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Thread: Now-defunct-thread-that-should-not-appear-in-google-search.

  1. #1

    Now-defunct-thread-that-should-not-appear-in-google-search.

    Last edited by Cilph; 21st June 2014 at 17:44.

  2. #2
    Release 1.3.3:
    • 0.23 compatible;
    • Switch vessel focus on the map view, allowing easy editing of targets;
    • Flight Computer rewrite;
    • Some UI elements were rewritten;
    • Node Execution;
    • Tweaks, bug fixes;
    • It's been a while, okay?

    Release 1.2.7:
    • Tweaked per-frame load-balancing and fixed a divide-by-zero;
    • ModuleManager 1.5 by Sarbian. Please delete the old one;
    • Static class serving as API for future kOS integration;
    • Fixed bug in TimeWarp throttling.

    Release 1.2.6:
    • Fixed settings file not auto-generating;
    • Fixed collection modified exception;
    • Possibly fixed throttle jitter again?;
    • Fixed Target/Maneuver in Flight Computer;
    • Disable SAS when Flight Computer is on;
    • Tweaked time warp throttling when commands are approaching.

    Release 1.2.1:
    • Removed kOS integration.

    Release 1.2.0:
    • Fixed (probably) the bug that humiliated me in one of Scott Manley's videos;
    • Flight Computer and kOS integration! (details below); Requires patched dll for now!
    • Fixed Delta-V burns; Cilph can't do basic vector math late at night;
    • "N/A" on TimeQuadrant when no SPU is available; "Connected" when signal delay is disabled;
    • Allow docking node targeting when the other vessel is disconnected;
    • Halved antenna power consumption;
    • Signal Delay is now on by default;
    • Quick hack to not cache lines/cones that are disabled to increase performance for some;
    • Possible fix for long range planet targeting being twitchy;
    • Two new dish parts by Kommit! The KR-7 and KR-14 replace the SS-5 and LL-5 respectively. The old parts will be deprecated but still included so as not to break existing crafts;
    • Settings File is now properly created on load.


    kOS integration:
    • All immediate mode actions now require signal delay to pass;
    • Steering locks now work when the vessel is disconnected;
    • Action groups no longer trigger when kOS has them blocked;
    • "BATCH" and "DEPLOY" commands to send a list of commands as one packet;
    • Requires patched kOS DLL until I merge the changes. Download here.


    Flight Computer:
    • Works pretty much like MechJeb's SmartASS;
    • Use "Enter" to confirm changes in most text fields;
    • Duration format: "12h34m45s" or "12345" for plain seconds;
    • Delta-V burn format: "1234m/s";
    • Cancel commands by clicking on the X in the queue, sends signal ASAP, but delay still applies.
    • Use the queue to view any delayed command; even right-click menu events.


    Release 1.1.0:

    • Added a settings file; auto-generates once the plugin loads. once forced to save by editing the map filter.
    • Filter in map view now properly saves.
    • Tracking Station should now save changes made to dishes.
    • Fixed NPE in editor due to recent ModuleSPUPassive changes
    • ModuleRTAntennaPassive now correctly works when unloaded
    • Dishes can now target the active vessel.
    • Promised Flight Computer NOT enabled yet. The new Squad SAS is too unstable for auto-piloting.
    • Signal Delay can be enabled in settings file. Good luck without that flight computer.

    Release 1.0.7:

    • Fixed NPE when antennas did not have satellites during rendering.
    • ModuleSPUPassive now provides unloaded routing if the craft was controllable as a whole. Might have lead to unintentional bugs. (vardicd)

    Release 1.0.6:

    • Fixed science transmissions not sending all of the data. (Kethevin)

    Release 1.0.5:

    • Fix MechJeb fighting over throttle.
    • Added ModuleSPU to radial MechJeb AR202 casing. This kills functionality if connection is lost.
    • Fix queuing for science transmissions. (Ralathon)
    • Added a ScreenMessage if your partmenu events are blocked due to signal loss.

    Release 1.0:

    • Initial release!
    Last edited by Cilph; 26th December 2013 at 12:02.

  3. #3
    Ah so the discussions on the future direction ended and/or you just decided to go with it. I'll give it a go later.

  4. #4
    Sr. Spacecraft Engineer JDP's Avatar
    Join Date
    Jun 2012
    Location
    Denmark
    Posts
    268
    Congratulations! I'm very happy to see RemoteTech back in action, and You did some awesome work with integrating RT into stock game behavior to boot.

  5. #5
    Sr. Spacecraft Engineer BigNose's Avatar
    Join Date
    Jul 2012
    Location
    Germany
    Posts
    264
    Yay! It's back, thanks for your hard work!
    GERMAN ArmA III Realism Unit: vLLBrig31

  6. #6
    Please be gentle. It's my first time releasing a major mod. Bugs go on the GitHub.

  7. #7
    Here! Have a pile of rep! Take it all!
    Last edited by Deejay2000; 2nd November 2013 at 18:50.
    Quote Originally Posted by NASAFanboy View Post
    Is it weird that ... I built a real life replica of a rocket myself and pretended to be on a space mission?
    Sitting in a cardboard box going "All systems nominal, ready for liftoff", followed by me making hissing and explosion sounds made my friends look at me weird.

  8. #8
    so to make it clear. in this version of RT
    -0.22 compatible
    -no delay
    -working new ASAS

    if this is true than I going to use it soo much

  9. #9
    Quote Originally Posted by Cilph View Post
    Please be gentle. It's my first time releasing a major mod. Bugs go on the GitHub.

    dont worry i been using RT for long time since around .19 or so. if there bugs ill report them.

  10. #10
    Quote Originally Posted by greg12 View Post
    so to make it clear. in this version of RT
    -0.22 compatible
    -no delay
    -working new ASAS

    if this is true than I going to use it soo much
    No Flight Computer in this release. When it comes I'll make signal delay an optional feature.

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