Amedee Posted May 7, 2016 Share Posted May 7, 2016 (edited) 14 hours ago, WalterB said: 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. I also experience this. I have changed the setting in the config file, but when I load the game and check the setting, it is set to 1, and if I verify the config, my manual change of 0.5 is also changed to 1. I don't know why you have put it in striketrough, is it because you had a workaround? Because the workaround doesn't work for me. Or should I just not ever open the setting screen in game? EDIT: never mind, already reported here: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/594 Edited May 7, 2016 by Amedee Quote Link to comment Share on other sites More sharing options...
RizzoTheRat Posted May 7, 2016 Share Posted May 7, 2016 16 hours ago, Thermospore said: Anyone else having a problem where the flight computer causes the probe's attitude to immediately just go out of control? No matter if I have just a little torque, a lot, or in between, the flight computer just immediately starts flinging the probe around everywhere. It seems to over correct for everything. I didn't have this problem back in older versions of the mod Check you're on the latest version. I had this problem and was finding the flight computer pretty much unusable, but it turned out I was running an old version. Downloaded the version linked at the top of this thread and it's all working fine. Love this mod, awesome work folks Quote Link to comment Share on other sites More sharing options...
Aloriel Posted May 7, 2016 Share Posted May 7, 2016 (edited) The new Remote Tech appears to have issues with creating new control centers in the config files. Only the default mission control dot appears, whereas I have configured RT to have numerous centers all around Kerbin. I have tried adjusting both the Default_Settings.cfg and RemoteTech_Settings.cfg. Here is the code I am using: Spoiler RemoteTechSettings { RemoteTechEnabled = True ConsumptionMultiplier = 1 RangeMultiplier = 1 ActiveVesselGuid = 35b89a0d664c43c6bec8d0840afc97b2 NoTargetGuid = 00000000-0000-0000-0000-000000000000 SpeedOfLight = 3E+08 MapFilter = Omni, Dish, Path EnableSignalDelay = False RangeModelType = Standard MultipleAntennaMultiplier = 0 ThrottleTimeWarp = True ThrottleZeroOnNoConnection = True HideGroundStationsBehindBody = True ControlAntennaWithoutConnection = False UpgradeableMissionControlAntennas = True HideGroundStationsOnDistance = True ShowMouseOverInfoGroundStations = True AutoInsertKaCAlerts = True DistanceToHideGroundStations = 3E+07 DishConnectionColor = 0.9960784,0.7019608,0.03137255,1 OmniConnectionColor = 0.5529412,0.5176471,0.4078431,1 ActiveConnectionColor = 0.6588235,1,0.01568628,1 RemoteStationColorDot = 0.996078,0,0,1 GroundStations { STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.131331503391266 Longitude = -74.594841003418 Height = 100 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { UpgradeableOmni = 4E+06;3.0E+07;9E+11 Dish = 0 CosAngle = 1 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc489 Name = KSC Northern Control Latitude = 19.65 Longitude = -77.4 Height = 3200 Body = 1 MarkColor = 1,0,0,0.3 Antennas { ANTENNA { UpgradeableOmni = 1E+06;1E+06;1E+06 Dish = 0 CosAngle = 1 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc490 Name = KSC NE Island Latitude = 5.7 Longitude = -61.28 Height = 1320 Body = 1 MarkColor = 1,0,0,0.3 Antennas { ANTENNA { UpgradeableOmni = 1E+06;1E+06;1E+06 Dish = 0 CosAngle = 1 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc491 Name = Eastern Peninsula Latitude = 3.15 Longitude = -37.35 Height = 1980 Body = 1 MarkColor = 1,0,0,0.5 Antennas { ANTENNA { UpgradeableOmni = 4E+06;3.0E+07;9E+11 Dish = 0 CosAngle = 1 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc492 Name = Eastern Mountains Latitude = -2.6 Longitude = 1.5 Height = 4400 Body = 1 MarkColor = 1,0,0,0.5 Antennas { ANTENNA { UpgradeableOmni = 4E+06;3.0E+07;9E+11 Dish = 0 CosAngle = 1 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc493 Name = Central Continent Latitude = 0.4 Longitude = 56.2 Height = 2450 Body = 1 MarkColor = 1,0,0,0.5 Antennas { ANTENNA { UpgradeableOmni = 4E+06;3.0E+07;9E+11 Dish = 0 CosAngle = 1 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc494 Name = Far Eastern Mountains Latitude = -6.6 Longitude = 113.6 Height = 6500 Body = 1 MarkColor = 1,0,0,0.5 Antennas { ANTENNA { UpgradeableOmni = 4E+06;3.0E+07;9E+11 Dish = 0 CosAngle = 1 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc495 Name = Far Eastern Peninsula Latitude = -5.4 Longitude = 141.9 Height = 380 Body = 1 MarkColor = 1,0,0,0.3 Antennas { ANTENNA { UpgradeableOmni = 1E+06;1E+06;1E+06 Dish = 0 CosAngle = 1 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc496 Name = Crater Mountain Ridge Latitude = 1.19 Longitude = -175.5 Height = 5900 Body = 1 MarkColor = 1,0,0,0.5 Antennas { ANTENNA { UpgradeableOmni = 4E+06;3.0E+07;9E+11 Dish = 0 CosAngle = 1 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc497 Name = Desert Latitude = 2.25 Longitude = -131.8 Height = 3330 Body = 1 MarkColor = 1,0,0,0.5 Antennas { ANTENNA { UpgradeableOmni = 4E+06;3.0E+07;9E+11 Dish = 0 CosAngle = 1 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc498 Name = KSC Mountains Latitude = -0.1 Longitude = -79.72 Height = 5450 Body = 1 MarkColor = 1,0,0,0.3 Antennas { ANTENNA { UpgradeableOmni = 1E+06;1E+06;1E+06 Dish = 0 CosAngle = 1 } } } } } As you can see, the code is identical to the original, with exception adding new stations and the altering of the maximum range (and reducing it for lesser stations). Edited May 7, 2016 by Aloriel Quote Link to comment Share on other sites More sharing options...
fathed Posted May 7, 2016 Share Posted May 7, 2016 (edited) 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: [Defunct link removed by a moderator] Thanks! 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.... Edited August 28, 2022 by James Kerman link removed Quote Link to comment Share on other sites More sharing options...
SteveD80 Posted May 8, 2016 Share Posted May 8, 2016 Not sure if it's an option, but being able to list my satellites as satellites instead of probes would be nice. Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted May 8, 2016 Share Posted May 8, 2016 25 minutes ago, SteveD80 said: Not sure if it's an option, but being able to list my satellites as satellites instead of probes would be nice. Nope... Its not, sorry... Thousands of people have been begging Squad for this feature for several YEARS now, and they STILL ignore us... Quote Link to comment Share on other sites More sharing options...
tomek.piotrowski Posted May 8, 2016 Author Share Posted May 8, 2016 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/RemoteTech Thanks! 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. Quote Link to comment Share on other sites More sharing options...
symmeclept Posted May 8, 2016 Share Posted May 8, 2016 (edited) Flight computer is still broken. Can't hold a node without flipping out, chasing the marker, and burning all the fuel. This is a clean 1.1.2 install and I made absolutely sure it was running RT1.7.0. Edited May 8, 2016 by symmeclept Quote Link to comment Share on other sites More sharing options...
gnivler Posted May 8, 2016 Share Posted May 8, 2016 1 hour ago, symmeclept said: Flight computer is still broken. Can't hold a node without flipping out, chasing the marker, and burning all the fuel. This is a clean 1.1.2 install and I made absolutely sure it was running RT1.7.0. Can you please upload a craft file to test against? Quote Link to comment Share on other sites More sharing options...
d4rksh4de Posted May 8, 2016 Share Posted May 8, 2016 5 hours ago, symmeclept said: Flight computer is still broken. Can't hold a node without flipping out, chasing the marker, and burning all the fuel. This is a clean 1.1.2 install and I made absolutely sure it was running RT1.7.0. Could it be related to this issue https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/607 ? Quote Link to comment Share on other sites More sharing options...
Jansn67 Posted May 8, 2016 Share Posted May 8, 2016 (edited) With old versions of RT there was a "hack" to "add" KerbinSide's Tracking centers work as RemoteTech-Tracking Centers. (All over around Kerbin, just with a hole at the big ocean.)) Grabbed out an old "how-to" from my archive, added Stations to RemoteTech.cfg as usual and did many times before, but it dont seems to work anymore. (new RT cfg looks a bit different too, upgradedable tracking center etc.) Do i configure bad, is it a KerbinSide issue or is it not possible anymore? Just thinking about... Edited May 8, 2016 by Jansn67 Quote Link to comment Share on other sites More sharing options...
Aloriel Posted May 8, 2016 Share Posted May 8, 2016 2 minutes ago, Jansn67 said: Do i configure bad, is it a KerbinSide issue or is it not possible anymore? It's not KerbinSide. I didn't have it installed when I tested the same mechanic. I think the new RT is still a little rough around the edges. Hopefully the devs can get these older features up and running soon. Quote Link to comment Share on other sites More sharing options...
AfailingHORSE Posted May 8, 2016 Share Posted May 8, 2016 I cant seem to connect to Kerbin (in this case mission control) even though I am well within range and mission control is on the correct side of the planet. Spoiler Quote Link to comment Share on other sites More sharing options...
symmeclept Posted May 8, 2016 Share Posted May 8, 2016 6 hours ago, gnivler said: Can you please upload a craft file to test against? This is the craft that prompted the post. Prober.craft Fairly simple, low-tech satellite. Flipped out chasing the node at the end of the burn. May have been a fluke, it hasn't done that again. 2 hours ago, d4rksh4de said: Could it be related to this issue https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/607 ? I don't think so. Haven't seen an immediate flip out. FC seems serviceable in most cases, still over-correcting way too much. Too much like the stock hold-vector function, flimsy and inconsistent. It seems worse if craft torque is under/over-powered, or if unbalanced. Quote Link to comment Share on other sites More sharing options...
salajander Posted May 9, 2016 Share Posted May 9, 2016 On 5/7/2016 at 11:59 PM, Thermospore said: Anyone else having a problem where the flight computer causes the probe's attitude to immediately just go out of control? No matter if I have just a little torque, a lot, or in between, the flight computer just immediately starts flinging the probe around everywhere. It seems to over correct for everything. I didn't have this problem back in older versions of the mod I'm seeing this in a bad way - in Kill Rotation mode, the probe pitches up and down (it seems to be only pitch, not yaw) more and more wildly until it's swinging back and forth through 180 degrees. I was going to try to reproduce it in new sandbox save in stock with only RT, but then I came up upon a different issue: RT is enable (via the menu at the space center screen), but doesn't seem to be active; the Flight Computer is red/disabled, as though it's expecting a connection, but I can manually control probes... Quote Link to comment Share on other sites More sharing options...
ericnivek Posted May 9, 2016 Share Posted May 9, 2016 When using this mod with K-OS, any craft that drops signal to KSP also drops reaction wheel control when running a script. Is this more of a K-OS issue? Any help would be much appreciated, Thanks! Quote Link to comment Share on other sites More sharing options...
Toonu Posted May 9, 2016 Share Posted May 9, 2016 (edited) Hello, I have big problem, yesterday(still on 1.0.5 KSP) I assembled one Grand Tour ship, but when I broke smth->loaded quicksave it always say no connection to send command on, but the button for connection is green, ship have energy and anntenas are on(omni directional) There s photos, any idea how to fix that, I really don't want again make so many launches to assemble it there... Spoiler Thanks for any idea or suggestion! Ave! Toonu Edited May 9, 2016 by Toonu Quote Link to comment Share on other sites More sharing options...
Kerbart Posted May 9, 2016 Share Posted May 9, 2016 It's working great! No more direction chasing, and the option to turn RT on/off per save is greatly appreciated! It seems though that (I'm on 1.1.2/64 bit) than when you leave the Flight Computer window open and then switch to another vessel through the map, the FC window is no longer responsive. I have to close it, and then open it again with the FC button to make it responsive again. Is this a known bug or something new? Quote Link to comment Share on other sites More sharing options...
d4rksh4de Posted May 9, 2016 Share Posted May 9, 2016 1 hour ago, Kerbart said: It's working great! No more direction chasing, and the option to turn RT on/off per save is greatly appreciated! It seems though that (I'm on 1.1.2/64 bit) than when you leave the Flight Computer window open and then switch to another vessel through the map, the FC window is no longer responsive. I have to close it, and then open it again with the FC button to make it responsive again. Is this a known bug or something new? Yes, this is a known issue: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/578 Quote Link to comment Share on other sites More sharing options...
Kondensator Posted May 9, 2016 Share Posted May 9, 2016 @tomek.piotrowski Could you make RemoteTech more compatibile with Kerbalism please? Quote Link to comment Share on other sites More sharing options...
tomek.piotrowski Posted May 9, 2016 Author Share Posted May 9, 2016 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 Quote Link to comment Share on other sites More sharing options...
symmeclept Posted May 9, 2016 Share Posted May 9, 2016 2 hours ago, Kondensator said: @tomek.piotrowski Could you make RemoteTech more compatibile with Kerbalism please? Kerbalism disables its own signal mechanic so RT can do its thing. How much more do you want? Quote Link to comment Share on other sites More sharing options...
nablabla Posted May 9, 2016 Share Posted May 9, 2016 [praise] So awesome! I love this options menu, its soo good, now I can set wether i want signal delay and all that stuff. Thank you so much! Quote Link to comment Share on other sites More sharing options...
Varsi Posted May 10, 2016 Share Posted May 10, 2016 15 hours ago, Toonu said: Hello, I have big problem, yesterday(still on 1.0.5 KSP) I assembled one Grand Tour ship, but when I broke smth->loaded quicksave it always say no connection to send command on, but the button for connection is green, ship have energy and anntenas are on(omni directional) There s photos, any idea how to fix that, I really don't want again make so many launches to assemble it there... Thanks for any idea or suggestion! Ave! Toonu 1.6.9 was the last version for 1.0.5 (mostly working). You can get it here. If you are already using it then there's something else wrong and would need to know more to figure it out. Quote Link to comment Share on other sites More sharing options...
Toonu Posted May 10, 2016 Share Posted May 10, 2016 2 hours ago, Varsi said: 1.6.9 was the last version for 1.0.5 (mostly working). You can get it here. If you are already using it then there's something else wrong and would need to know more to figure it out. Tell me what you need to know @Varsi, I can tell u anything. I have latest 1.0.5 version... Quote Link to comment Share on other sites More sharing options...
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