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Thread: Wire Directional Radios!

  1. #551
    Inactive wokkel is on a distinguished road wokkel's Avatar
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    Default Re: Wire Directional Radios!

    I figured out by reading this entire topic that you have to hook up life support but how do you aim them and is the best wattage and frequency??

  2. #552
    Lurker rhx123 is on a distinguished road rhx123's Avatar
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    Default Re: Wire Directional Radios!

    This appears to be broken in the Wire Extras svn

  3. #553
    Lurker lucasmontec is on a distinguished road lucasmontec's Avatar
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    Default Re: Wire Directional Radios!

    broken in wire extras svn...


    Calling MakeRadioSystems1

    Calling MakeRadioSystems3

    entities/base_rs_entity/init.lua:31: attempt to call field 'AddResource' (a nil value)
    Last edited by lucasmontec; 10-24-2009 at 04:33 PM.

  4. #554
    Bug Buster

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    Default Re: Wire Directional Radios!

    looks like an addon conflict
    and a bloody likely one at that
    someone thought it's a good idea to make a global var named "RD"
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

    Lífið læðist lúmskt áfram

  5. #555
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    Default Re: Wire Directional Radios!

    fixed it, I think
    "It's easy to win forgiveness for being wrong; being right is what gets you into real trouble." - Bjarne Stroustrup

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  6. #556
    Wirererer philxyz is on a distinguished road philxyz's Avatar
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    Default Re: Wire Directional Radios!

    Hopefully it hasn't broken. I'm still here but I don't have a lot of time to maintain it.

    If there are tiny problems that occur I can probably fix them as and when providing I remember my svn commit password heh heh :S .

  7. #557
    Wire Noob tsmelinda is on a distinguished road tsmelinda's Avatar
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    Default

    If you want a tower section i recommend downloading the "rails" addon from garrysmod.org
    they are originally for making the ball roller coaster things but the straight sections make great tower sections

    ANyways

    a tutorial for this would be nice, i cant get it to work...

    What gate do we wire to and so on?

    Quote Originally Posted by philxyz View Post
    To avoid getting to complicated, I've decided to go for a 1 to 1 mapping between

    Transmitter -> Antenna

    Antenna -> Receiver


    Of course, normally,

    Case 1) Multiple transmitters sharing one transmit antenna...

    Case 2) One transmitter outputting to multiple antennae...

    Case 3) Multiple antennae could input to one receiver box

    Case 4) One antenna could split out to multiple receiver boxes

    ..But then it gets mega - mega complicated and more laggy to work out. The simple solution above, solves these cases in the following ways:

    Case 1) Each transmitter will have 8 channels. If you really need more than 8 channels then just add another transmitter with its own antenna on a different frequency.

    Case 2) If you want to send signals in multiple directions from one transmitter, just use a separate transmitter and antenna combo for each direction. The frequency can be the same so long as you're directing the beams off at different angles from the centre.

    Case 3) Realistically, unless you're receiving from 2 different locations and each location has its frequency carefully set so that the ABCD of the two transmitters is picked up as ABCD EFGH of your receiver, then just have two receiver boxes. One for each transmitter station. That way, you get all 8 channels from both instead of 4 from each.

    Case 4) If people want to share the output of an antenna, they can all just wire their inputs to the same (prop shared) communal receiver box (with its own dedicated receive antenna)


    More to come later
    philxyz


    Easy if it can be done..
    make the systems secure like wifi does with WEP. lets the creator assign the WEP keys
    also what would be cool is trunking radio
    have 8 channels but one is a control channel then 7 talk channels, the system would use a channel at random when a device it activated. Each channel would have 32 talkgroups (sub channels)

    also new antenna model
    transit antennas - low profile antennas for vehicles (looks like small domes or fins ontop of vehicles. db = unity gain or 6db depending on band, usually rated at 75w) - low profile antenna - Google Search

    Pigtail antenna - mainly used in 800MHz but looks like the vehicle cellular antenna

    also how about some mounting brackets like so: http://www.copyrighttalk.com/wp-cont...io-antenna.jpg
    to make mounting the drums easier...

    Quote Originally Posted by wokkel View Post
    I figured out by reading this entire topic that you have to hook up life support but how do you aim them and is the best wattage and frequency??
    aiming - use a laser set to "0" damage, weld it to the top of a drum and use it to position

    in GM_New worlds map i found 25 watts @ 400MHz works great to link earth with most planets using a solar powered LS

    directions:
    1. spawn a transmitt large drum
    2. Spawn from your props PHX the ling beam OR from "rails" the 512 closed. either works as a tower mast.
    3. in wire select the constant value. set to 2 values where v1 = 400, v2 = 25
    4. spawn the constant value chip to the rear of the large drum
    5. wire the TXpower to the chip @ 25, wire the bas freq. @ 400
    6. in wire spawn a button somplace and wire it to the on position on the drum.
    7. Set up your spawned tower piece and place the laser on the drum as mentioned above and use the physics tool to position.
    8. go back into the radio systems menu and span a receiver drum, and constant value chip and connect base freq to the chip @400
    9. move the RX drum to where u want where the laser is hitting its face and freeze it
    10. spawn another tower section of sorts and mount your drum
    11. back to the TX system - Connect a power source to the drum and hit the button u placed to turn the transmit on
    12. wire channel 1 to a power cell "output energy" on the TX drum.
    13. the debugging tool will allow you to see if the system is linked properly

    this should help u get the idea of the basics to position a dish or yagi
    NOTE: best to use no collide on this too.
    Last edited by Bull; 04-24-2010 at 06:26 AM.

  8. #558
    Wire Noob glopso is on a distinguished road glopso's Avatar
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    Default Re: Wire Directional Radios!

    I know this is major necromancy, but is there a post saying All the stats for the various anntennae?

  9. #559
    Wire Noob gmt2001 is on a distinguished road gmt2001's Avatar
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    Default Re: Wire Directional Radios!

    No there is not a post with stats. If you want to manually find them they are located in the init.lua file for each entities/ra_<antennae name> folder

    I am surprised nobody figured out why Channel 1 was borked
    Code:
    function ENT:TriggerInput(iname, value)
    ...
    		elseif iname == "Channel1" then
    			self.txchannels[self.Inputs.BaseMHz.Value] = value
    ...
    end
    
    Should be
    Code:
    function ENT:TriggerInput(iname, value)
    ...
    		elseif iname == "Channel1" then
    			self.txchannels[self.Inputs.BaseMHz.Value + 2.5] = value
    ...
    end
    
    Also the addon does not ignore RD3 if its disabled. This can be fixed by taking
    Code:
    function ENT:CanTX()
    	if not self.is_tx or not self.active or not (self.txwatts > 0) then return false end
    	if not ResourceDistribution then return true end
    	
    	return (ResourceDistribution.GetResourceAmount(self, "energy") >= (self.txwatts * 8 * ThinkInterval))
    end
    
    And replacing it with
    Code:
    function ENT:CanTX()
    	local status = true
    	if CAF and CAF.GetAddonStatus then
    		status = tobool(CAF.GetAddonStatus("Resource Distribution"))
    	end
    	if not self.is_tx or not self.active or not (self.txwatts > 0) then return false end
    	if not ResourceDistribution or not status then return true end
    	
    	return (ResourceDistribution.GetResourceAmount(self, "energy") >= (self.txwatts * 8 * ThinkInterval))
    end
    
    Finally, the on/off input on transmitters can be fixed by taking
    Code:
    function ENT:TriggerInput(iname, value)
    ...
    		if iname == "On" then
    			self.active = value
    ...
    end
    
    and replacing it with
    Code:
    function ENT:TriggerInput(iname, value)
    ...
    		if iname == "On" then
    			self.active = tobool(value)
    ...
    end
    
    All these changes are for base_rs_entity/init.lua



    Tutorial for Wired Radio Systems
    1. Spawn an antennae with "Transmitter" checked
    NOTE: The 2 cell towers are just props, not antennae
    2. Spawn a receiving antennae (uncheck "Transmitter")
    3. Wire BaseMHZ on both to a floating point number greater than 1 (Sets the operating frequency)
    4. Wire TXWatts to a floating point number greater than 1 (Sets transmission power, higher number is longer range but uses more power if RD is in use. 200 or higher will damage nearby players)
    5. Wire On to a switch or a constant value of 1 (Enables/Disables the transmitter)
    6. Wire each channel to a value that you want to send
    7. Link the transmitter to some RD Energy if RD is installed

    Each antennae has polarity(cross, horizontal, or vertical) and a certain radius, expressed as a cone in degrees from the front, that it can send/receive in. It also has gain which increases the range of outgoing and incoming transmissions. Experiment with this how you want. If you want to just play around with an antennae that works in all directions spawn a small or large omni. This is for the transmitter. If the polarity of 2 antennae does not match(no matter what type of polarity it is) then you lose some gain

    Antennae are not transceivers in the mod. They can only send of receive depending on whether "Transmitter" was checked

    The dBm must be greater than sv_rs_rxsensitivitythreshold (default -90) to receive a transmission. If the dBm is less than sv_rs_rxsensitivitythreshold then you get the random numbers. Note that the dBm has a small amount of randomness in it (to the order of +- 1dBm). Remember that dBm only expresses negative numbers in the mod

    If multiple transmitters transmit on the same frequency the one with the highest dBm wins. dBm is calculated seperately for each channel
    NOTE: Channels are the BaseMHz + 2.5 + (5 * (Channel# - 1)). So if you have a second transmitter transmitting at BaseMHz + 35 on the second transmitters channel 1 then you can have it only override channel 8 on the first transmitter if you have higher dBm

    Frequency does not affect range in this mod
    Last edited by gmt2001; 05-24-2010 at 09:06 AM.

  10. #560
    Faron's Assistant



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    Default Re: Wire Directional Radios!

    Committed fixes.
    Signature.

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