Jump to content

critic

Members
  • Posts

    8
  • Joined

  • Last visited

Reputation

7 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Should work just fine, but I think the linkage point is the root node of the vessel and not the part.
  2. KIS needs a live Kerbal to interact with the tools and inventory, so I spawn one with an engineering skill inside that crew seat. I'm not sure how to move the thread...
  3. I had the same need as you and decided to make a mod for this...
  4. I'm looking for some feedback on a mod. The idea is basically having a part that can perform the same engineering activities using KIS tools as a Kerbal can. Use case scenario that led me to make this mod was a plan to send a few different base parts on unmanned vessels and then have a robotic rover connect everything before the actual Kerbals arrive. Problem was that in order to use KIS struts and connectors a Kerbal engineer is needed. Solution is a Kerbal's brain in box. I know that IR can do most of those tasks, but I don't think it's possible for IR to use the KIS tools directly, like the Electric Screwdriver and Wrench. Source code is on GitHub https://github.com/cybercritic/KerbalBrain Mod is available on the releases page https://github.com/cybercritic/KerbalBrain/releases Demonstration video https://youtu.be/deBfHa32Xc8 This mod is released under the MIT License.
  5. What about having lists with comm-sats for particular bodies, you setup your relay lists and the craft cycles through the list trying to connect according to what body it is near. Then there is no need to set particular connection point for each craft, you just set the lists. The current satellite selection list could be re-purposed as the comms list, it already lists all the satellites and their local bodies?
  6. I cloned the master branch, not sure if 1.7 was merged into master yet though. My goal was just to get the mod loading in KSP until somebody with some knowledge of the code got around to patching it and now the professionals are on the case, so my work is done Playing KSP without RemoteTech is cheating BTW...
  7. Diff can be viewed here: https://github.com/cybercritic/RemoteTech/commit/457427eefdbf9d3db22bf74548ffb5ca9697acf5 It's about 20 lines of code, in ModuleRTDataTransmitter.cs the IScienceDataTransmitter.TransmitData and Transmit functions.
  8. Alright, I fiddled with the source code a little, fixed some minor compile errors and RemoteTech now loads for me under KSP 1.0. I don't have much experience with modding... Anyway, here is a link to the "fixed" version, I haven't tested much, be gentle. There is a fork on github it's under cybercritic. https://dl.dropboxusercontent.com/u/32239143/RemoteTech%20%5B1.6.5%5D%20%281.0-fix%29.zip
×
×
  • Create New...