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
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