reviest Posted March 26, 2017 Share Posted March 26, 2017 Hello guys. I'm trying to use raidernick`s us probe pack with config file that doubles EC and extend passive antenna range for the probes, but when i put this .cfg in RT directory it just doubled EC of probes while antenna ranges are still 160km. Please help. Quote Link to comment Share on other sites More sharing options...
MrNougat Posted March 30, 2017 Share Posted March 30, 2017 If anybody here wants it I made a MM .cfg that gives proper RT functionality to the Tundra modules in MKS. @PART[Ranger_AnchorHub]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_275_Hab]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_425_Hab]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Agriculture250]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Agriculture375]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Airlock]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Akademy]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_ASM]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_AssemblyPlant]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Hub250]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Hub250_Short]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Kerbitat250]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Kerbitat375]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Kolonist250]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Kolonist375]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_MedBay250]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_MedBay375]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_MultiHub]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_NukeProc]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_PDU]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_PioneerLC]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_RecyclingPlant]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Refinery]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_RegSifter]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Workshop250]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } Quote Link to comment Share on other sites More sharing options...
Calvin_Maclure Posted March 30, 2017 Share Posted March 30, 2017 41 minutes ago, MrNougat said: If anybody here wants it I made a MM .cfg that gives proper RT functionality to the Tundra modules in MKS. @PART[Ranger_AnchorHub]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_275_Hab]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_425_Hab]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Agriculture250]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Agriculture375]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Airlock]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Akademy]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_ASM]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_AssemblyPlant]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Hub250]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Hub250_Short]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Kerbitat250]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Kerbitat375]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Kolonist250]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Kolonist375]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_MedBay250]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_MedBay375]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_MultiHub]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_NukeProc]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_PDU]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_PioneerLC]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_RecyclingPlant]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Refinery]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_RegSifter]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } @PART[Tundra_Workshop250]:AFTER[UmbraSpaceIndustries]:NEEDS[RemoteTech,UmbraSpaceIndustries] { //control for probe core %MODULE[ModuleSPU] {} } Nice. How.. do you implement it? Quote Link to comment Share on other sites More sharing options...
MrNougat Posted March 31, 2017 Share Posted March 31, 2017 (edited) 26 minutes ago, Calvin_Maclure said: Nice. How.. do you implement it? Just put this in a .cfg and put it in with the other .cfg's in the remotetech folder. Edited March 31, 2017 by MrNougat Quote Link to comment Share on other sites More sharing options...
Calvin_Maclure Posted March 31, 2017 Share Posted March 31, 2017 9 minutes ago, MrNougat said: Just put this in a .cfg and put it in with the other .cfg's in the remotetech folder. Yeah... I um... I went into the RT folder and saw that... :S Quote Link to comment Share on other sites More sharing options...
jofwu Posted April 7, 2017 Share Posted April 7, 2017 (edited) I haven't played with RT in a while because I wanted to give CommNet a shot. I'm thinking about installing again, but I don't want to give up my current career game. I've also got some USI mods installed, and I'm not sure how well RT plays with that. I would make a backup of my save of course, but I'm just curious what I can expect. Is it possible to install RT, try it out, and possibly uninstall? On an in-progress Career game? I'm aware that I might get a bunch of satellites with no control of course, but I'm more concerned about technical issues from installing/uninstalling on an existing save. Also, totally random side question, is it possible to use KIS to attach and active a RT antenna to fix a probe that has lost control? Edit: One more question. I've found MM configs to create additional ground stations, but they're only configured for Omnis. The help documentation suggests that's the only working option. Is it possible to set the ground stations (including mission control) to dish antennas? I feel like the ground stations should be as good as the best Dish part. I'd rather just build networks around the planets/moons I go to and not bother maintaining one around Kerbin. Edited April 7, 2017 by jofwu Quote Link to comment Share on other sites More sharing options...
JayPee Posted April 7, 2017 Share Posted April 7, 2017 1 hour ago, jofwu said: Also, totally random side question, is it possible to use KIS to attach and active a RT antenna to fix a probe that has lost control? I think in the space center RT menu, there's a cheat to allow probes to activate their antennae without an active link. you can pretend that your engineer flipped a hardware switch or something. Quote Link to comment Share on other sites More sharing options...
TaxiService Posted April 8, 2017 Share Posted April 8, 2017 (edited) On 4/8/2017 at 2:10 AM, jofwu said: I haven't played with RT in a while because I wanted to give CommNet a shot. I'm thinking about installing again, but I don't want to give up my current career game. I've also got some USI mods installed, and I'm not sure how well RT plays with that. I would make a backup of my save of course, but I'm just curious what I can expect. Is it possible to install RT, try it out, and possibly uninstall? On an in-progress Career game? I'm aware that I might get a bunch of satellites with no control of course, but I'm more concerned about technical issues from installing/uninstalling on an existing save. Also, totally random side question, is it possible to use KIS to attach and active a RT antenna to fix a probe that has lost control? Edit: One more question. I've found MM configs to create additional ground stations, but they're only configured for Omnis. The help documentation suggests that's the only working option. Is it possible to set the ground stations (including mission control) to dish antennas? I feel like the ground stations should be as good as the best Dish part. I'd rather just build networks around the planets/moons I go to and not bother maintaining one around Kerbin. Let's review few scenarios you could encounter. If you install RT on your in-progress Career game, all existing satellites will initially have no connections. As JayPee points out, RT Options window in the space center scene has this cheat to configure your antennas directly in absence of working connections. No need to use other mods to edit. If you uninstall RT from your KSP, all satellites with RT parts will be automatically deleted by KSP upon entry into your Career game. But your pre-RT satellites without any RT part will survive the RT uninstallation. Regarding the ground stations, I am pretty sure all ground stations have dish ranges of various ranges (copied from Omni's ranges in MM congifs). Let me check the codebase first and get back to you. Edit: @jofwu Yup, the ground stations do have the dish ranges. Enjoy your RT drive-test! Edited April 9, 2017 by TaxiService Quote Link to comment Share on other sites More sharing options...
Kenny Kerman Posted April 8, 2017 Share Posted April 8, 2017 (edited) 13 hours ago, jofwu said: I haven't played with RT in a while because I wanted to give CommNet a shot. I'm thinking about installing again, but I don't want to give up my current career game. I've also got some USI mods installed, and I'm not sure how well RT plays with that. I'm quiet in the exploration phase of the game at the "comm" level, will I have to make a choice between CommNet and RT ? Edited April 8, 2017 by Kenny Kerman Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted April 9, 2017 Share Posted April 9, 2017 There's this guy who was having issues with RT he initially thought it was an issue from my mod, but I took a look and couldn't find anything. If you want to take a look maybe you have some ideas on what's going on. Spoiler Quote Link to comment Share on other sites More sharing options...
marchingknight11 Posted April 9, 2017 Share Posted April 9, 2017 (edited) I'm having an issue with the flight computer. When I execute a maneuver node, it will execute as expected, but when the maneuver node gets down to 0, instead of killing the maneuver node and stopping thrust, the thrust maxes out again and it overshoots the maneuver node. I can't cancel the command manually, when I click the [X] nothing happens. It doesn't always happen, but I haven't figured out what causes it. I've double checked my other mods and I can't find anything else active (like MechJeb) that could be interfering. Edited April 9, 2017 by marchingknight11 Quote Link to comment Share on other sites More sharing options...
cyberpunkdreams Posted April 9, 2017 Share Posted April 9, 2017 2 minutes ago, marchingknight11 said: I'm having an issue with the flight computer. When I execute a maneuver node, it will execute as expected, but when the maneuver node gets down to 0, instead of killing the maneuver node and stopping thrust, the thrust maxes out again and it overshoots the maneuver node. I can't cancel the command manually, when I click the [X] nothing happens. It doesn't always happen, but I haven't figured out what causes it. I've double checked my other mods and I can't find anything else active (like MechJeb) that could be interfering. It's chasing the node, basically. You can try reducing the thrust on your engines, that usually helps. I actually just MechJeb for all now and use MechJeb's manoeuvre mode execution instead, as it doesn't have this problem. Quote Link to comment Share on other sites More sharing options...
marchingknight11 Posted April 9, 2017 Share Posted April 9, 2017 (edited) 20 minutes ago, cyberpunkdreams said: It's chasing the node, basically. You can try reducing the thrust on your engines, that usually helps. I actually just MechJeb for all now and use MechJeb's manoeuvre mode execution instead, as it doesn't have this problem. Thanks. I use MechJeb for many nodes, but I need RemoteTech to be able to execute nodes when I have no connection, such as establishing an initial relay around another body. That almost always involves at least 1 burn on the dark side of the body. I did just experiment and I noticed that in the beginning of the burn, the vessel diverts slightly from the maneuver node, which probably explains why at the end, the node isn't hit exactly. I'm not sure why that's happening though. My thrust vector goes through the center of mass. Apparently the Communotron DTS-M1 isn't physicsless. That's my problem. Edited April 9, 2017 by marchingknight11 Quote Link to comment Share on other sites More sharing options...
cyberpunkdreams Posted April 9, 2017 Share Posted April 9, 2017 1 hour ago, marchingknight11 said: Thanks. I use MechJeb for many nodes, but I need RemoteTech to be able to execute nodes when I have no connection, such as establishing an initial relay around another body. That almost always involves at least 1 burn on the dark side of the body. I did just experiment and I noticed that in the beginning of the burn, the vessel diverts slightly from the maneuver node, which probably explains why at the end, the node isn't hit exactly. I'm not sure why that's happening though. My thrust vector goes through the center of mass. Apparently the Communotron DTS-M1 isn't physicsless. That's my problem. Yes, good point about needing to use it sometimes. Note as well that the node actually moves as you get very close to it, and if the thrust is too high still, the vessel can start chasing it, which never ends until you're out of propellant. MechJeb gets around it by dropping the thrust to a very low lever as the end of the burn gets closer -- I'm pretty sure that's how it works, anyway. Lots of people have had the same problem. And yes, perfectly symmetrical mass distribution is pretty hard! Quote Link to comment Share on other sites More sharing options...
Zenithas Posted April 10, 2017 Share Posted April 10, 2017 (edited) 22 hours ago, TaxiService said: @Zenithas Hi, Sigma88 informed that you had RT issues so I took a look at your output_log. I do not know what was going on your side but I found that your RemoteTech mod was somehow combined from RT 1.6 (your log said "RemoteTech v1.6.0.0 / v1.6.9") and 1.8 (RT's recently-added multi-path filter is clearly visible in your second screenshot). My best guess is that your RT mod (v1.6.9) was corrupted and could contain some bugs fixed in later versions. But I am afraid that I am unable to offer any further help as I am not familiar with RT 1.6, used by your KSP 1.1.0. @TaxiService o_o I'm running KSP 1.2.2.1622, and installed RemoteTech v1.8.6 via CKAN. Confirmed it's completely removed, giving it another go in a few before I have to get back to things. Updated to a second output_log, but github is giving me grief for logging in. I'll file a proper bug report there when I can. Definitely confirmed using only RTv1.8.6 and KSP 1.2.2.1622. Edited April 10, 2017 by Zenithas If our love is insanity, I edit my post for clarity Quote Link to comment Share on other sites More sharing options...
TaxiService Posted April 10, 2017 Share Posted April 10, 2017 8 hours ago, Zenithas said: @TaxiService o_o I'm running KSP 1.2.2.1622, and installed RemoteTech v1.8.6 via CKAN. Confirmed it's completely removed, giving it another go in a few before I have to get back to things. Updated to a second output_log, but github is giving me grief for logging in. I'll file a proper bug report there when I can. Definitely confirmed using only RTv1.8.6 and KSP 1.2.2.1622. I definitely want to look forward to your bug report because I can't figure out how in the world RT 1.6 and KSP 1.1.0 were reported. Quote Link to comment Share on other sites More sharing options...
jofwu Posted April 10, 2017 Share Posted April 10, 2017 (edited) On 4/8/2017 at 3:26 AM, Kenny Kerman said: I'm quiet in the exploration phase of the game at the "comm" level, will I have to make a choice between CommNet and RT ? Yes. I can't help with the details because I haven't played with RT since CommNet was introduced. But RemoteTech and CommNet have overlapping purposes. I'm fairly certain that RT essentially turns CommNet off, replacing it with it's own functionality. There's no point to having RemoteTech if you can connect your satellites using CommNet. My understanding is that the next version of RT will build on top of CommNet - changing/adjusting the stock functionality rather than just turning it off and replacing it. @TaxiService, thanks for checking on the ground stations for me. Just a clarification question... When defining a ground station in the config you provide the coordinates and an Omni range. Are you saying that all ground stations automatically work as both an Omni AND a Dish, both using the specified Omni range value? For exapmle, by default Mission Control has a 75 Mm Omni range value. Does it normally act as a 75 Mm Omni AND a 75Mm Dish? (presumably the cone angle is essentially 360 degrees, since it doesn't have to point at anything?) Thanks again! Edited April 10, 2017 by jofwu Quote Link to comment Share on other sites More sharing options...
Zenithas Posted April 11, 2017 Share Posted April 11, 2017 (edited) @TaxiService Your guess is probably better than mine. Got my login fixed, swapping from my 300+ mods build in a minute, then heading to file a report. Edited April 11, 2017 by Zenithas Quote Link to comment Share on other sites More sharing options...
Zenithas Posted April 11, 2017 Share Posted April 11, 2017 (edited) 15 hours ago, TaxiService said: I definitely want to look forward to your bug report because I can't figure out how in the world RT 1.6 and KSP 1.1.0 were reported. Well, nearly fifteen hours later I figured out something, though why is beyond me. That output_log.txt hasn't been updated since April 2016. Where else would the log be dispensed to? Edited April 11, 2017 by Zenithas No idea why doubleposted Quote Link to comment Share on other sites More sharing options...
TaxiService Posted April 11, 2017 Share Posted April 11, 2017 (edited) 8 hours ago, Zenithas said: Well, nearly fifteen hours later I figured out something, though why is beyond me. That output_log.txt hasn't been updated since April 2016. Where else would the log be dispensed to? Your guess is as good as mine :S That 2016 output_log.txt is at J:\SteamLibrary\steamapps\common\Kerbal Space Program\KSP_x64_Data? This is where the log is supposed to be written there. 20 hours ago, jofwu said: @TaxiService, thanks for checking on the ground stations for me. Just a clarification question... When defining a ground station in the config you provide the coordinates and an Omni range. Are you saying that all ground stations automatically work as both an Omni AND a Dish, both using the specified Omni range value? For exapmle, by default Mission Control has a 75 Mm Omni range value. Does it normally act as a 75 Mm Omni AND a 75Mm Dish? (presumably the cone angle is essentially 360 degrees, since it doesn't have to point at anything?) Thanks again! Yup, it is correct from what I understand from the codebase (MissionControlAntenna.cs seems to have a special flag for Dish consideration) and my test session. Edited April 11, 2017 by TaxiService Quote Link to comment Share on other sites More sharing options...
thunder175 Posted April 11, 2017 Share Posted April 11, 2017 Seeing the wonderful Commnet Constellation mod has me really looking forward to RT 2.0. I did have a question and/or feature request regarding the ground stations on future implementation of the constellation mod and posting here as it is more applicable to the future version of RT. Any chance we can segment the ground stations by frequency as well as the satellites? Would also be nice to be able to have the color picker work for ground stations dots as well to visually differentiate between ground segment networks. Cumbersome to change the raw RGB value in the MM patch. Not sure if this is already planned. If not and you like it I can submit as an issue on Github for tracking. Also from the other thread I definitely like option 2. Allow us to set frequency by individual antenna for cross-banding solutions. Quote Link to comment Share on other sites More sharing options...
Zenithas Posted April 12, 2017 Share Posted April 12, 2017 15 hours ago, TaxiService said: Your guess is as good as mine :S That 2016 output_log.txt is at J:\SteamLibrary\steamapps\common\Kerbal Space Program\KSP_x64_Data? This is where the log is supposed to be written there. ... Doing a fresh install to the drive that I share between my windows and linux partitions, then installing the 'clean set' of mods, then seeing if something generates from all of my OS boots. If not, filing an issue on the Squad forums. Quote Link to comment Share on other sites More sharing options...
TaxiService Posted April 12, 2017 Share Posted April 12, 2017 18 hours ago, thunder175 said: Seeing the wonderful Commnet Constellation mod has me really looking forward to RT 2.0. I did have a question and/or feature request regarding the ground stations on future implementation of the constellation mod and posting here as it is more applicable to the future version of RT. Any chance we can segment the ground stations by frequency as well as the satellites? Would also be nice to be able to have the color picker work for ground stations dots as well to visually differentiate between ground segment networks. Cumbersome to change the raw RGB value in the MM patch. Not sure if this is already planned. If not and you like it I can submit as an issue on Github for tracking. Also from the other thread I definitely like option 2. Allow us to set frequency by individual antenna for cross-banding solutions. Yes, please submit a feature request to our GitHub on this ability to edit each ground station's attributes through an interface rather than MM/cfg (not necessarily frequency though). This will give us something to think about over time. Quote Link to comment Share on other sites More sharing options...
elanachan Posted April 17, 2017 Share Posted April 17, 2017 (edited) Hello. I have scanned the thread, and either it hasn't been asked, or I missed the post about it. How do you get the stock ground stations to work with the current version of remote tech? I tried adding a cfg file someone posted to the main directory that supposedly had the locations in it, but the file didn't seem to do anything when I re-launched the game. TaxiService's picture posted on the previous page shows that it can work, but I'm having trouble finding instructions. Edited April 17, 2017 by elanachan Quote Link to comment Share on other sites More sharing options...
TaxiService Posted April 17, 2017 Share Posted April 17, 2017 6 hours ago, elanachan said: Hello. I have scanned the thread, and either it hasn't been asked, or I missed the post about it. How do you get the stock ground stations to work with the current version of remote tech? I tried adding a cfg file someone posted to the main directory that supposedly had the locations in it, but the file didn't seem to do anything when I re-launched the game. TaxiService's picture posted on the previous page shows that it can work, but I'm having trouble finding instructions. Sorry for making you running around. There is a MM cfg in the much earlier page (page 35?) that adds those ground stations to RT. Copy and paste below as RTDSN.cfg and toss into your RT folder. Enjoy! Spoiler @RemoteTechSettings { !GroundStations,* {} GroundStations { STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.13133150339126601 Longitude = -74.594841003417997 Height = 75 Body = 1 MarkColor = 0.996078014,0,0,1 Antennas { ANTENNA { Omni = 75000000 Dish = 0 CosAngle = 1 UpgradeableOmni = 4E+06;3.0E+07;7.5E+07 UpgradeableDish = UpgradeableCosAngle = } } } STATION { Guid = c4020a3a-3725-4644-9185-e092ea000772 Name = North Station One Latitude = 63.0959948383325 Longitude = -90.0686195497409 Height = 2864.02024834626 Body = 1 MarkColor = 1,0.8,0,0.7 Antennas { ANTENNA { Omni = 1E+06 } } } STATION { Guid = a48ebe2b-dd33-43cd-b6fc-0ff01d286a28 Name = Baikerbanur Latitude = 20.6820169733268 Longitude = -146.499776485631 Height = 426.953797265305 Body = 1 MarkColor = 1,0.8,0,0.7 Antennas { ANTENNA { Omni = 1E+06 } } } STATION { Guid = 1b85e542-f333-42c4-b947-63c68fa1c07e Name = Crater Rim Latitude = 9.44728971864159 Longitude = -172.106644413907 Height = 4115.64748514118 Body = 1 MarkColor = 1,0.8,0,0.7 Antennas { ANTENNA { Omni = 1E+06 } } } STATION { Guid = 924a1f04-65fd-43b0-b5d9-92b42622b47a Name = Mesa South Latitude = -59.5861679042582 Longitude = -25.8627095278566 Height = 5455.44101071125 Body = 1 MarkColor = 1,0.8,0,0.7 Antennas { ANTENNA { Omni = 1E+06 } } } STATION { Guid = 5ff6a830-98a2-488f-bdd4-4322511222d6 Name = Harvester Massif Latitude = -11.9503778337192 Longitude = 33.7373248915106 Height = 2701.44694075082 Body = 1 MarkColor = 1,0.8,0,0.7 Antennas { ANTENNA { Omni = 1E+06 } } } STATION { Guid = 6de2d751-bbbc-4892-80d7-d3852ab99d9b Name = Nye Island Latitude = 5.36081966792828 Longitude = 108.546677792524 Height = 411.161351518473 Body = 1 MarkColor = 1,0.8,0,0.7 Antennas { ANTENNA { Omni = 1E+06 } } } } } Quote Link to comment Share on other sites More sharing options...
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