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Posts posted by tomek.piotrowski
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1.7.1 is available!
This is mostly an update of 1.7 to make it work with KSP 1.1.3.
- Updated to work with KSP 1.1.3
- Updated ModuleManager
- Fixed tracking station dish button
- Support for Procedural Probe Cores
- Wording/typo fixesCan be downloaded through usual channels.
Couple of quick remarks:
1. I've noticed that a lot of you guys talk about bugs here. Please report them on our bug tracker: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues. We're not always following this thread and they might easily be overlooked.
2. We do not have a lot of manpower here and sadly RT development is now limited mostly to KSP compatibility releases and only the most urgent bug fixes. If you'd like to see a new feature implemented or a bug fixed then you'll probably have to write the necessary code yourself and submit a pull request here: https://github.com/RemoteTechnologiesGroup/RemoteTech/pulls. If you'd like to help to develop RT in any way feel free to PM me. I can add you to our Slack channel.
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On 5/13/2016 at 7:05 PM, Garlik said:
Hi all,
First of, thanks for the current dev(s) and previous one(s) for developting this great mod. Absolute NEED for me (unlike future kind of RT feature that KSP will have).Next. I've never been able to solve this problem (without 'cheating' my way out of the problem)
The problem: Send a manned mission to drop an unmanned lander with RT with only 1 antenna that needs to be desactivated during re-entry (ie: to land on Eve)
I must temporarly deactivate my antenna (ie: Communotron 88-88) so it does not break and would like to use the flight computer to re-activate it say 5-10minutes later. But I can only ask the computer to add the "Open antenna in 10min" when the antenna is closed, and... if it is closed... I cant ask the computer to add this command...
Is their a known solution for this? Exept adding a second antenna that is turned on while the first is off so I still have signal to tell the first to reopen 10min later
If not, I understant the dev(s) can't add more options now, and gladly offer my small help. I have basic knowledge in C#, Monobehavior and Unity 5. If you show me the way, I could try to dev this (if I end up beeing able to)
You could use kOS (a different mod) to open the antenna later
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17 minutes ago, leviathan01 said:
is ship to ship communication a planned feature that we can look forward to in the (hopefully) near future?
It is done and ready. It's waiting for the next major release.
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1 hour ago, Kondensator said:
@tomek.piotrowski Could you make RemoteTech more compatibile with Kerbalism please?
41 minutes ago, WildLynx said:There is an old bug in RT: all the [+] [-] buttons stop working after flight revert.
[Linux Mageia 5 x64]
And also, is it possible to:
- redirect all the non-number buttons pressed while cursor is in edit boxes to their original handlers?
- add option, that causes angle edit boxes to lose focus after [Custom] button pressed?
- add option, that causes time delay edit box to lose focus after [Ok] button pressed?
- add small button, that resets time delay to zero and forces focus out of time delay edit box? (near ok button, or may be move them to next alignment row)?
I'm afraid with the resources we currently have we have to limit ourselves to fixing bugs (the important ones). Of course if you implement it yourself we'll gladly merge your pull requests
BTW, if you're a dev and would like to help out don't hesitate to PM me
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8 hours ago, fathed said:
In the latest version, the RemoteTech.version file's URL property points to https://raw.githubusercontent.com/RemoteTechnologiesGroup/RemoteTech/master/GameData/RemoteTech/RemoteTech.version, which is the old file for 1.6.9, and still references a download URL based on kerbalstuff.
So checking for an updated version doesn't work correctly.
Checking: RemoteTech.version
Out of Date: RemoteTech
Installed Version: 1.7.0
Latest Version: 1.6.9
Downloading: https://kerbalstuff.com/mod/134/RemoteTechThanks!
Edit: It looks like 1.7.0 comes from the dev branch, and master is still at 1.6.9, so whenever you update the master from dev it should resolve the issue.
And I fixed my broken version comparison that lead me to find this in the first place....
I've fixed this. Thanks for pointing it out.
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9 hours ago, Tokamak said:
Your mod is the best thing since sliced bread, and I'm happy it now works with 1.1! Thanks for making it. I do have one question, however... In previous versions when in map view I could click on the dish icon, which would show me view a list of craft, and let me change antenna targets on each of them. This functionality seems to no longer work the same, because clicking on that button does nothing. Am I missing something?
I have added it to our bug tracker: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/622
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40 minutes ago, WalterB said:
Thanks for the update, love the new config dialog and being able to start a sim in KRASH with antennas deployed.
I did find a bug though in the config dialog: the slider for "Multiple Antenna Multiplier" snaps from one end to the other so your only choices are zero or one. I usually go with 0.2 and use the Root model so for now I'll set the multiplier in the config file directly.Also, the connection indicator and FC button in the upper left corner does not scale properly with the time controls in the flight screen and map screen, here's a screen shot:
Thanks, I have added it to our issue tracker: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/618
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Just now, Svm420 said:
Quite understandable. Thanks again for the update. I look forward to any future progess
I have added it to the 1.7.1 milestone so someone will look at it in the coming weeks.
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1 minute ago, Svm420 said:
I see this issue for RCS Translation was removed from the 1.7.0 milestone when can we expect this feature to be implemented? It is relatively vital for ease of use with RealFuels/RO.
Hard to say, we're fairly new to the project and we're a bit hesitant to introduce any major changes like this one for now. We're mostly fixing bugs and compatibility issues. Hopefully that will change soon.
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Because the original owner of the current thread is not active anymore we've decided to create a new one to make things simpler for us. Please stop using this thread, I will ask one of the moderators to close it.
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Summary
RemoteTech is a modification for Squad's "Kerbal Space Program" (KSP) which overhauls the unmanned space program. It does this by requiring unmanned vessels have a connection to Kerbal Space Center (KSC) to be able to be controlled. This adds a new layer of difficulty that compensates for the lack of live crew members.
What's new in the current version - see Changelog
Thanks to Pirate and Fade
Instruction Manual
An extensive instruction manual is available at http://remotetechnologiesgroup.github.io/RemoteTech/ and includes a player guide, gameplay mechanics, detailed part summaries, and tutorials.
Download
The source code for RemoteTech is licensed under GPL version 2. The part models are not licensed to the general public and may not be redistributed without permission from their original creators.
Download from SpaceDock, GitHub or via CKAN
Source-Code: https://github.com/RemoteTechnologiesGroup/RemoteTech
Pre-release builds - https://github.com/RemoteTechnologiesGroup/RemoteTech/releases
Important: The 'pre-releases' are debug builds of the current development tree. They are not guaranteed to be feature-complete or bug-free. They are intended for those that wish to test out the next version of RemoteTech before it goes on general release and are aware of the risks of doing so.
Bug Reports
To make a Bug Report, please use the Github issue tracker. You can browse the current list of issues to see if your problem has already been reported by somebody else at https://github.com/RemoteTechnologiesGroup/RemoteTech/issues.
Please follow the instructions at https://github.com/RemoteTechnologiesGroup/RemoteTech/blob/master/CONTRIBUTING.md when reporting your bug. Forum posts are difficult to track, and incomplete reports make it impossible for us to locate the source of the problem.
Credits
RemoteTech is currently maintained by taxiservice.
Previous contributions by: Peppie23, neitsa, d4rksh4de, tomek.piotrowski, Erendrake, Pezmc, Starstrider42, woogoose, JDP, The_Duck, gresrun, Tosh, rkman, NovaSilisko, r4m0n, Alchemist, Kreuzung, Spaceghost, Tomato, BoJaN, Mortaq, Cilph, TaranisElsu, acc, Vrana, MedievalNerd, NathanKell, jdmj, kommit, koritastic, Dail8859, Grays, Jsartisohn, MOARdV, and Reignerok. Thanks!
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1 hour ago, gandi3k said:
Hello everyone. I'am using the latest dev build (build-develop-522 as i'am typing).
Has anyone a problem with the flightcomputer and light weight satelites? It's not spinning anymore, but it overcorrects so that it never gets Node done.
Please investigate further if you can, preferably with different craft. If you're able to reproduce this bug then please create an issue on our bug tracker: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues. Including the craft file could help.
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20 hours ago, Ashrall said:
Hi everyone !
I have a bug with RT. I downloaded the latest version ( RT 1.6.11 ) but i can't transmit data.
I tried with different antenna but no any antenna works.
Could you help me ?Edit : Some Pics :
Network works :
Try to transmit :
Juste after clic on " transmit " :
Mod list installed :
Hey,
try doing the same thing with the smallest number of mods installed. Preferably only RemoteTech. (You have Science Full reward installed, at least try removing that). If the problem still persists then create an issue on our Github tracker please.
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8 minutes ago, Yemo said:
Hey,
I would like to make an MM patch which makes probe control independent of the connection, but retains the necessity for a connection when transmitting science.
While that would by simple by removing the ModuleSPU, that also means that omni antennas integrated into the probe cores do not work anymore (eg the 3km technology perk, which is useful for rovers).
My idea was, to replace the ModuleSPU with a ModuleSPUPassive. That works fine for giving manned command pods integrated omni antennas. Unfortunately it removes control from probe cores, even when they are connected.
Would it be possible for you to change that behaviour so that a probe core with a ModuleSPUPassive allows an integrated omni antenna to work for science transmission, but still giving the player full control as if it does not have a ModuelSPU?
That would essentially allow a config emulating AntennaRange while retaining the awesome RT flight computer.
Thank you very much!
Please create an issue on our bug tracker for this. Otherwise it will get lost here.
4 minutes ago, ExEvolution said:So I have a question about the flight computer. In older versions I used to disable signal delay because I didn't understand the flight computer. Now I understand it, but whenever I use any of the hold direction options, or tell the computer to execute a burn, my crafts wobble around the node in a circle and I can't figure out why. The mass is symmetrical and I have no problems holding direction without the flight computer, but as soon as I activate it, it acts up.
Not sure if a bug or an odd interaction with another mod I use. Don't want to post a bug report without knowing if it is actually a bug however.
Modlist
Volume in drive D is Samsung 850 Pro Volume Serial Number is 3A03-7F50 Directory of D:\Other Games\Kerbal Space Program (Modded Instances)\KSP 1.1\GameData 04/13/2016 02:55 PM <DIR> . 04/13/2016 02:55 PM <DIR> .. 04/05/2016 03:09 PM <DIR> 000_Toolbar 04/04/2016 08:32 PM <DIR> 000_USITools 03/29/2016 03:12 AM <DIR> B9_Aerospace_ProceduralWings 04/11/2016 11:17 AM <DIR> Better Science Labs Continued 04/04/2016 08:40 PM <DIR> BetterBurnTime 03/29/2016 07:36 PM <DIR> BetterCrewAssignment 04/04/2016 08:33 PM <DIR> UmbraSpaceIndustries 04/11/2016 11:23 AM <DIR> CommunityResourcePack 11/22/2015 06:15 PM <DIR> CommunityTechTree 04/13/2016 06:10 AM <DIR> ContractConfigurator 04/13/2016 06:08 AM <DIR> ContractPacks 04/02/2016 02:52 PM <DIR> CustomBarnKit 03/30/2016 04:40 PM <DIR> DefaultActionGroups 04/11/2016 11:30 AM <DIR> DistantObject 04/03/2016 12:43 PM <DIR> DMagicOrbitalScience 04/11/2016 11:41 AM <DIR> EditorExtensionsRedux 03/31/2016 02:22 PM <DIR> EnvironmentalVisualEnhancements 04/04/2016 03:10 PM <DIR> FieldExperience 04/04/2016 08:32 PM <DIR> Firespitter 04/11/2016 11:15 AM <DIR> FuelTanksPlus 03/30/2016 12:36 PM <DIR> InterstellarFuelSwitch 11/05/2014 12:23 PM <DIR> JSI 04/13/2016 07:15 AM <DIR> KerbalEngineer 12/12/2015 12:17 PM <DIR> KerbalFoundries 04/01/2016 02:43 PM <DIR> KerbalJointReinforcement 04/13/2016 07:15 AM <DIR> KSP-AVC 03/29/2016 09:16 PM <DIR> KWCommunityFixes 03/29/2016 09:10 PM <DIR> KWRocketry 04/11/2016 11:15 AM <DIR> LETech 12/08/2015 10:37 AM <DIR> MagicSmokeIndustries 03/30/2016 10:30 PM <DIR> MinAmbience 04/03/2016 05:00 PM <DIR> TweakScale 04/05/2016 08:45 PM <DIR> TriggerTech 04/11/2016 11:15 AM <DIR> ModRocketSys 03/29/2016 11:50 PM <DIR> ModularFlightIntegrator 03/26/2016 10:03 PM <DIR> TarsierSpaceTech 04/11/2016 11:11 AM <DIR> StripSymmetry 04/02/2016 07:29 AM <DIR> Strategia 03/06/2016 10:19 AM <DIR> StockVisualEnhancements 04/06/2016 03:17 PM <DIR> StageRecovery 04/04/2016 08:30 PM <DIR> Squad 04/05/2016 12:00 AM <DIR> SmokeScreen 04/10/2016 12:04 PM <DIR> NavyFish 04/13/2016 08:36 AM <DIR> PersistentRotation 11/28/2015 07:22 AM <DIR> PlanetShine 04/13/2016 05:48 AM <DIR> PluginData 04/12/2016 11:15 PM <DIR> PreciseManeuver 04/05/2016 09:48 AM <DIR> ProceduralFairings 02/05/2016 04:58 PM <DIR> RCSBuildAid 03/29/2016 09:37 PM <DIR> RealChute 04/13/2016 09:00 AM <DIR> RemoteTech 04/01/2016 07:57 AM <DIR> SafeChute 04/05/2016 10:16 AM <DIR> SCANsat 04/05/2016 06:08 AM <DIR> scatterer 02/17/2016 01:59 AM <DIR> Science-Full-reward 04/12/2016 10:20 PM <DIR> ShipManifest 03/29/2016 06:41 PM <DIR> WiderContractsApp 11/17/2015 08:53 AM 695 ModuleManagerLicense.md 04/13/2016 07:15 AM 58,872 ModuleManager.TechTree 04/13/2016 07:15 AM 6,851 ModuleManager.Physics 04/13/2016 07:15 AM 226,246 ModuleManager.ConfigSHA 04/13/2016 07:15 AM 3,554,980 ModuleManager.ConfigCache 04/11/2016 10:14 PM 61,440 ModuleManager.2.6.21.dll 03/30/2016 01:09 PM 61,440 ModuleManager.2.6.18.dll 04/13/2016 08:52 AM 2,952 toolbar-settings.dat 04/13/2016 02:55 PM 0 modlist.txt 04/12/2016 12:37 PM 842 MM_LICENSE.md 04/12/2016 12:39 PM 154 build.txt 04/11/2016 11:08 AM 46,080 SmartStage.dll 12 File(s) 4,020,552 bytes 59 Dir(s) 40,219,021,312 bytes free
Could this be related to https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/431 ?
Yeah, looks like you're right. Feel free to post your observations, along with RT and KSP versions that you use in that issue.
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Just now, ExEvolution said:
Success! Glad my little report was the right answer.
It got me on the right track. You deserve all the credit
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57 minutes ago, Rodger said:
Does this version have the "easy mode" option where you can activate antennas without a connection? (I.E. what Remote Tech XF did)
Nope, we plan on releasing it in 1.7. Hard to tell how much time that's going to take given that all current devs are new to the project.
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1.6.11 is up.
Released April 13, 2016
Make sure you remove the old GameData/RemoteTech directory first!
- Fix RT build process - invalid .zip contained some extra files and caused bugs
Download: http://spacedock.info/mod/520/RemoteTech
Please report any bugs here: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues
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Thanks for the bug report guys! We'll look into it.
(Next time please report it on our bug tracker on Github, it will speed up the process)
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1.6.10 is up.
Released April 12, 2016
- KSP 1.1.0 update
- Science transmission fixed
Download: http://spacedock.info/mod/520/RemoteTech
Or: https://github.com/RemoteTechnologiesGroup/RemoteTech/releases/tag/v1.6.10
Please report any bugs here: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues
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Hey!
Just a quick update for everyone waiting for a 1.1 compatible version. The code itself is ready. All major bugs seem to be fixed. It may still take us up to few days to release, because we need to update a couple of things in RT build system and just get the release ready. It's a new project for all of us here so things are taking a bit more time.
Thanks for your patience.
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Hey, @d4rksh4de and myself have started organizing things We would like to ask you to report any compatibility issues with KSP 1.1 on RemoteTech's Github bug tracker here: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues . Couple of the issues are already there, so please check if your issue has been already reported by someone else before posting. We'd also welcome any pull requests that resolve those issues. We've noticed that some of you have useful fixes in your forks. If you could submit them as pull requests on Github that would help us speed up the release.
I'll mention again that we've started to use RemoteTech's slack channel to coordinate the future development of RT. PM me your email address if you'd like to be invited.
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Hello everyone!
I've been made an owner of RemoteTech repo on Github by @erendrake. We hope to get this project breathing again!
As you've surely noticed RemoteTech hasn't been actively developed for the last few months. The main developer - @Peppie23 seems to be inactive and there is no one else who can currently take care of the project. Neither me nor @erendrake have much free time to work on RT, but hopefully we'll help you guys to get things going again.
There is a RemoteTech Slack channel that hasn't been very active, but we intend to use it more from now on to coordinate the future development of RT. It'd be great if all of you who have been working on RT in their own forks recently joined. Please PM me your email address if you want to be invited. Together we could figure out how to proceed.
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Hi casper88,
me and a few other kOS developers had a discussion about your problem. The issue itself was actually already reported here: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/437. Basically after 1.0 got released it caused a bug with RemoteTech that was particularly difficult to get rid of. The solution that was used by RT developers was quite invasive and broke the interaction between kOS and RT.
We will be submitting a workaround to RemoteTech in a day or so, but I don't know how much time it will take for a fixed version of RemoteTech to be released. It will require a minor change in kOS as well, so overall it may take some time for the bug to be resolved completely. For the time being, you will have to refrain from right clicking on parts that you will later want to access from your kOS script
[1.11] RemoteTech v1.9.9 [2020-12-19]
in KSP1 Mod Releases
Posted
Hey everyone!
I just wanted to let you guys know what is the current state of RemoteTech.
As you may know for the last 10 months or so RT development was very limited. After the departure of the main developer me and @d4rksh4de have prepared a couple of compatibility releases, but apart from that not a lot has changed. With the release of 1.2 just around the corner a broader (and more time consuming) look at the whole thing seems to be in order. I know KSP devs would love some feedback regarding CommNet to make sure it's easily moddable. Sadly it looks like none of the former developers has free time for RT anymore and as a result currently no effort to update to 1.2 is underway.
RemoteTech is one of the most popular KSP mods, people love it and many can't imagine playing without it It would be sad to see it abandoned.
If you're willing to take over the project and help push it forward then feel free to contact me.