Schmelge Posted March 21, 2018 Share Posted March 21, 2018 2 hours ago, TaxiService said: That issue of post-burn chasing maneuver node is resolved a few version ago. It is related to the detection logic not RCS torque glitch. I revised the logic to quit when it detects no "useful" burning delta left. You should be able to enjoy using RCS now. I tested the RCS-Translate parts and some or most seem to use non-stock modules (eg RCSFX) that Flight Computer can't detect. So I think it definitely impacts how Flight Computer sees when doing RCS. You can always resort to stock SAS, which is very good at RCS, but like I said, stock SAS can't see non-stock RCS modules too. Thanks for your files (a lot of mods though). I replicate your RCS problem now but there are several different issues in this problem. First, few RCS parts, like Cross Arcjet RCS, don't even work under stock SAS (Key T) despite visual effects. Second, something (nasty mod combination?) is nerfing/impacting RCS forces so much that Flight Computer & stock SAS is aggressively overblowing RCS thrust. Third, even stock SAS is suffering from the same agressive RCS thing. Stock SAS does the same slow rotation or no rotation, like Flight Computer, though it is doing better job at RCS. Right now, my suggestion is to experiment with different RCS parts to see which are good for SAS/Flight Computer, or to use stock SAS for navball orientations. I am not sure if I can find some ways to lessen/resolve this problem Thank you very much for taking time investigating this! I will see if I can find what mod is nerfing RCS and see if I can uninstall it. It is quite wierd though that the reactionwheel doesn't do anything at all to help. Maybe it's nerfed to the bottom as well. Anyways, I stayed up all night and after a while I managed to get my sats in orbit! In the right order too I came around the problem by activating RCS so it started the slow rotation, gave it a manuall nudge in that direction, turned off RCS and when on the marker I stopped rotation with time warp. Now all sats orbit at 1 h 30 min and between 001 to 003 seconds!! I'm so happy One thing I found wierd though, the sats have contact with ksc but if I fly a normal plane in atmo and lose direct connect witj ksc, the signal isn't relayed. I used the first omni antenna so it might be because of distance in case it's a two way communication, maybe it's not enough that the sats have the range to reach the plane, the plane must be able to reach the sats too? Anyways! Super huge thanks for everything! Cheers // Schmelge Quote Link to comment Share on other sites More sharing options...
Schmelge Posted March 22, 2018 Share Posted March 22, 2018 Trying my best to figure out which of the mods is causing this. I had my suspicion that SETI could have done something since I have the Meta mod pack, but the SETI Rebalance is not installed. I have gone through the descriptons of all the mods but non of them describe anything about nerfing RCS. Quote Link to comment Share on other sites More sharing options...
Ernos Posted March 24, 2018 Share Posted March 24, 2018 I am about to download this, but what are the real differences between stock commnet and RemoteTech? Quote Link to comment Share on other sites More sharing options...
TaxiService Posted March 24, 2018 Share Posted March 24, 2018 (edited) 1 hour ago, Munar pilot said: I am about to download this, but what are the real differences between stock commnet and RemoteTech? Stock CommNet is about launching and forgetting comm sats. In KSP 1.1 or earlier, you can control your vessels anywhere and anytime. Now, you need antennas and active connection from Mission Control or high-level Pilot for the same control task. That's it. RemoteTech adds a difficulty layer to player's gameplay. Besides requiring connection to control vessels, it has signal delay (+16 sec between Kerbin and Eve), dish targeting, Flight Computer (less powerful version of MechJeb), and other bunch of things. Players like to play hard ball with this. On 3/22/2018 at 6:02 PM, Schmelge said: Trying my best to figure out which of the mods is causing this. I had my suspicion that SETI could have done something since I have the Meta mod pack, but the SETI Rebalance is not installed. I have gone through the descriptons of all the mods but non of them describe anything about nerfing RCS. Sometimes, I wonder if it is case of excessive CPU calculations. On my side, there were so many mod-related things running at same time and it was tanking my FPS rate. Edited March 24, 2018 by TaxiService Quote Link to comment Share on other sites More sharing options...
Schmelge Posted March 24, 2018 Share Posted March 24, 2018 20 minutes ago, TaxiService said: Sometimes, I wonder if it is case of excessive CPU calculations. On my side, there were so many mod-related things running at same time and it was tanking my FPS rate. Yeah could be. But im pulling between 80 and 180 fps at all times except for when loading physics, like when game loads to launchpad. Not sure Quote Link to comment Share on other sites More sharing options...
demibear Posted March 24, 2018 Share Posted March 24, 2018 Before I potentially waste my time trying to figure this out, has anyone written config files for Tantares? Quote Link to comment Share on other sites More sharing options...
TaxiService Posted March 24, 2018 Share Posted March 24, 2018 2 hours ago, demibear said: Before I potentially waste my time trying to figure this out, has anyone written config files for Tantares? No, I don't find any cfg in RemoteTech folder for Tantares 8 hours ago, Schmelge said: Yeah could be. But im pulling between 80 and 180 fps at all times except for when loading physics, like when game loads to launchpad. Not sure Check this. I got hit by RCS misbehavior on my personal side too. I am figuring out what change was made to RCS orientation. Quote Link to comment Share on other sites More sharing options...
Schmelge Posted March 24, 2018 Share Posted March 24, 2018 20 minutes ago, TaxiService said: Check this. I got hit by RCS misbehavior on my personal side too. I am figuring out what change was made to RCS orientation. Wow! Nicely done m8!! So we may have found a pretty rcsgamebreaking bug! Thanks alot for helping figure this out! Quote Link to comment Share on other sites More sharing options...
Ernos Posted March 24, 2018 Share Posted March 24, 2018 9 hours ago, TaxiService said: Stock CommNet is about launching and forgetting comm sats. In KSP 1.1 or earlier, you can control your vessels anywhere and anytime. Now, you need antennas and active connection from Mission Control or high-level Pilot for the same control task. That's it. RemoteTech adds a difficulty layer to player's gameplay. Besides requiring connection to control vessels, it has signal delay (+16 sec between Kerbin and Eve), dish targeting, Flight Computer (less powerful version of MechJeb), and other bunch of things. Players like to play hard ball with this. Sometimes, I wonder if it is case of excessive CPU calculations. On my side, there were so many mod-related things running at same time and it was tanking my FPS rate. Ok, thank you, I am off to download RemoteTech now. I used to use it pre-1.2 Quote Link to comment Share on other sites More sharing options...
demibear Posted March 25, 2018 Share Posted March 25, 2018 9 hours ago, TaxiService said: No, I don't find any cfg in RemoteTech folder for Tantares Check this. I got hit by RCS misbehavior on my personal side too. I am figuring out what change was made to RCS orientation. Thanks, well i should have something eventually. I just need to figure how to convert stock antennaPower to range. But I think bluedog design bureau parts might serve as a working example. Quote Link to comment Share on other sites More sharing options...
Bersagliere81 Posted March 25, 2018 Share Posted March 25, 2018 Is there any advantage to add more antennas? Like for kerbalism mod, the more antennas you fit, the faster the transmission is Quote Link to comment Share on other sites More sharing options...
TaxiService Posted March 26, 2018 Share Posted March 26, 2018 On 3/25/2018 at 7:32 PM, Bersagliere81 said: Is there any advantage to add more antennas? Like for kerbalism mod, the more antennas you fit, the faster the transmission is See this RT setting on multiple antenna multiplier (only applicable to omni antennas). The default value of 0.0 means no range boast from having extra omni antennas. That's it, there isn't any other advantage. Quote Link to comment Share on other sites More sharing options...
Bersagliere81 Posted March 26, 2018 Share Posted March 26, 2018 Thanks I truly didn't remember that setting. It's nothing special, but it's something Quote Link to comment Share on other sites More sharing options...
demibear Posted March 27, 2018 Share Posted March 27, 2018 Is there a way to have the stock "power" with the remotetech limitations of signal delays/dish-omni/etc? Quote Link to comment Share on other sites More sharing options...
blspblackdeath Posted March 27, 2018 Share Posted March 27, 2018 Hi. Very good mod you have here. But I had a problem with deinstallation of your mod with ckan. I wanted a little more casual approch with stock communications. I removed Remote Tech and now I can't find the stock relay buttons at the Comstation. And it seems that the need of Stockcomnet is removed from my save entirely. Quote Link to comment Share on other sites More sharing options...
TaxiService Posted March 27, 2018 Share Posted March 27, 2018 9 hours ago, demibear said: Is there a way to have the stock "power" with the remotetech limitations of signal delays/dish-omni/etc? Unfortunately, it is not possible to have this due to different designs of stock CommNet and RT. 4 hours ago, blspblackdeath said: Hi. Very good mod you have here. But I had a problem with deinstallation of your mod with ckan. I wanted a little more casual approch with stock communications. I removed Remote Tech and now I can't find the stock relay buttons at the Comstation. And it seems that the need of Stockcomnet is removed from my save entirely. You need to manually enable CommNet in ksp settings. The installation of RT automatically disabled CommNet to avoid conflict. Quote Link to comment Share on other sites More sharing options...
Crixomix Posted March 28, 2018 Share Posted March 28, 2018 I have a question on how the omni antenna additive mode works. I get that 0 means it will use the largest omni antennas range. I get that 1.0 means that it will add them all together. I don't get exactly what .5 would do. There's two solutions that both make sense to me, and I'm leaning towards the first but I want to double check before I build satellites incorrectly. Option 1: 0.5 setting means it's exactly halfway (average) between the largest omni and the total of the omnis. For example, I have 4x communotron 16s, the 2.5Mm range ones. If it was set to zero additive, then I'd have 2.5Mm omni range. If it was set to 1 additive, I'd have 10Mm omni range. But since it's set to .5, I would have 2.5 + (.5 * 7.5), which ends up being 6.25Mm. Essentially you get ALL of the first (biggest) omni antenna, and then 50% of each one added after that. OR option 2. I don't think this is it, but it's possible, and it would change how I build my ships. This is where .5 additive means that you literally just take half of the sum of all the omnis. So in the example above, 4x of the 2.5Mm ones would be 5Mm range. Which method is actually how it works? Thanks. Quote Link to comment Share on other sites More sharing options...
TaxiService Posted March 29, 2018 Share Posted March 29, 2018 16 hours ago, Crixomix said: I have a question on how the omni antenna additive mode works. I get that 0 means it will use the largest omni antennas range. I get that 1.0 means that it will add them all together. I don't get exactly what .5 would do. There's two solutions that both make sense to me, and I'm leaning towards the first but I want to double check before I build satellites incorrectly. Option 1: 0.5 setting means it's exactly halfway (average) between the largest omni and the total of the omnis. For example, I have 4x communotron 16s, the 2.5Mm range ones. If it was set to zero additive, then I'd have 2.5Mm omni range. If it was set to 1 additive, I'd have 10Mm omni range. But since it's set to .5, I would have 2.5 + (.5 * 7.5), which ends up being 6.25Mm. Essentially you get ALL of the first (biggest) omni antenna, and then 50% of each one added after that. OR option 2. I don't think this is it, but it's possible, and it would change how I build my ships. This is where .5 additive means that you literally just take half of the sum of all the omnis. So in the example above, 4x of the 2.5Mm ones would be 5Mm range. Which method is actually how it works? Thanks. Correct, Method 1 is what RemoteTech calculates exactly. On given list of omni (or same-target dish) antennas, it takes the biggest Omni range and stacks up with 50% of each other antenna. (@Bersagliere81 sorry, I didn't realize Multiple Antenna Multiplier is also applicable to dishes aimed at same target) Quote Link to comment Share on other sites More sharing options...
VonFrank Posted March 29, 2018 Share Posted March 29, 2018 (edited) Is there any way for me to use this mod to modify the number and locations of Ground Stations (for RSS) while keeping the way vanilla comm net works? In other words, disabling all aspects of the mod except for the ability to modify the locations and names of Ground Stations. Edited March 29, 2018 by VonFrank Quote Link to comment Share on other sites More sharing options...
TaxiService Posted March 30, 2018 Share Posted March 30, 2018 7 hours ago, VonFrank said: Is there any way for me to use this mod to modify the number and locations of Ground Stations (for RSS) while keeping the way vanilla comm net works? In other words, disabling all aspects of the mod except for the ability to modify the locations and names of Ground Stations. Nope, not possible because RemoteTech disables whole vanilla Comm Net (and vanilla ground stations) due to conflicts and use its own (or player-supplied) ground stations. Quote Link to comment Share on other sites More sharing options...
VonFrank Posted March 30, 2018 Share Posted March 30, 2018 12 hours ago, TaxiService said: Nope, not possible because RemoteTech disables whole vanilla Comm Net (and vanilla ground stations) due to conflicts and use its own (or player-supplied) ground stations. Fair enough. Do you know if there is a way to modify the game's stock Ground Stations without Remote Tech? And my apologies if this is too off-topic of a question. Quote Link to comment Share on other sites More sharing options...
TaxiService Posted March 31, 2018 Share Posted March 31, 2018 11 hours ago, VonFrank said: Fair enough. Do you know if there is a way to modify the game's stock Ground Stations without Remote Tech? And my apologies if this is too off-topic of a question. Afraid not. Those stock ground stations are saved inside KSP's non-cfg Squad files. Quote Link to comment Share on other sites More sharing options...
Dux Aquila Posted March 31, 2018 Share Posted March 31, 2018 Quote 21 hours ago, VonFrank said: Fair enough. Do you know if there is a way to modify the game's stock Ground Stations without Remote Tech? And my apologies if this is too off-topic of a question. In the Kerbinside thread, there are configurations for Remote Tech, only will have to wait to update Kerbal Konstructs and Kerbinside for use in 1.4.2 Quote Link to comment Share on other sites More sharing options...
demibear Posted April 2, 2018 Share Posted April 2, 2018 (edited) On the subject of ground stations, did the way the configs for adding ground stations change? I used something someone added here awhile ago and I cannot seem to get the ground stations to work anymore. Would rescaling to 3.2x have an effect? 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 } } } } } Edited April 2, 2018 by demibear Quote Link to comment Share on other sites More sharing options...
TaxiService Posted April 6, 2018 Share Posted April 6, 2018 (edited) RemoteTech 1.8.10.2 for KSP 1.4.2 released This release 1.8.10.2 is recompiled for KSP 1.4.2. Complete changelog is below: Spoiler What's New? =========== * Recompiled for KSP 1.4.2 * Changes to PID controller on the edge case of very low ratio of Torque to Moment of Inertia Detailed Changelog ================== Fixed Issues ------------ Pull Requests ------------- If you find any bug, please report them on our github (as it is hard to keep track of bugs here). Feedback is also welcome for the next release, here or on this post. We are in the RT 2.x branch development and continue to support the RT 1.x branch. ---- RemoteTech 1.8.10.3 for KSP 1.4.2 released The change in this release 1.8.10.3 is very minor but critical to a third-party mod. Complete changelog is below: Spoiler What's New? =========== * Add modder API for radio blackout on a target RemoteTech vessel Detailed Changelog ================== Fixed Issues ------------ Pull Requests ------------- If you find any bug, please report them on our github (as it is hard to keep track of bugs here). Feedback is also welcome for the next release, here or on this post. We are in the RT 2.x branch development and continue to support the RT 1.x branch. Edited April 10, 2018 by TaxiService Quote Link to comment Share on other sites More sharing options...
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