto
Link to comment
Share on other sites

Along the lines of what smunisto is seeing, I noticed that a trio of satellites on the way to the Mun had connections drawn to each other, but not back to Kerbin (though there was such a connection, as I could send data), even as one entered the Mun's SOI after the next (so I don't think it's an SOI thing). The relay lines would also reach through the Mun:

Javascript is disabled. View full album

And, as smunisto did, I noticed large volumes of "null relay" lines in the log, which I think contributed to lag in the map screen. The capsules of Kerbals in need of rescue seemed especially prone to this (because they have no antennas, I imagine), and I had three of them at once -- could that have something to do with it?

Link to comment
Share on other sites

The "null relay" messages are probably not usually problems; they're just some overly aggressive logging; let me tone that down. I'll look in to the circular relays; not sure how that got reintroduced. Maybe I'm dumping the cache more often than I should be.

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...