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realantennas's Issues

Feature Request: Add relay flag to radio parts

I propose adding an explicit relay true/false to the radio part config. This would force a part to have 'relay = true' in order to allow for crosslinking with other orbital assets. If 'relay = false', then that radio part can only communicate with a ground station in the case of a omnidirectional antenna, or specified vehicle target in the event of a dish.

2.0 crash

I often get crash with log.

========== OUTPUTTING STACK TRACE ==================

0x00007FF953EA8630 (UnityPlayer) UnityMain
0x00007FF9541A7809 (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF954208A24 (UnityPlayer) PAL_Thread_YieldExecution
0x00000272736CD9DA (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Object:FindObjectsOfType (System.Type)
0x0000027296918CE3 (Mono JIT Code) UnityEngine.Object:FindObjectsOfType<T_REF> ()
0x000002729E95B9C3 (Mono JIT Code) RealAntennas.RACommNetScenario:UnloadHomes ()
0x000002729E95B913 (Mono JIT Code) RealAntennas.RACommNetScenario:RebuildHomes ()
0x000002729E95B67B (Mono JIT Code) RealAntennas.RACommNetScenario:OnAwake ()
0x00000272E6C3F67B (Mono JIT Code) ScenarioModule:Awake ()
0x000002727576DB70 (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
0x00007FF9532DBC80 (mono-2.0-bdwgc) mono_get_runtime_build_info
0x00007FF953261D92 (mono-2.0-bdwgc) mono_perfcounters_init
0x00007FF95326AD8F (mono-2.0-bdwgc) mono_runtime_invoke
0x00007FF9541AB19D (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF9541A871A (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF9541A87DE (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF9541CE4B5 (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF95418CFB0 (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF95418C1AD (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF9541947E5 (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF9541CF16D (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF95407C611 (UnityPlayer) UnityMain
0x00007FF954078429 (UnityPlayer) UnityMain
0x00007FF9540781FA (UnityPlayer) UnityMain
0x00007FF9541511AB (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF9541FE413 (UnityPlayer) PAL_Thread_YieldExecution
0x0000027202A39969 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.GameObject:Internal_AddComponentWithType (UnityEngine.GameObject,System.Type)
0x0000027202A398C3 (Mono JIT Code) UnityEngine.GameObject:AddComponent (System.Type)
0x00000272A6E410E3 (Mono JIT Code) ScenarioRunner:AddModule (string)
0x00000272A6E40E5B (Mono JIT Code) ScenarioRunner:AddModule (ConfigNode)
0x00000272A6E40CA3 (Mono JIT Code) ProtoScenarioModule:Load (ScenarioRunner)
0x00000272A6E40BE3 (Mono JIT Code) ScenarioRunner:LoadModules (System.Collections.Generic.List`1<ProtoScenarioModule>)
0x000002729E926D16 (Mono JIT Code) ScenarioRunner:SetProtoModules (System.Collections.Generic.List`1<ProtoScenarioModule>)
0x000002729E926C23 (Mono JIT Code) Game:Load ()
0x00000272A1866EAB (Mono JIT Code) EditorDriver/<Start>d__22:MoveNext ()
0x0000027202A4C638 (Mono JIT Code) UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
0x0000027202A4C767 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr (object,intptr,intptr,intptr)
0x00007FF9532DBC80 (mono-2.0-bdwgc) mono_get_runtime_build_info
0x00007FF953261D92 (mono-2.0-bdwgc) mono_perfcounters_init
0x00007FF95326AD8F (mono-2.0-bdwgc) mono_runtime_invoke
0x00007FF9541AB19D (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF9541A871A (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF954194F8A (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF954196608 (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF954190CB2 (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF95419221D (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF95418F4E9 (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF953F4CFEC (UnityPlayer) UnityMain
0x00007FF9540869A7 (UnityPlayer) UnityMain
0x00007FF954086A49 (UnityPlayer) UnityMain
0x00007FF954088A42 (UnityPlayer) UnityMain
0x00007FF953E51AC5 (UnityPlayer) PAL_Thread_SupportsThreads
0x00007FF953E506AA (UnityPlayer) PAL_Thread_SupportsThreads
0x00007FF953E54746 (UnityPlayer) PAL_Thread_SupportsThreads
0x00007FF953E580AB (UnityPlayer) UnityMain
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access the wrong address.' (Address: 00007FF64D7211F2)
0x00007FF64D7211F2 (KSP_x64) (function-name not available)
0x00007FF9BB1E7034 (KERNEL32) BaseThreadInitThunk
0x00007FF9BC91D0D1 (ntdll) RtlUserThreadStart

and spam

Timing0 threw during Update: System.NullReferenceException
  at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component)
  at RealAntennas.RACommNetVessel.UpdateComm () [0x00017] in <2e9376f98d254b46b2fef40d109d0170>:0 
  at CommNet.CommNetVessel.OnNetworkPreUpdate () [0x00044] in <c1858a3f77504bd1aaa946fdccf84670>:0 
  at RealAntennas.RACommNetVessel.OnNetworkPreUpdate () [0x00001] in <2e9376f98d254b46b2fef40d109d0170>:0 
  at CommNet.CommNode.NetworkPreUpdate () [0x00053] in <c1858a3f77504bd1aaa946fdccf84670>:0 
  at CommNet.Network.Net`4[_Net,_Data,_Link,_Path].PreUpdateNodes () [0x0001e] in <c1858a3f77504bd1aaa946fdccf84670>:0 
  at RealAntennas.RACommNetwork.StartRebuild (System.Boolean compute) [0x00028] in <2e9376f98d254b46b2fef40d109d0170>:0 
  at RealAntennas.Network.RACommNetNetwork.UpdateEarly () [0x0008a] in <2e9376f98d254b46b2fef40d109d0170>:0 
  at Timing0.Update () [0x00023] in <c1858a3f77504bd1aaa946fdccf84670>:0 

Game 1.10.1 with RO mods. RA 2.0.
Log

NullReferenceException. Need to check pointers before handing them off maybe

Debian Buster linux
KSP 1.10.1 w/BG
Happened during gameplay after setting up a tedious orbital rendezvous, got the indicators dialed in, then it crawled to a snail's pace in an infinite loop null reference exception to the logs. May be a gap in the function call error checking. No reason for it to keep trying to send a bad arg to the same function. Just crash already, lol. Log is full of this

NullReferenceException: Object reference not set to an instance of an object
at ModuleResourceHandler.UpdateModuleResourceInputs (System.String& error, System.Boolean useFlowMode, System.Double rateMultiplier, System.Double threshold, System.Boolean returnOnFirstLack, System.Boolean average, System.Boolean stringOps) [0x000db] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0
at ModuleResourceHandler.UpdateModuleResourceInputs (System.String& error, System.Double rateMultiplier, System.Double threshold, System.Boolean returnOnFirstLack, System.Boolean average, System.Boolean stringOps) [0x00000] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0
at ModuleResourceHandler.UpdateModuleResourceInputs (System.String& error, System.Double rateMultiplier, System.Double threshold, System.Boolean returnOnFirstLack, System.Boolean stringOps) [0x00000] in <948fceea813942b7ac6b6d1b2dc2d0a3>:0
at RealAntennas.ModuleRealAntenna.FixedUpdate () [0x00059] in :0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

(Filename: <948fceea813942b7ac6b6d1b2dc2d0a3> Line: 0)

excuse me,could you make a signal delay in real antenna,like remotetech?

before now,I always play realism overhaul with remotetech,from now,I get this mod and feel exciting,but,i also want to play signal delay that makes me must use kos to play the game. so could you add a signal delay in this mod.
sorry,my english is not good.please forgive me,if some sentence wrong.

Transmission rate doesn't update upon antennas deploying/retracting

Observed Behavior

Probe using an RC-O OKTO core and two C2 HG-5's (one L band, one S band).
Current stituation: orbiting Kerbin, antennas deployed, relaying data (Kerbalism) through a probe orbiting Mun of same configuration.
If I retract the antennas, the transmission carries on at the high rate as displayed in Kerbalism and the link in the tooltip in the top left of the stock UI continues to show the high data rate.
If I then change views to unload the probe, the transmission rate then falls dramatically -- apparently only at this point does RA realize the transmission must use the omni on the probe core.
Change views back to the probe and extend the antennas - same thing happens. Continue to get low data rate until I unload the probe again, at which point it updates to use the deployed HG-5.
Changing the deployed/undeployed state of the relay probe follows the same pattern - no change to the transmission rate until the changed vessel is unloaded.
Time warp has no effect.
When RA thinks the HG-5's are in use (either correctly -- antennas are deployed and transmission rate reported in UI matches expectations; or incorrectly -- antennas have been stowed but I haven't yet unloaded the vessel), changing the target of the HG-5's causes an immediate update to transmission speed. In other words, aiming the HG-5 away from suitable relays causes an immediate drop, which is similarly immediately reversible by aiming correctly.
Changing the deployed/retracted state causes an immediate update of the list of antennas inside the RA control console.
When RA thinks the HG-5s are not in use - particularly, after deploying but before unloading the vessel, targeting the antennas differently has no effect.

Expected behavior

Deploying an antenna makes it immediately available for use.
Stowing an antenna makes it immediately unavailable for use.

Versions

KSP 1.11.2 with all DLC
RealAntennas v2.0 (current)
Kerbalism 3.13 (current)

Documentation/User Guide

The mod is awesome, but there is a lot of stuff that is confusing. Can we get a guide that explains how to use the mod?

Feature: Make Relay Ability TechLevel-Configurable

Not necessarily needed for the default configs, but in RO configs, TL 0 & 1 are extremely low-power to account for the fact that there isn't a receiver in the system. Allowing these devices to relay is a bit awkward. It's technically possible: you can blindly filter, mix, and amplify without decoding first and this doesn't consume a lot of power. However, this should use a different set of calculations for the overall link than RA implements. And because RA is focused primarily on modern digital communications -- which this technique doesn't represent -- I'd rather stay away from writing a separate set of rules for this niche.

Also, that relays in RA do not pay power costs when they are transmitting combined with this model is rather breaking. In earlier versions, the idle cost included a percentage of the active cost, but that was discarded. It would be useful to change this, but doing so gets into a lot of issues in terms of managing link congestion and automated routing that are better avoided for now.

Now that we've written our own pathfinding, we can prohibit some devices from relaying again.

Objective for v2.1 release

Stock and JNSQ Ground Station Rebalance

Because RO was the biggest driver for reference material, things have not at all been rebalanced for stock play, or really play in anything other than a Real-scale (10x) system. v2.2 should address this.

Stock should apply a -20dB reduction to all ground stations, to account for the 1/10th scale of essentially everything. This will result in the large dish still being ~7m in diameter. The interesting impact is this will cause some "late-game" situations where stock or mod parts will actually be larger than the ground stations, and you will return to a less realistic, but more gamey, scenario where the player does directly build much of the "ground segment" of the comm network, rather than relying on powerful ground stations to see into most of the solar system and only using relays for addressing LOS issues.

Support other-scaled systems with MM-fu and a tag to set the scale factor. Don't break RSS when doing this.

Crash when stage separation

Hi! Playing under RSS RO RP-1 (CKAN tutorial installation) I have an issue with the early controllable core (the Squad part but modified by RO).
I made my first lunar probe a .4t orbiter/impactor.
Avionics needs 2 of the early cores but for the comms I depend on a single comm16 put at 39 dbi on tech lvl 1, and I deactivated the comms on the two probe cores.

I do my injection burn and when separating from my TLI stage the game crashes with the Unity crash window opening. I'm not really into coding but when scouring the logs I think I found that the crash is related to real antennas.

I made a series of tests, and having the TLI stage underneath doesn't seem to change the issue, so I mainly did them only with a decoupler:
-So, it works with one core, but with two of them it crashes;
-Doesn't matter if I install the comm 16 or not;
-No matter if I enable the comms on any core (in the editor of course) it still crashes when staging;
-changing the cores in the editor and replacing them with new ones does not do the trick...

Here's the paragraph I read in the player.log:

_

Uploading Crash Report
OverflowException: Value was either too large or too small for an Int32.
at System.Convert.ToInt32 (System.Double value) [0x00084] in :0
at RealAntennas.RealAntennaDigital.BestPeerModulator (RealAntennas.RealAntenna rx, System.Double& modRate, System.Double& codeRate) [0x00382] in <740c8bcb1fb74eb3bfd9ab34d53d9182>:0
at RealAntennas.RealAntennaDigital.BestDataRateToPeer (RealAntennas.RealAntenna rx) [0x00001] in <740c8bcb1fb74eb3bfd9ab34d53d9182>:0
at RealAntennas.RACommNetwork.SelectBestAntennaPairs (System.Collections.Generic.List1[T] fwdList, System.Collections.Generic.List1[T] revList, RealAntennas.RealAntenna[] bestFwdAntPair, RealAntennas.RealAntenna[] bestRevAntPair, System.Double& FwdDataRate, System.Double& RevDataRate) [0x0003d] in <740c8bcb1fb74eb3bfd9ab34d53d9182>:0
at RealAntennas.RACommNetwork.TryConnect (CommNet.CommNode a, CommNet.CommNode b, System.Double distance, System.Boolean aCanRelay, System.Boolean bCanRelay, System.Boolean bothRelay) [0x000b9] in <740c8bcb1fb74eb3bfd9ab34d53d9182>:0
at RealAntennas.RACommNetwork.SetNodeConnection (CommNet.CommNode a, CommNet.CommNode b) [0x00064] in <740c8bcb1fb74eb3bfd9ab34d53d9182>:0
at CommNet.Network.Net4[_Net,_Data,_Link,_Path].UpdateNetwork () [0x00038] in <9d71e4043e394d78a6cf9193ad011698>:0 at CommNet.Network.Net4[_Net,_Data,_Link,_Path].Rebuild () [0x00032] in <9d71e4043e394d78a6cf9193ad011698>:0
at CommNet.CommNetwork.Rebuild () [0x00007] in <9d71e4043e394d78a6cf9193ad011698>:0
at RealAntennas.RACommNetwork.Rebuild () [0x00032] in <740c8bcb1fb74eb3bfd9ab34d53d9182>:0
at CommNet.CommNetNetwork.Update () [0x000d7] in <9d71e4043e394d78a6cf9193ad011698>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

_

If you need anything else I can provide you with more logs if needed.

Besides that, I'd like to thank you for your contribution to this incredible masterpiece we call realism overhaul :)

Feature Request: Antenna Maxpower setting

I've been trying to figure out a way to balance antenna parts in large parts packs such as Bluedog Design Bureau, which has antennas of all shapes and sizes based on their US space program counterparts. While working on config settings, it dawned on me that when only using reference gain for such a large number of antennas, there would be no prohibition from only using stick small stick antennas or rubber ducks. The size of the physical model doesn't matter, only the power and gain settings, as well as the available electric charge/power generation of the vehicle itself.

I was thinking of maybe adding to the antenna configs a maxpower setting to clamp the maximum transmit value to a specified setting in the config files. This way you can set simple little antennas to something a lot more reasonable, say 50W for small whip antennas instead of allowing them to be overdriven with humongous HPA's (by sliding the power way over to the right). Since we don't want to kill already existing configs, maybe something in the code that if maxpower != 0 or null, then maxpower = value. The PAW slider should scale so far right (max power) is equal to the maximum antenna power setting. This would also mean each antenna would have different default values of power upon placement in the VAB/SPH instead of the current 30dBm.

This would also apply to a lesser extent with dishes, and would also allow for better balancing in the tech trees.

CommNet failure after some gameplay

Running fresh install of tsp 1.10.11 with up-to-date RSS/RO/RP-1, running on a Mac with 11.4/Big Sur.
getting a consistent failure with (I suspect) RA. career games comms are fine but after a few contracts, and usually around building downrange vehicle with avionics (probably coincidence), the comm network is never available at the launchpad. earlier crafts don't work either. If I start a new game and move the craft files, they work. So, it's something becoming corrupted during play. I have attached below log entries for a game with the failure and then a NEW game with working comms and the exact same craft file.

existing game no comms.pdf
fresh game same craft file.pdf

Active/Inactive Power Levels per Tech Level

The active power levels decrease as tech increases but the idle numbers don't make sense. Also the numbers are the same for all probe cores and antennas. Transmit power (dBm) was set to 30. Why does Idle power mac at 25.7 watts at tech level 4? Why are the power ratings the same for all antennas and probe cores?
Level Active Power (watts) Idle Power (watts)
0 18.2 2.0
1 13.0 0.3
2 10.0 8.0
3 7.67 19.5
4 6.00 25.7
5 4.50 23.0
6 4.00 21.4
7 3.33 18.3
8 2.69 18.3
9 2.27 11.7
10 2.27 11.7

Testing with Kerbalism, Unkerballed Start, and RealAntennas and support mods in 1.8.1

Feature request: Target antenna to active vessel

Can I request a feature to target antenna to active vessel? Just like the similar feature existing in RemoteTech. If I understand correctly, currently I can only target an antenna to a body or a specific vessel.

Guides update

Hi,

Thank you for this awesome mod. So far I am still trying to figure out everything but its getting there.
I am reading the guides that are available here and I feel that there are some gaps. For example what is Launch control panel and how to operate it? I see that there are some changes done to the map as well. Now I see some cones which are not there with stock game.
Then there is option to aim directional antennas at targets and I was wondering how does that work? Can omni speak directly to directional antenna? Then in the band guide you mention UHF and VHF but in my science mode game I have L band and up. So now I dont know what is L band.
Apologies if answers to my questions are there in some guides already. I admit I am bad at navigating Github.

Feature: In-game Browseable Antenna Debugging

Now that an antenna debugger was written to diagnose issues with the Unity Jobs conversion, and dumps a ton of string data to the KSP logfile, it would be useful to make this information available in-game.

Goal for v2.1.

Threshold: List of strings representing each test the antenna was involved in. Select which test [string] to view using similar structure as the pointing console or the target/peer search.

Objective: Represent the actual values in some object, rather than just the string form. Not especially sure what to do with this, exactly, but maybe it'd be useful. Could build a little UI around it.

Add support for Breaking Ground deployable science

As initially discussed on the Kerbalism Discord:

So my entire knowledge of deployed science parts is currently limited to: what I have learned in the past 30 minutes by 
looking at the modules via DotPeek.

@Snoman So step 1: Add a ModuleRealAntenna PartModule to some parts [the one with a ModuleGroundExpControl 
PartModule, I believe] and see what happens.
@PART[...]:BEFORE[RealAntennas] { %MODULE[ModuleRealAntenna] { %referenceGain = 2.0 } }

Step 2: Make a save file with the deployed ground science, well, deployed.  Look in the save file for the vessel that corresponds 
to the deployed science.  It'll be one that has that ModuleGroundExpControl part in it.  Does the Vessel have a 
RACommNetVessel on it?  (Not just a CommNetVessel, would need to be the modified form, but it should get one by default)

I followed the directions above, and initial results were promising. This screenshot shows that the module was added to the part: https://i.imgur.com/K1dXNLj.png

The obvious problem was that I had not been able to configure the antenna in the VAB, as the part goes straight into the cargo bin. It defaults to an L band antenna, which I added to a nearby vessel and tried again to test. No connection still.

(As a slightly separate issue, how about the idea of allowing kerbals on EVA to reconfigure antenna bands? Possibly restricted to engineer kerbals or something. Would sidestep the problem above of the default antenna being a type not otherwise in use).

There is an RACommNetVessel on the 'vessel' as well:

			RACommNetVessel
			{
				powered = False
				controlState = ProbeFull
				canComm = True
			}

It seems likely that the lack of power is causing a problem, but the deployed science vessel type doesn't seem to use power.

I hope this gives you some info towards figuring this out.

sfs file: https://drive.google.com/file/d/1j91TSEaL4BoygSem_y782BCDZGCTwyu-/view?usp=sharing

Implement something like CommNetVisualisation into RealAntennas

https://github.com/KSP-TaxiService/CommNetVisualisation/tree/master/src/CommNetVisualisation/CommNetLayer

This mod is helpful in visualization of vessel comm link lines.
But it only works with vessels that got ModuleDataTransmitter.

This feature could ofc also be integral part of RO itself to be compatible with all 3 possible modules:

  • ModuleDataTransmitter
  • ModuleConfigurableAntenna
  • ModuleRealAntenna

But I guess this will not happen.

Log spamming with (RO)Kerbalism and RealAntennas in flight mode

As I don't know if you're already aware of it, I mention it here.

In flight mode this is spammed to the log:

Alternately

[Kerbalism]  -> verbose: CommInfo.Init - Kerbalism: CommInfo handler threw exception Exception has been thrown by the target of an invocation.
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IndexOutOfRangeException: Array index is out of range.
  at RealismOverhaul.Utils.Extensions.Format (Single value, System.String unit, Int32 logBase) [0x00000] in <filename unknown>:0 
  at RealismOverhaul.Utils.Extensions.Format (Double value, System.String unit, Int32 logBase) [0x00000] in <filename unknown>:0 
  at RealismOverhaul.Communications.KerbalismIntegration.GetControlPathItem (CommNet.CommLink link) [0x00000] in <filename unknown>:0 
  at RealismOverhaul.Communications.KerbalismIntegration.GetControlPath (.Vessel v, RealismOverhaul.Communications.AntennaInfo antennaInfo) [0x00000] in <filename unknown>:0 
  at RealismOverhaul.Communications.KerbalismIntegration.GetConnectedAntennaInfo (.Vessel v, RealismOverhaul.Communications.AntennaSpecs vesselSpecs, Boolean transmitting) [0x00000] in <filename unknown>:0 
  at RealismOverhaul.Communications.KerbalismIntegration.GetAntennaInfo (.Vessel v, RealismOverhaul.Communications.AntennaSpecs vesselSpecs, Boolean powered, Boolean transmitting) [0x00000] in <filename unknown>:0 
  at RealismOverhaul.Communications.KerbalismIntegration.HandleCommQuery (System.Object kerbalismAntennaInfo, .Vessel vessel) [0x00000] in <filename unknown>:0 
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
  --- End of inner exception stack trace ---
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at KERBALISM.API+CommInfo.Init (KERBALISM.AntennaInfo antennaInfo, .Vessel pv) [0x00000] in <filename unknown>:0 
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

followed by the RAKerbalismLink (ofc with situation relevant values)

[RAKerbalismLink] Rate: 44.4 Kbps EC: 0.0274  Linked:True  Strength: 1.00  Target: Node: US - Wallops Links=2 : Home  Control  MultiHop  : [+RA] LaunchSiteTrackingStation [1.0 dBi [VHF-Band 150 MHz] [TL:3] BPSK 50.0 Kbps]   [+RA] LaunchSiteTrackingStation [3.0 dBi [UHF-Band 430 MHz] [TL:3] BPSK 50.0 Kbps]   
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

As in many cases the same entries of RAKerbalismLink are following each other it does not seem to occur because of a change of that RAKerbalismLink state.
It likely occurs after a given amount of ticks or frames ...

Full log (still in game):
https://www.dropbox.com/s/cfa2va3v72pouqi/output_log.txt%20and%20stuff%202019-08-08-01.zip?dl=1

Can't control my satellite right after decoupling (RealAntennas, MechJeb and some more)

So, I built this big rocket that is meant to carry multiple smaller communication satellites into orbit, which is a completely original idea and nobody ever in the history of KSP has attempted this before, I'm sure.

The problem I'm having is that everything goes well right up until I decouple one of those satellites. Even though their MechJeb light goes green after decoupling and they have power and the MechJeb case even has its antenna strong enough to easily reach a ground station on its own (without being relayed by the bigger craft or using the extendable antenna), I lose control of it immediately, saying there's no connection to it anymore.

I know this design works, because I already used it almost 1:1 a year or so ago. The only thing that comes to my mind is that I used RemoteTech (I think) the last time I launched one of those CommBarges. So I'm rather sure it's either a problem with RealAntennas or the vanilla game had some changes to it, which require a different approach to those vehicles.

I'd be super grateful for any help, since I really am not in the mood of launching every single CommSat into orbit using its own vehicle (not only because I'm playing in career mode)

Feature Request: Planning altitude manual number entry

Could we please have the ability to enter a number manually on the planning altitude when we enable the # button on the PAW the same as the other RA entries? I often find the current scaling of the slider too high and would rather just type in a specific entry than try to mess around with dragging the slider.

No ground stations are created when running with Kopernikus without the Real Solar System mod

It looks like issue #20 isn't fixed; I'm running the following:

and I'm not getting any ground stations, and I can't transfer any data when I'm on the launch pad. I tried messing around with the config files, but no matter what I try I can't get any ground stations to appear. I tried adding the Real Solar System mod, and with that mod the ground stations do appear.

(And before you ask - my intention is not to run Kopernicus without a planet pack - I want to use the Outer Planets Mod, but that doesn't affect this issue.)

Feature Request: Freq Band Channels

Looking to see if it would be possible to implement separate channels per freq band to segregate and isolate different constellations of spacecraft and associated ground station infrastructure much like the current iteration of CommNet Constellations mod does it, but of course using RA's excellent and more accurate radio performance. I was thinking this would be especially useful for omni-directional antennas in order to prevent everyone from being on the same net.

I was looking at the config files (not the code) and thinking how to do this in the current architecture. For each BandInfo block, maybe add a FreqLow and FreqHigh setting to allow setting the exact frequency range of that band. Maybe keep the current ChannelWidth setting as is, but use it to determine number of available channels per band? So if I take UHF for example from the RO config and use FreqHigh = 480 and FreqLow = 220 then:

Number of channels = (FreqHigh - FreqLow) / ChannelWidth
Number of channels = (480 - 220) / 31.5
Number of channels = 8 (always round down to nearest whole number)

So I could have 8 UHF nets in this example. The user could select the channel much like the power and tech level in the PAW window in the VAB/SPH. You could even then add a new tech level upgrade for frequency agile radios, allowing the user to change frequencies once on orbit.

Obviously this doesn't get into guard bands, actual channel spacing, or anything like that but is just a minimum way to implement channelization of frequency bands.

Missing support for the following antennas

Missing one Squad antenna and the antenna from a couple fairly popular mods that are used with RO and non-RO packs. The recent release of Near Future Exploration looks like some interesting game play with RealAntennas with RSS and planet packs like OPM, etc.

Squad:
Communotron DTS-M1

Near Future Exploration:
AX-30 High-Gain Micro Antenna
AX-4 Pointable Helical Antenna
AX-5 Aerial Micro Antenna
D-2 Spot Antenna
D-50 Large Spot Antenna
DR-1 High gain Antenna
DR-3 Deployable High Gain Antenna
F-DA Direct Antenna Feed
F-RA Relay Antenna Feed
PH-1 Phased Array Antenna Element
PH-2 Phased Array Antenna Element
PH-3 Phased Array Antenna Element
RA-00-2 Micro-Relay Antenna
RA-0-8 Relay Antenna
RA-SB Advanced Relay Antenna
RA-X1 Phased Relay Antenna
RA-X2 Phased Relay Antenna
RA-X3 Phased Relay Antenna
RFL-1 Dish Reflector
RFL-100 Giant Dish Reflector
RFL-2 Medium Dish Reflector
RFL-2000 Dish Reflector Array
RFL-3 Dish Reflector Array
RFL-50 Large Dish Reflector

ReStock Plus
Communotron DTS-J1
Communotron HG-61
HG-20 High Gain Antenna

JX2Antenna
JU1 Medium Deployable Antenna
JW1 Medium Deployable Antenna
JX2 Large Deployable Antenna

No connection between vessel and relays

I am not sure if I just don't understand how it works or if this is a bug, but relaying is not always working for me.

I have a vessel in a 200km orbit around earth with an omni antenna that can transmit and receive on S-band at 288.6 Kbps at 100Mm. https://i.imgur.com/XL2XY5r.png

I have 4 relay satellites in a geostationary orbit (35793km) with a dish pointed at earth that can transmit and receive on S-band at 288.6 Kbps at 100Mm. https://i.imgur.com/UdepFHb.png

The relay satellites cover earth completely: https://i.imgur.com/1XdaI37.png

Still the vessel is regularly disconnected (from earth based dsn's) and never connects through the relays. Why is that?

Kerbinside Support

Is there a Real Antennas Config file for KerbinSide anywhere? If not is there any plan to make one?

Ksp stuck on " Loading part upgrades"

I have noticed that after using KSP burst with real antennas, the game does not load at all. It gets stuck on "loading part upgrades" . As mentioned by principia author here - " Since 1.12 the mods that have DLLs with an empty "File Version" will fail to load and the game will be stuck on "loading part upgrades". "

So I think u have to do this. I have double checked kspburst is causing it to get stuck. You can refer to the whole discussion Here

No commnet at launchpad

I started a science mode game. I have extra ground stations turned off and I'm using the Simplex Tech Tree. I put a probe on the launchpad and I have no connection to commnet. Is this expected?

ETA: This also happens with extra ground stations enabled as well as in career mode. Adding an antenna to the probe (only one available at the start) only adds a second antenna that also can't connect to commnet. Are unmanned-first games impossible with this mod?

ETA: Further research reveals there are NO ground stations, even at KSC. I really don't know what to make of this.

Antennas draining too much power.

I don't if this is really an issue but i couldn't find any answer and i don't know where else to write this. Problem is i'm using real antennas and realism overhaul, i'm also new and just trying to build a sounding rocket, but my electric power goes to zero after approximately 20 seconds later. When i disable the antennas there is no problem. I tried using lower transmit powers, switched frequencies but nothing helped. I don't even now if this is what supposed to be and i'm doing it completely wrong. I really be thankful to any help.

Feature Request: Occlude DSN icons on opposite side

Currently ground stations on the opposite side of view are not occluded, but rather lightly subdued. When adding more tracking stations this can lead to a large amount of icons cluttering the view. Please consider adding an option to make the unseen station icons disappear from from when rotating the planet in map view.

No GroundStations when using Kopernikus in 1.8 (without RSS mod)

Hi! Amazing mod! thanks!!
I have been waiting for an 1.8 release (using the pre-release version atm) along with Kopernikus for 1.8. All installed via CKAN. I don't have RSS and I see you have a RealAntennas config for RSS when using Kopernikus, but is there a Real Antennas config for when using Kopernikus with the stock solar system? Currently when I use it with the Stock solar system *aka just intall Kopernikus mod for the EVA footprints, I don't seem to have any Ground Stations on Kerbin.

Crash-to-Desktop on separating KCT-recovered craft

Undocking the final stage of my craft - even on the pad - seems to kick out an integer overflow exception in RealAntennas.RealAntennaDigital.BestPeerModulator. Noticed I had v1.3 installed that CKAN never tried to upgrade. Using v2.1 I get the same behaviour, but no indication in the log of the crash so only included the v1.3 mod log.

Logs here.

Occurs consistently with this craft, though re-assembling it from scratch does not seem to cause the issue. Craft has previously been recovered with KCT/RO.

"incompatible with this version of ksp"

tried with RA 2.0 and RA 2.1 and says the dll file is incompatible. I am running ksp 1.10.1 on a mac.

[LOG 09:40:28.318] ******* Log Initiated for Kerbal Space Program - 1.10.1.2939 (OSXPlayer) en-us *******
Kerbal Space Program - 1.10.1.2939 (OSXPlayer) en-us

OS: Mac OS X 10.13.6
CPU: Intel(R) Core(TM) i7 CPU 860 @ 2.80GHz (8)
RAM: 16384
GPU: ATI Radeon HD 4850 OpenGL Engine (512MB)
SM: 45 (OpenGL 3.3 ATI-10.4.14)
RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, BGRA32, RGB111110Float, RG32, RG16, BGRA10101010_XR, BGR101010_XR, R16

"[LOG 09:40:36.587] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs:
RealAntennas 2.1.0.0 GameData/RealAntennas/Plugins/RealAntennas.dll"

Cone opacity/circle slider settings not saved

Observed behavior

The cone circles and opacity can be changed using a slider provided by the config window. However, when the current vessel is left (to another vessel or KSC), that setting is lost.

Expected behavior

Configurations specified inside a "config window" persist globally (or, if specified as vessel-specific, persist for later loads of the current vessel).

Steps to reproduce

Go to tracking station
Open RA config window
Change opacity slider and circle slider
Exit to KSC
Reenter tracking station
Observe opacity and cone settings are back to defaults

No Science Awarded After Transmission (Non-Kerbalism install)

Bug: After experiment transmission completes, no science gets awarded.

This can happen in RealAntennas running without Kerbalism. The issue exists in stock KSP, and stems from a combination of low packet size and packet interval settings typical in RA. The sizes are relatively low because the stock science unit is a "Mit" (canonically a Megabit), and I wanted RA to be responsive in updating the stock transmission completion status, so it defaults to a lower packet interval.

I cannot always duplicate this on my PC. Until I can get a proper resolution, there are a couple configuration dials that you can tune, found in RealAntennas' difficulty settings. "Default packet interval" is a value you can dial from 0.1 to 10. Coming up, there will also be something along the lines of "Rescale transmission rate for stock science" which is also a temporary measure that, effectively, lets you just scale your data rate. You probably need to cause a scene change for the new settings to take effect.

You can help me by tuning those fields and finding combinations which do not award science versus combinations that do. A few players have found that setting the packet interval value to 5 has resolved the issue for them. This is before the other rescaling feature will go in, so results may vary. Also relevant is your data rate; I need to get the tooltip to display that.

Long term, if I can properly identify what the threshold is that causes transmission to "complete" without registering, I will try to dynamically adjust the interval value so that does not happen.

Antennas on loaded sub-assemblies will have a broken planner

Title. I stored a satellite as a sub-assembly and, when I loaded it back in the VAB, the antenna planner stopped working. Regardless of the setup (band, transmit power, tech level, target...), the bitrate remains at zero. Not sure if this actually affects comms or if it's just an UI problem.

Note that, if you replace the antenna on the sub-assembly with a similar "new" part, it will start working again.

Versions
KSP - 1.10
RealAntennas - 2.0.0

RO/RP-1 S-band Avalible at T-0

Hi
I don't know if this is a configuration made by real antenna or if it's made by Ro/RP, but I thought I'd try to post here first. Basically new carrer mode save, I have S-band unlocked from the very start, which is apparently a very modern way of data transmission, I also have VHF and UHF.

Tracking Center Upgrade?

I am currently on a play-through with RP-1 and Kerbalism. If I understand correctly, with RealAntennas the communication range is solely determined by the antenna(s) installed on spacecrafts? I didn't find anything in the wiki explaining how would tracking center upgrades affect the communication performance.

BTW, this mod is simply awesome. Thanks!

This mod breaks stock missions and tutorials

I'm not sure if this is even relevant, but when I installed this, it broke stock scenarios, missions, and tutorials by not applying the patches to existing vessels in those save games.

Patching order for newComms patch compatibility

To have your patches be compatible with my newComms patches which also have to obey some MM logic I suggest that you change at least the following:

GameData/RealAntennas/RealAntennas.cfg
line 168
AFTER[RealismOverhaul] -> AFTER[zzzRealismOverhaul]

Feature request: Add ability to point antenna in arbitrary directions

Reference the long conversation on Kerbalism Discord about enabling antenna to have multiple targets, here's an alternate suggestion: Allow the high gain antenna to be set to a fixed direction relative to the surface.

I can't think of any situation where you'd want to do this other than from the surface of a body, so I'm restricting the request to that.

What I imagine it being like: As well as being able to set targets that include vessels, bodies and tracking stations, have another option to enter a bearing and elevation. e.g.:
bearing 0, elevation, 90 - straight away from the body.
bearing 270, elevation, 30 - pointing West, 30 degrees above parallel to the (idealised flat) surface.

These antennae would then point out into space at a fixed angle relative to the surface, and connect to anything that happens to be in their beam.

My first thought on how to implement: Create a target point off in the distance that is in the direction that was specified, and then handle everything the same from there. The distance of the target point will affect the map UI, so that could be a third parameter in the pointing UI, but as far as I can tell from PointingLoss(), that would just be a cosmetic thing.

The tricky part is that something would need to update the 'target point' as the body they're in the SOI of, rotates.

Losing communication and insufficient avionics after ~30Mm away from Earth?

I've tried multiple variations, but no matter what I do whenever I leave about 30Mm from Earth in RSS I get a notification saying that I have "insufficient avionics (0.000 T/5.000T)" (or something like that) and I can no longer toggle SAS. RCS works, but only in vertical translation (H-key). Furthermore, Mechjeb's SmartASS doesn't move the craft, I still have green communication with Earth's groundstations, my batteries onboard still have charge, I have multiple antennas, and my power is at 60. However, regardless of everything, whenever I pass about 30Mm it shuts down my avionics and SAS. When I do get back within about 30Mm though everything works ok again.

This issue persists even when I have a procedural avionics package and a regular avionics package well over my craft's mass. To test, I put a 200T avionics package on my ~4T craft and it still shut down outside that range.

typo in NFE_CAE_RTREDEV.cfg

I noticed by chance 4 typos of the form

@PART[RTGigaDish2]:HAS[!MODULE[ModuleRealAntenna]]:FOR[RealAntennas]:NEEDS[!RealismOverhaul}

Note the winged bracket at the end. The parts affected are C5+ RelayTech One and C3+ Relay Antenna RA-7. I didn't check if this has any influence on the game itself, but the MM doesn't seem to have any complaints...

Some NFE antennas not receiving RA configs - broken cfg at line 108/115, see comment

Observed Behavior

The NFE_CAE_RTREDEV.cfg file seems to have configs for 100% of the following antennas, however, only about half of them work in-game.

AX-4 Pointable Helical Antenna - OK
AX-5 Aerial Micro-Antenna - OK
AX-30 High Gain Micro-Antenna - OK
D0-2 Spot Antenna - missing RealAntennas in-game
DR-1 High Gain Antenna - missing RealAntennas in-game
DR-3 Deployable High Gain Antenna - OK
F-DA Direct Antenna Feed - missing RealAntennas in-game
F-RA Relay Antenna Feed - missing RealAntennas in-game
PH-1 Phased Array Antenna Element - missing RealAntennas in-game
PH-2 Phased Array Antenna Element - missing RealAntennas in-game
RA-00-2 Micro-Relay Antenna - missing RealAntennas in-game
RA-0-8 Relay Antenna - OK
RA-X1 Phased Relay Antenna - OK
RFL-1 Dish Reflector - OK

Expected behavior

All the antennas listed in RA's compatibility cfg end up with RealAntennas functionality in-game.

Other information

I spot-checked several of the broken parts to make sure the names used by NFE matched those in the NFE_CAE_RTREDEV.cfg, and both seemed to agree.

Versions

KSP 1.11.2 with all DLC
RealAntennas 2.0
NearFutureExploration 1.1.1
(all are the most current on CKAN)

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