#CommNext
1 messages Ā· Page 3 of 1
Could this be the sort of bug that only manifests on a game that has been updated continuously?
Like say dolphin has only updated their install from 0.1.0
I can't really see how
Me neither.. really baffled here
so are you not able to reproduce it for the already launched vehicles? Or are you saying you can't do it on new vehicles?
I had used the previous release so it isn't that
I meant like, if you had downloaded the game during 0.1.0, and have only updated it since then
basically, never done a clean install
this causes bugs in certain games
I mean I can't say with 100% certainty that it's impossible, but it sounds extremely unlikely
I think I downloaded the game at 0.5.0. It was the last feature release without their bug fixes
0.1.5 you mean?
what is current version?
0.2.1
yeah, so I downloaded 0.2.0
and then we got a bug fix 0.2.1
I tried with your savegame, and it works, then I tried launching the same vessel multiple times, and it works, so I'm stuck without being able to reproduce it and this thing makes me mad
So you tried with the same two vessels I had in my screenshots?
ok, then let me look to see if there is something weird on my side
yeah, I have some custom stuff, though... I want to see what happens if I disable it
Now I can't reproduce it either.
I'm not sure I ever reproduced it after loading
What I mean is I might have been running for the first time since the upgrade (so the modules didn't have some of the new attributes)
so it might have been a transient thing that gets resolved permanently
when you do a reload
Oh, well, it's really weird, but I'm happy you can play without it š
yeah, me too!
sorry to make you run on a wild goose chase. I should have tried reloading
I should've asked this before, the good ol' reboot
Well enough for today, I'm happy that the release landed, these days I'll fix the bugs and see what's coming next; I'm thinking mainly about Bands customization, better guides, relay combos and things like that
@thin mauve you should add a custom DSN module that other parts mods can use, so like #1211027331922268250 for example could have a command center part with a large satellite dish, and use that to control probes and rovers nearby without a relay
And itd be really cool in that case that if science went to one of these custom DSNs, they'd be stored on the craft hosting the DSN rather than transmitted back to the KSC
Hmm , so the bands are not working rn right ?
They are working, what is your issue?
Itās harder than expected, but Iām thinking I can add it in an easier way with an āinvisibleā connection to KSC which is always valid, hoping this doesnāt break too many things
The bands selection is syncronise across all vessels
cant change one without every other changing
@left obsidian Dolphin had the same issue, did you try to save your game, exit KSP and reload?
?
Wait do i have to rstart the game for each satlites ?
Should only be needed once after you updated to 0.6.0
My Orbital Survey Sat's should be not connected to anything right now , as i set them in S band , and no other satelite is Omni band or S band
But you can see in the video that in the vessel comms report that the sats are shown as X band sat , but in their part managers it shows the S bands as i set them to do
@left obsidian every command module has a 200Mm antenna integrated; you can see that in the bottom part of the comms report, which shows the 200Mm range for X band
You should be able to change it through the command module in PAM, let me know
What does it say in comms report for the vessel with the two S band?
.
So I have been thinking about bands and I am not sure they enable me to build the network I want currently. What I am trying to achieve is to build a backbone tier-1 network that gets connectivity only from other tier-1 networked nodes. Then on top of that network have some tier-2 repeaters which provide regional coverage for a given planet. In Jool, there may be tier-3 repeaters which provide local connectivity to a moon.
What I want is any path between two tier-1 nodes should be exclusively on through tier-1 nodes and not get routed through tier-2 nodes. Any path between two tier-2 nodes can include intermediary tier-1 or tier-2 nodes. Any path between two tier-3 nodes can include tier-1, tier-2 or tier-3 nodes. Vessels that don't repeat might be considered tier-4 nodes.
I tried to implement tiers by assigning tiers a band, but this doesn't work. When using a best path mode of "nearest relay", I can't prevent it from routing connections between the northern Jool polar sat to go to a regional sat, then to a local sat, then to another regional sat and finally to the sothern Jool polar sat. Using a best path mode of "shortest to ksc" is a little better, but I don't think the bands are buying me much here as far as prioritizing the back-bone network.
Here's some different possibilities that would help. Only one would be needed to fix my issue:
- Instead of having a "secondary" band, if we can have an "uplink" band where the satellite gets incoming (closer to KSC) connections that would be perfect.
- If we can't do that, if we can have some kind of new best path mode that takes into account minimizing the use of some bands, that would be good too. You could rank the bands and this method would try to find a path to KSC that tried to maximize the minimum rank used.
- If we can't do either of these, then adding a "minimum # of hops to KSC" option for best path would help. That wouldn't be ideal, but it would get rid of the worst problems.
As I said, the vessel shows the X band because itās the band used by the Command Pod; double check in the PAM under the Command part, not under the communotron, and youāll probably see the X band
ohh. ok
By default every command pod has a small 200Mm antenna even in stock
so in that range itāll try to use that (since bands are tried in order)
Thanks for the detailed report, this use case is what Iād like to support primarily so we definitely need to change something
Do you think the Uplink band would be enough?
Iām worried about the relay to relay connection
Hmmmm... I'm not sure now that you say it
it should be something āthis band or higherā
yeah that would be better
so we still need some kind of ranking for the bands
I think that sounds perfect! Then we don't even need the secondary necessarily
That would require an UI to sort them, even if Iām worried this could be hard to grasp
I wonder if instead of bands you might want a numeric or straight alphabet system so it is more clear which ones take precedence.
or...
just make it clear in docs what the order is (but make it either increasing or decreasing in the dropdown)
I don't think you have to let the user sort it, just have an order defined
@left obsidian anyway I think I messed up the command pod bands they should be 5K, Iāll fix it
Do where you are drawing inspiration from for the band names have an order that would signify which one is longer range?
If so, I'd make that the highest priority (even if the range in your mod isn't tied to it)
Technically higher bands should provide wider range (like X for closer to earth or K/Ka for deeper space)
Like they should already be tiered in the current order
Just booting up the game so I can look at the bands
Isn't the difference between K/Ka that one is for deep space and the other is for near earth
ok so we currently have X, S, K, Ka, & V.
so this could work:
V gets uplink from only V.
Ka gets uplink from either V or Ka
K gets uplink from V, Ka or K
etc
That would be perfect for my use case
Are there other use cases we should be considering?
Yes but I did like to have K & Ka near haha
š
This kind of hierarchy is nice for some cases , but the current one is good for some other cases too
We could also have outbound and inbound bands (instead of primary and secondary) for relays
and then if you want multiple bands you need multiple antennas for either outbound or inbound
I'd be ok with that
wont that be to complicated?
we already have that level of complicated (up to two bands per antenna) now
It's already a lot
I don't see how it's any more complex
the secondary right now is just a shortcut for multiple antennas iāll probably just remove it anyway
it's a bit more constrained but the use case for them is made more obvious right now
Maybe one band per antenna and you can choose whether it is outgoing or incoming. Most antennas / integrated antennas are incoming only (so it doesn't repeat.) Adding an outbound antenna (has to be certain ones) makes a repeater.
So repeaters / relays have to have multiple antennas
Mh like that a relay by itself is useless
seems easier that only relays have an outbound too
so if you want to output multiple bands you put multiple dish antennas
but by itself a single relay do that, relays incoming band to outgoing band
so go back to some antennas have an outbound and inbound band, (maybe inbound defaults to outband or vice versa) and you only need more than one if you want to do something hierarchical like I am trying
Well itās even better, normal antennas have only one band (incoming) and this seems natural; while relays have two (incoming and outgoing), making it clearer
yeah
sounds cool
and if you don't want to relay, just set outbound to none
and sounds like hey letās mess up with the algorithm again
so you don't even need the toggle
the only thing Iām worried is how to handle the ranges
Iād probably just use the max between inbound & outbound
Seems hard to reason about inbound ranges & outbound ranges
Gosh they were right saying that Comms are hard to visualize š
I'm not personally worried about ranges, but I'd expect that it would filter based on which antenna was being used for the connection. But if it simplifies things I think it would be fine to have the max range for the whole vessel set to the best antenna
Well wait isnāt it sufficient to say for each relay to disable outbound, while having only band selected?
no wait, disable inbound sorry
disable outbound would work
Is it possible that command pod antena is ignored when the vessel have other antennas ?
like:
- RA-100 Ka
- RA-15 X, only outbound
whatās the issue?
canāt you just disable the transmitter?
This , we dont need the command pod's antena to work if we have other antenas
I think Unknow wants to be able to disable the command pod antenna. Can't you just set the band to what your antenna is using?
Oh i thought antennas could be disabled. Iāll add a way to disable Modulators anyway
@thin mauve one thing I noticed was that if a command pod on a relay is close enough, it can provide service through the band listed there. I think that kind of thing will go away if we have a directional component to things
So... one way would be to say all antennas could have one band associated with them. They always can get service on that band. If the "is relay" is checked, it can also provide service to others on that band.
and "is relay" is only allowed on certain antennas
you already have the UI for this now, but you would need to change some of the logic under the covers to understand direction
the problem is that you need to limit inbound connections, not outbound
I think, at least
I get confused by inbound and outbound. I need to limit providing service to other nodes. But I want to be able to get service for myself (go towards KSC) from any of my choices
at least that is how I think of it... if you think we need it the other way maybe we need an outbound/inbound/both toggle?
Letās suppose i want Tier 1 (kerbolar), Tier 2 (Planetary), Tier 3 (Moon / Local)
that's exactly what I want!
So then my tier 1 sats should only be able to get it from other tier 1
but tier 2 can get it from tier 1 or tier 2
but we want tier 1 near Kerbin to get connection from tier 2
because itās like
3ā2ā1āāā1ā2ā3
I had planned to make my geosync sat above KSC tier 1
Sounds reasonable
so 2 gets from 1 or 2, 3 from 1,2, 3, and so on
So i want (the other way) that
- 1 provides signal to 1,2,3 but gets only from 1
- 2 provides signal to 2,3 and gets from 1,2
- 3 provides signal to 3, and gets from 1,2,3
not sure if this is right
that's the same thing, just written a different way
it depends on whether you are saying "gets service from" or "provides service to"
yep the problem is that it implies you want to configure both things
I want to get service (go towards KSC) with any of my choices, but I want to provide service (go away from KSC) with only specific bands
oh wait I wrote that wrong
hmmm... now I'm confused, let me think! š
So my tier 1 sats will only have the top tier band, let's say V
My second tier sats will provide service for Ka, but I would be ok with them getting service from either Ka or V. So I'll have one antenna that is set to Ka with relay on, and the other set to V with relay off.
My third tier sats would probably only need two antennas, a K (for relay) and a Ka (for non-relay). If I really wanted them to also be able to hit the tier 1 sats directly, I could give it a third antenna on V (non-relay)
so in this, tier 3 connections are K, tier 2 is Ka, and tier 1 is V.
but as long as we can turn off relay on an antenna basis (I think the UI allows this but I think under the covers it is currently vessel based) I think I'd be great
What I like about this is that it uses the same interface you have, you could even remove the secondary to simplify things, and we get the cool coloring showing different colors for the different bands. And there isn't really any reason that one band needs to be a higher tier, so people can choose how they want to use each band. The thing my use case assumes is that I don't mind getting service from any of my antennas. I did that only because I can just make sure that my backbone only has the one antenna.
It is one way of thinking, but a more flexible way could be to have both "provides KSC connectivity to" and "receives KSC connectivity from" or "both" for each antenna. Then if someone wants to think by restricting either they can.
So that would just mean each antenna that can currently relay would have a dropdown with those three choices and a band. Multiple bands could require multiple antennas. You could build anything with that. Non repeating antennas would implicitly only be "receives KSC connectivity from"
(I'm just throwing ideas around... feel free to take or leave what sits right with you!
Thanks for all the brainstorming @brazen oasis ! Iāll sleep on it and Iāll think on how to tackle this
Iāll share here some pre-releases maybe so it would be easier
Wait if ''1'' is used for interplanetary coms , you say it can give signal to anything else ? like comsat in other moons to crafts on the ground of kerbin ?
I would think 1 ''tier'' could only comunicate to the 1 or 2 other tier next to it
A hierarchy like this (ksc being an exception)
I don't know if it's just me being dumb but I have such a hard time vizualizing distances
Well I guess I just have to put a relay in orbit and see lol
so just to make sure I got this right. Kerbin's orbit is 34GM so slightly less than RA-15 (35.7GM)
YES. Check out my big brain
Yeah, I think that's probably right. So I would implement that by having a tier 1 band (perhaps 'V') and having the tier 1 sats only have that band. Tier 2 sats (the orange ones) would have an antenna to receive service on band V, but would provide service and the tier2 band (perhaps Ka). They would do that by only having relaying on for the Ka band. Then the tier 3 sats would have the ability to receive service on Ka, but would only provide service on the tier 3 band, maybe K.
You are right that KSC is a special case. We can't control what band KSC provides, but I would plan to park a tier 1 sat in geosync orbit above it which only receives and relays on the tier1 band, V.
Here's a picture for visualization. It's pretty crude:
This is a little different from Unknow's picture in that I put KSC at top
Also I colored the nodes and the bands connecting them
red=tier1, purple=tier2, yellow=tier3
1 Red / Planet ? then some sub sats for each moon et the planet (pink) . And some sats to provide connection to the hole body (yellow), connecting to the things on the ground
I'm putting 1 or 2 reds per planet in polar orbits
then I'm putting 3 purples in eq orbits
and that's it for non-Jool
for Jool, I'm putting yellows for moons since it is so big and I want continuous coverage
yeah
not only jool
now that you mention it I already have them for Mun and Minmus
(and tbh i'haven't been to jool yet )
Not since for science
and have never been on Jool's moons
it's a mini solar system
This is going to create one amazing bad ass visual aesthetic of a developed system. I can't wait to see screen shots when it's working with truncated relay systems
Thats possible, if we could figure out that one shaderā¢ļø
One Shader To Rule Them All
This is mine currently
high inclinations one are survey sats that have S band (blue) and all others are commsat or landed crafts
Makes more sense that all relays launching omni direction broadcasts to every other potential relay, just bc.
I was envisioning a system recirver with each body having a geosynchronous catcher with 3 polar relays for coverage. (4 depending on size & SOI)
I liked thag demonstration video
This mod threw me a curveball I didn't expect
I'm trying to land on EVE and had the lander and a relay that doesn't enter the atmosphere. I can't slow it down to enter orbit but it should be in range for long enough to transmit the data from the lander
well.. now I also have to worry about Eve not getting in the way
yeah, my first trip to a given planet is a one way trip that can break up into 4 satellites: a long distance relay with an RA-100 that goes into a polar orbit, three smaller sats that provide coverage on any side of the planet in eq orbits, and a surveying sat that scans the planet using the awesome Orbital Survey mod. I wait to send additional vessels to land manned or otherwise until the comm network is in place and orbital surveys should be done by the time it arrives.
If this curveball isn't fun, you can temporarily uninstall the CommNext mod while you land. I've uninstalled it without having trouble. Next time you'll know what you need to plan for!
It took me like 2 hours worth of retries but I managed it lol
it should be enough to just disable it in the mod list (as opposed to uninstalling)
sometimes an unexpected extra difficulty actually makes it more fun
I always do this stupid thing where I don't have any sort of thrusters on the probe itself, only on the relay
so I have to initially have the trajectory dip into the atmosphere and then after releasing the probe burn to raise the periaphsis of the relay
oh yeah, time just flew by
@thin mauve
Is this related with CommNext right?
[Error :SpaceWarp.Preload] An error occurred while processing C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program 2\BepInEx\plugins\CommNext\swinfo.json:
System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid.
at Mono.Cecil.PE.ImageReader.ReadOptionalHeaders (System.UInt16& subsystem, System.UInt16& dll_characteristics) [0x000bb] in <6034b380a22b41a596c9dc29d282c0a9>:0
at Mono.Cecil.PE.ImageReader.ReadImage () [0x0008b] in <6034b380a22b41a596c9dc29d282c0a9>:0
at Mono.Cecil.PE.ImageReader.ReadImage (Mono.Disposable`1[T] stream, System.String file_name) [0x00007] in <6034b380a22b41a596c9dc29d282c0a9>:0
at Mono.Cecil.ModuleDefinition.ReadModule (Mono.Disposable`1[T] stream, System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00006] in <6034b380a22b41a596c9dc29d282c0a9>:0
at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x0006c] in <6034b380a22b41a596c9dc29d282c0a9>:0
at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00007] in <6034b380a22b41a596c9dc29d282c0a9>:0
at Mono.Cecil.AssemblyDefinition.ReadAssembly (System.String fileName) [0x00000] in <6034b380a22b41a596c9dc29d282c0a9>:0
at SpaceWarp.Preload.Entrypoint.AddPatchersFromDLL (System.String dllPath) [0x00000] in <fe2d3168a98c4667b4e41ce3bb5c7096>:0
at SpaceWarp.Preload.Entrypoint.AddEnabledPatchers () [0x00084] in <fe2d3168a98c4667b4e41ce3bb5c7096>:0
And right after it I have another one, but not sure if is related:
[Info :SpaceWarp.Preload] Found patcher: PremonitionEntrypoint
[Error :Premonition.SpaceWarp] System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid.
at Mono.Cecil.PE.ImageReader.ReadOptionalHeaders (System.UInt16& subsystem, System.UInt16& dll_characteristics) [0x000bb] in <6034b380a22b41a596c9dc29d282c0a9>:0
at Mono.Cecil.PE.ImageReader.ReadImage () [0x0008b] in <6034b380a22b41a596c9dc29d282c0a9>:0
at Mono.Cecil.PE.ImageReader.ReadImage (Mono.Disposable`1[T] stream, System.String file_name) [0x00007] in <6034b380a22b41a596c9dc29d282c0a9>:0
at Mono.Cecil.ModuleDefinition.ReadModule (Mono.Disposable`1[T] stream, System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00006] in <6034b380a22b41a596c9dc29d282c0a9>:0
at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x0006c] in <6034b380a22b41a596c9dc29d282c0a9>:0
at Mono.Cecil.AssemblyDefinition.ReadAssembly (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <6034b380a22b41a596c9dc29d282c0a9>:0
at Premonition.Core.PremonitionManager.ReadAssembly (System.String dllPath) [0x00012] in <1d2b1097beed4eee9deee82d5f202192>:0
at Premonition.SpaceWarp.SpaceWarpPremonitionManager.Read (System.String dll) [0x00000] in <43e7c0a1021442deaf6255dba448e3b8>:0
at Premonition.SpaceWarp.PremonitionEntrypoint..ctor () [0x000cb] in <43e7c0a1021442deaf6255dba448e3b8>:0
Yup, nothing to worry about
So, in the end I've found the issues and, even it's really obvious, it's related to background EC processing, which isn't enabled by default on vessels. In my case it was working since Orbital Survey was kicking in and updating the EC consumption values
Now I'm wondering if there's a way to "activate" it without consuming EC
or should we
Well, messing up with it and I think I'll add actual EC consumption for relays. If someone doesn't like this, it could always be toggled in settings
Like 1.0 EC/s per RA2, 2EC/s per RA15 and 5 EC/s per RA100
Well, it's hard right now since performance drop is a.. very big issue
Discover one simple trick game devs don't want you to know
Did you try it and notice performance drop, or are you just concerned about the possibility
Tried it
9fps ;_;
Huh?
(with the @brazen oasis savegame; a lot of vessel for sure)
Ah so resource consumption is that bad
Did you try it on the benchmark save I gave you?
Nope, I'm trying on the Dolphin one since it has all the network already set up with bands & ecc.
What was your fps on that save prior to the change
trying to double check it
and then all my FPS monitor tools died
Ok, it's 10fps with or without CommNext background processing
If it was my save and the low FPS was during timewarp, it was probably Orbital Survey. I think I had some scanning being done. That's intensive and affects performance, but there's a good reason -- the mod has to figure out which pixels to mark as scanned, and that involves calculating not only the frames of the warp but the ones in-between frames. I forget if I had scans active when I sent you the save, but if I did it is definitely noticeable
If you want to use the save but without orbital survey, just disable that mod temporarily
yeah thats what I thought
My own testing of the patches has made me believe that the electric charge background processing has minimal performance impact
I released a v0.7.0 with the EC background processing & some small fixes to the ranges; let me know if it works or if you find any issue with performance (or anything else.. first time adding background processing!)
I'll wait for it to show up on CKAN and then try it out. (It takes a little while to be visible there after a publish)
I'm working on the bands direction (in/out) update too, but I preferred to split releases
too many things to try š
I'm looking forward to the bands direction update!
I played using your new release, and everything worked great! I'm going to need to upgrade some power for my RA-100s in Jool, but that's fair... I think I'll use the smallest reactor from TNO, maybe stashed in a cargo bay.
Thanks for the update!
This probably isn't a bug, but a feature request. I'd personally consider it lower priority to some other things I know you are working on like directionality.
Once in a while I see the following message:
It usually happens when I am in high warp. However, my current vessel should (and seems to continue to based on other indicators) have comnet connectivity. It's a probe, and when I quickly pause the game during warp it still shows me as having full control. I had the map view with comnet open, and I see a connection for the current vessel.
I suspect that this message is for some other vessel than the active one. If that is the case, I have a request but don't know if it is possible in a mod because I think the message above is generated by the stock game. It would be helpful in the above message to have the vessel name in the message if it isn't the active vessel.
If that's not possible, maybe a screen somewhere to quickly find which vessels lack comnet connectivity?
It should be for the current vessel if it says āyoursā. Iād like to add a debounce system since it could be just spam if itās checked continuously
@thin mauve hey I'd thought I ask too because I'm not sure if this is an issue with CommNext or not but when I try to transmit science from Orbital Survey it just doesn't do anything sometimes
I haven't tried to do it with normal science yet
but I'd thought I would throw it out there
Iāve had similar reports, but with normal experiments
If you have a save game could you send it to me?
I think it has something to do with a lot of time warp
Thanks for the hint
because thats when it occurs or after a comm loss / power loss
I didnāt touch the science transmission part, but I suppose thereās something that goes out of sync
I also had an instance where it would transmit but drop my frames to 1FPS
idk I'm running a lot of mods so take what I say with a grain of salt
it could be one of the other mods doing that stuff
@thin mauve are you open to pull requests?
I'd be open to looking at the code and contributing if so
for sure!
if youād like to however Iād like to discuss it before, just to be sure weāre on track
It would be nice to be able to turn on/off relays (or sleep while in warp) as clearly we are not using them. As they suck up a lot of juice.
Example:
Probe has a relay & direct antenna, relay is only powered when probe is used as a relay (if itās the only antenna on board then when transmitting). Direct uses power only when itās transmitting.
Aka: transmitting costs power, receiving is free (or very low EC).
So each command uses power, transmitting science uses a lot of power, relaying science or commands uses power.
If there is a kerbal onboard (command) then only science uses power because commands come from Kerbals.
Receiving definitely should use power, though perhaps not as much. I would expect the power needed for command is whatever the probe core or capsule requires. I think the increased power usage during transmission is accounted for at the origin point, but it would be interesting to see it also accounted for at relays.
Less power for standby for sure unless itās actively doing something.
Sure, and if your expected duty cycle is some fraction of 1, then during the Standby time the batteries can be accumulating charge to use during the On time, but that may require a lot more management of craft that are not in focus than we have now.
That may be a level of realism that would be hard to accomplish.
Yup the issue is always with background power consumption; tracking the āusedā relays during transmission would be so heavy on cpu
Hello. I need some help please.
I have this probe on the Mun, connected to the KSC using Relay Sat in orbit. But I can't transmit science. All the antennas are set in X-band.
Also, I don't understand why the arrows in the communication line are going from orbit to ground. Shouldn't be the opposite?
Hi @hoary mango ! Iāve seen some reports about this issue before. Could you send to me the savegame? Iāll try to give it a look
The lines are always drawing the āsignal receptionā not the transmission, so itās normal if I got the question correctly
Thanks. I sent you a message with the files
have you tried turning it on it's side?
No. What's difference would it make? I have connection so it's weird I can't transmit science
It was a joke about the intuitive machines lander lol
That is a stock KSP bug I think, I encountered it a few times
basically it happens when you lose and then regain contact
I fixed it by reloading before losing contact and trying again until it didn't occur
Aaaaah ok. Sorry I didn't get the joke š
Halo guys
Hello
If like me you have trouble planning your missions with the constraints of antennas, here is a map of all ranges