Jump to content

Varsi

Members
  • Posts

    204
  • Joined

  • Last visited

Everything posted by Varsi

  1. Mark Watney was an engineer as well as a botanist so of course he could do all that. Maybe really experienced Kerbals could train another skillset? Would definitely be out of scope for this mod tho.
  2. KSP isn't a multiplayer game tho. One of the strengths of KSP is the freedom to do pretty much whatever you want in the game. Limiting things wouldn't be good for everyone. Of course it could be configurable if the server check or not, but there are way worse things to fix right now.
  3. Having just one satellite means you'll lose connection once in a while even if everything is working. Can't avoid occlusion problems without another sat. While the connection loss might be short and rare it will still happen just as you are about to land a probe or something Maybe at some point we could have lines only for some primary route to KSC and others, while still connected, would be hidden.
  4. Like some sort of a double agent? Infiltrated Remote Tech team to kill it from within. Will definitely need to test this when I get home.
  5. I'm not sure what you mean but did you know seats in command pods don't have inventories. The inventory you see for seats is the inventory of the kerbal that sits there. If there's no kerbal then the items won't be there either. At least that's how it used to be. I haven't been following things too close lately.
  6. Stock KSP does have relay antennae and link cutting due to planets in the way and such now. Differences have been discussed earlier in this thread.
  7. Yep. 0.12.9.0. Since you mentioned random glitches in the next message it reminded me that I did once get warning about my station running out of supplies as well. This seemed odd since the station had like 17 years of supplies (other than ec). Everything was fine after loading the station. Will have to keep an eye on this and check logs if it happens again for some craft.
  8. I had the issue with a surface rescue Kerbal being out of supplies and dying immediately when he came in loading range. Couldn't switch to him so he shouldn't have been loaded at any point. Unfortunately I don't have save or anything to share of it. I just disabled TAC when I went to save him. I'm not quite sure what triggered it but TAC did warn about him being out of supplies way before I went to save him. Hasn't happened with any others.
  9. You seriously need friends who agree not to do this stuff KSP was never designed to prevent cheating.
  10. Can't check how it went but you should be able to whitelist what mods are allowed. Don't remember if this prevented player logging in if they have mods that are not in the list or did it just prevent launching vessels. There was a way to generate the list of mods in game somehow... A bit vague help but maybe you'll manage Other way would be to get friends who don't cheat
  11. Some other mods may cause parts to not be stackable. Tweakscale for example maybe? I remember seeing a MM patch that helped with this. I'm guessing here tho. Could be something else too. //edit: Check the post on earlier page
  12. If the probes have link between them and either of them does have link to command center then they both are controllable.
  13. To many variables to say for sure what the problem is. 1. Is the server set up correctly. No mod window on host sounds worrying. Even the one playing on the host computer (if there is no dedicated server) will need to connect to the server on that same computer. 2. Usually connection problems are caused by firewall blocking incoming connection on the host computer.
  14. Somewhat different results then. Same thing with SAS too btw. After installing RT I can't toggle it with mouse either but for me it works thru shortcut. //edit (after a bit more testing) Those do work with a manned craft so the problem is with probes. It was easy enough to reproduce but here's output_log.txt anyway if that helps. Had clean install and just added RT and module manager.
  15. Well. There's definitely something that RT breaks there. The RCS does work but only with shortcut key 'r'. Can't toggle it from UI with mouse.
  16. It's a safe bet that you'll have problems. Read back this thread a bit and you'll notice what sort of trouble people have with RT and copernicus for example. I'm sure you can fix it yourself but will need to figure ID for Gael and use that as bodyID for the ground station. Antenna ranges would of course need to be tweaked as well unless you want to be really hardcore (There probably are configs for 6X solar system somewhere).
  17. "Body = 1" might not work if planet pack moves planets around.
  18. You answered it yourself. Even if those commsats automatically point their antenna at you (active vessel), you still need to target them as well. It's much easier to just have those commsats low enough and use omnidirectional antennas.
  19. Maybe if you don't prevent that with difficulty settings. I had no control on something that was in shadow. Couldn't use SAS or anything. This was with the first probe core that has pro/retrograde SAS options. 1.2 patch sure caused a lot trouble for Remote Tech. New possibilities as well but definitely a lot of work needed.
  20. I do like the signal strength display in 1.2 KerbNet. I wonder if that could be used with Remote Tech too? Maybe rather than single range attribute on antennae it could be more of a curve and too low signal would cause trouble like extra signal delay, packet loss (maybe complete loss of some commands on early probe cores while later ones would have better protocols) or limiting available commands. Of course I'd rather first see RT working on 1.2 once it's out.
  21. They have Deep Space Network on Earth. Usually all communications with probes is done via ground stations.
  22. Don't revert flights. That isn't a good idea with DMP.
  23. I've had similar experiences. Just play like a man and stop reverting
×
×
  • Create New...