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Peppe

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Everything posted by Peppe

  1. What do you mean hangs at the tracking station? Your logs giving a remotetech error?
  2. Hopefully you guys saw a couple pages back a fix we have been using to these issues while Cilph is away. Since updating the DLL, I haven't had RT issues in my game and think others have had similar success. Credit to madadam+JDMJ for fixes to issue 189 on the github, I call this 1.3.3 fixpack 2: RemoteTech2_2014.01.08.22.30.zip
  3. I would suspect them closing on you is some other mod interaction. To rescue them you can edit your save or make a rescue craft. Make a probe/manned ship with a connection to the network and if using a manned pod add a omni antenna. Get within 3k of the craft and you should have control again through the 3k omni on all probe cores.
  4. I think Mecripp was indicating the debris issues is known issue of elcss, so you may need to check that mod's thread to see if there is a fix/update. The remotetech DLL fix linked above should resolve the remotetech related GUI issues and duplicate ships.
  5. ~line 50 VesselSatellite.cs public bool HasLocalControl { get { return RTUtil.CachePerFrame(ref mLocalControl, () => { return SignalProcessor.Vessel.parts.Any(p => p.isControlSource && (p.protoModuleCrew.Any() || !p.FindModulesImplementing<ISignalProcessor>().Any())); }); } } Cached per frame was new in a 1.3.3 i believe. Removing it was one way to clean up the stability issues in 1.3.3, maybe this cache per frame should be disabled as well?
  6. There is a 500km omni for comm in atmosphere You can use the flight computer and with a custom delay to deploy antennas after you land using action groups. There are also dishes at each tier that don't break in atmosphere.
  7. What mod is AEIS from? Might check that mod... not remotetech 2 dish.
  8. Cilph default build generates a zip with the build time in the name, so just uploaded it as is. I am reading through madadam's quick fix on github as well. Doing a local build with his change and JDMJ's. Jd's seemed to fix the leaving physics range issue. I think madadam's will fix docking/decoupling quirkiness and may address the quick load tomato has? Not sure I don't quick load often. Tomato can you recreate your issue(s) in a new save. Wondering if maybe something is already bad in your save? You seem to have the magic touch to blow things up Edit: Only errors i got were from other mods, so i think this has a good chance... Here is new build (madadam+JDMJ fixes) 1.3.3 fixpack 2: RemoteTech2_2014.01.08.22.30.zip
  9. Curious if anyone else was crashing on the DLL (1.3.3 fix) i put out: Just got back and trying everywhere I can to crash/break things and get crash it on my system using my old test craft. So far i have not crashed with it. edit: Here is new build (madadam+JDMJ fixes) 1.3.3 fixpack 2: RemoteTech2_2014.01.08.22.30.zip
  10. Alt f2 shows a chunk of the output log in game. Red things in it are bad. You can hit f2 again to bring back the interface.
  11. @tomatosoup, You sure you replaced your original DLL with the one I posted. Sounds exactly like the error I had before making the DLL. If you hit alt f2 when do you start getting errors?
  12. My first time looking at KSP logs. Everything is throwing exceptions... what a mess. What were your steps to crash? What type of craft and steps to reproduce?. Also looks like you have 3 module manager DLLs in your gamedata? Try removing all but the latest?
  13. Could not find a build of this from jdmj, so downloaded Cilph's last master version and made the change and built it. Passed my test case (deploy satelites from probe core --> exit physics range). Looks to fix the map/return to space center crashes. Fixed 1.3.3 DLL (used jdmj suggested change): edit: Here is new build (madadam+JDMJ fixes) 1.3.3 fixpack 2: http://www./download/dncc8qu44t30a90/RemoteTech2_2014.01.08.22.30.zip
  14. For the alt-tabbers you might try changing your KSP shortcut to have -popupwindow, like this: KSP.exe -popupwindow Don't recall if you have to change anything in graphics to make it work with that, but it should let you run basically full screen - windowed, which is more tab friendly.
  15. Do you have multiple remote tech installs or multiple module manager dlls? Your dish is showing two targets / two activates. There should just be one, and those are added by config files that module manager reads and applies the part changes.
  16. For triangles i would not bother with launch windows. Put it an orbit at your apoapsis and just short of circular. Every pass of the apoapsis check your distances and finalize. Mechjeb is only accurate to the second. I highly recommend VOID, semi major access of 3 sats within 30 centimeters of eachother. Drift stable basically forever... Don't know if mechjeb does this, but VOID also has a nifty targetting method to let you see distance to a two targets at the same time. I just shift around the other two until the distances were equal: Now if i was going to squeeze in another triangle i could just launch one and target each neighbor and move it forward/back in its orbit until it was equidistant to it's neighbors without affect their positioning. To move something forward in an orbit burn retrograde a little to speed it up for it's next orbit. To move something back burn prograde to make a slightly longer orbit for that lap.
  17. Tried this version. Did not get any errors exiting physics range after dropping a sat, so this version might be worth a shot.
  18. I test case would be great. Is it consistent if you start from the craft in orbit from a save/quickload type scenario, so it cannot revert to before launch? Or does it have to be from launch -> orbit/deployment Still not sure if my custom module configs have anything to do with it, but if you want to try: Add this to gamedata, anywhere should work, http://www./download/c3z4p6jy596gosi/CustomModules.cfg Delete or move out of ksp folder GameData\RemoteTech2\RemoteTech_Squad_Probes.cfg Edit. Just tried the test case from my quicksave with a similar craft in orbit using docking ports. Disconnected probe 1, renamed it while in close range, moved main ship - renamed #2 while in close range, tried to jump to a ship from the map view and crashed display. Think i found a place to look for the error. Hit Alt + F2 and watched for something fishy. Decoupled -- changed to probe -- renamed it -- changed it's orbit a little and warped to get the main ship out of physics range and got the first one of these at that instant: [Exception]: ArgumentOutOfRangeException: Argument is out of range. Parameter name: index Now it is repeating a bunch and menues are jacked.
  19. Remember one other change i made in the last week where i have not had dupe issue or blank screen when switching ships/views to KSC/space center. I removed the RemoteTech_Squad_Probes.cfg as I made my own config to load remote tech on all command pods/probe cores (wildcard to get B9 pods/cores). Put back the orginal config and got the dupe bug and screen bug on my first go. Going to try original RemoteTech_Squad_Probes.cfg and remove my custom module config file.
  20. What other mods you running? I had this dupe issue in my games a few days after Christmas, but haven't had it in the last week or so. Updated: Ferram, which had a new module manager. Simple part organzier texture compressor kerbal joint reinforcement protractor rcs build aid Firespitter Don't think i added or changed anything else, but no more dupes and playing the same way.
  21. Since the mod does not add any of its own command pods there is no way to use it without module manager. Otherwise the squad pods would operate as normal and dish/antenna added by the mod would connect, but do nothing.
  22. On the cone angel and targeting issues. Basically anything with Gm in it will not cover kerbin + sats in a low orbit around it until it gets very far away. The number of sats in the relay will affect how wide a cone or how far away you would need to be to see them. With 3 sats you need most of their orbit + radius of the body. With 4 or more sats in a relay you should be able to cover it when you are far enough away to see the radius of the body unless your relay orbits are very large. Assuming 3 sats in a relay: Take the widest interplanetary, Communotron 88-88 (.06 angel), if you had things in 2.8Mm orbits to see sats in the worst case (2 on the edge) when focused on kerbin would be ~6,000Mm. If you had your relays in a lower orbit ( ~750km ) around kerbin using cone target then you could see them reliably at ~2,100Mm. Jool is the only place you might consider using the 88-88 for local communication relay from the edge of its SOI to the inner moons. The biggest interplanetary shows a cone angel of .01, but the game is actually rounding the number. The true value is .006 for comtech 1 and .005 for Reflectron GX-128. Same conditions above the Reflectron would need to be ~71,000Mm away to see KEO sats or 25,000Mm lower orbits. For 4 sat relays: Reflectron ~14,000Mm pointed at kerbin sized body 88-88 ~1,100Mm pointed at kerbin sized body Basically use the largest 2 for communication from kerbin to Dres, Jool, Eeloo. Use the middle two: Reflectron KR-14, Communotron 88-88 for communication kerbin to Duna, Eve, Moho. Use the shortest two for moon communication to edge of SOI communication . Reflectron KR-7 Comms DTS-M1 -Jool may be the only one that needs point to point or medium dishes for full comms within it's SOI Omni for surface to low orbit communcation.
  23. Electrical use is not modeled on inactive crafts, but I think most try to make sure it works if the craft is active. Higher orbits have longer periods in the dark, so require more battery capacity. All keo orbits spend the same time in darkness. For kerbin's 6 hour sync orbit, 1195.29 second or ~20 minutes are in the dark. Looking at ~3000 battery capacity for an omni antenna and 3 of the basic dishes. Vs 1900-2000 battery capacity for same comm setup and a lower orbit (650-750km, a safe low orbit for 3 sats). Stationary would only be useful if you have fixed positions on the ground outside of omni range or don't want to use omni antennas for some reason. Then you could point a dish to a satellite from the ground position and it will always have a connection. The two wide angle dishes can hit all kerbin surface at keo and communicate with all ground targets.
  24. 1) Settings file is only created on first loading... not sure if you need to just load ksp or start a game and launchpad something with a probe core on it. File will be named: RemoteTech_Settings.cfg Default line will read: EnableSignalDelay = True Change to: EnableSignalDelay = False 2) Flight compute has an arrow in the lower right to expand it. In the lower right of the expanded view there is a box you can enter a time into. You can put seconds/hours/days etc and hit enter. Just to the left of the box the current command delay should be shown. Try setting that box to your time, hit enter, then hit your command group button. If it worked it should queue up a command the area just above it with a countdown. Confirmed, action groups work with delay. The navigation buttons will point to useful points on the nav ball, but the current computer seems to bounce around a lot before getting on target. Hopefully that improves in future versions... you can use warp to help it hit it's target (toggle between 5x and 1x warp). @MeCripp Where are you getting MaxQ?
  25. Don't have mechjeb. Removed navyfish and still does it. May be stock bug switching ships does not adjust zoom... don't have any stock games in progress to test.
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