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[1.1] RemoteTech v1.6.10 [2016-04-12]


Peppie23

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2 minutes ago, Poofer said:

yeah, i though this was a stock bug, even put an issue ticket :/. so it was remote tech :o

Go retract it so you don't waste the dev's time.  Testing is fundamental to the science, my friend. :-)

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1 minute ago, artemisrain said:

Go retract it so you don't waste the dev's time.  Testing is fundamental to the science, my friend. :-)

well i mentioned that the bug was not stock, as to how to delete the entry, idk how  ¯\_(ツ)_/¯

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57 minutes ago, angrycannibal said:

Edit: I have tried the 32 bit version and I still have the same problem. Also I guess it is worth noting I am using windows 10.

I don't think the version or OS has anything to do with the issue.

I'm seeing the problem on Linux as well. This is clearly a bug in the mod.

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Is there any way/chance that the RT config could be made accessible by modulemanager? I know a couple mods would love to access the settings globally, and for myself, I maintain a tweaks folder of assorted personal adjustments/balances; having a "one stop shop", with out adjustment on each release is always handy :)

i may be talking out my hat, as I haven't tried in a while. I know last time, it was unsuccessful for whatever reason. 

In any case, huge thanks for picking up the baton, I'm looking forward to unleashing RT on 1.1 soon! (Who's betting on 1.1.1 though, despite the testing? :P )

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@komodoit is already accessible, that's how RSS makes all the required changes to the tracking stations: https://github.com/KSP-RO/RealSolarSystem/blob/master/GameData/RealSolarSystem/RemoteTech_Settings.cfg

Just create a "RemoteTech_Config.cfg" file and populate it at least with the following block:

RemoteTechSettings
{
	<user settings>
}

And replace the <user settings> with your personal parameters (RT wiki).

Edited by Phineas Freak
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14 hours ago, Stone Blue said:

Shoot... Thanx for searching those up, WintericeUK...Wish I had seen your post before you found them though.. I have copies WITH the original links pasted into the files, so I could have saved you the trouble of thread dumpster-diving searching...

I only managed to get to about page 107 in the end, by then I had a headache from skimming so many pages ;.;. At least someone has those configs backed up in case they disappear though! With the loss of KerbalStuff the community seems to have lost quite a few small mods where the developer either lost the source or has left the community.

I'm looking forward to actually being able to use MJ parts again with 1.1 though, I've always had to part prune in the past to keep my KSP slightly more stable >.< 

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9 hours ago, angrycannibal said:

I am having an issue with the new version RT breaking the contract system. Even with no other mods installed and with a new save game. I can accept contracts but as soon as I enter the vehicle assembly building or space plane hanger the contracts become unassigned. I have not tried is re-installing KSP 1.1.  

Edit: I have tried the 32 bit version and I still have the same problem. Also I guess it is worth noting I am using windows 10.

I seem to have fixed this by deleting all the files in the RemoteTech\Plugins directory except for RemoteTech.dll

I'll report back if anything breaks.

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Howdy guys

I am currently using the custom RemoteTech.dll to fix the ScienceAlert bug, but I have simultaneously run into the "can't transmit science from mobile lab" bug, which is unfortunately *also* fixed by installing a custom dll.

Oh wait, actually I just saw that *one* of these bugs is fixed for 1.6.10. But are *both* bugs fixed?

Why can't somebody just patch *sciencealert* to fix the sciencealert bug, since it is so much simpler and, once patched, can probably be left alone?

Or is that bug fixed by now?

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57 minutes ago, Rodger said:

Does this version have the "easy mode" option where you can activate antennas without a connection? (I.E. what Remote Tech XF did)

Nope, we plan on releasing it in 1.7. Hard to tell how much time that's going to take given that all current devs are new to the project.

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3 hours ago, Phineas Freak said:

@chrislDefine the parameter "MaxQ = <FLOAT>" in the main ModuleRTAntenna module (not inside the TRANSMITTER{} block) and give it a value. RT uses 6000 Pa for example.

Tried that.  I have "MaxQ = 6000" but when I launch a rocket with this antenna retracted, as soon as I hit about 100m/s the antenna gets ripped off.  The antenna starts off retracted but it also has a deployed setting where it extends (sort of like the normal Communotron).  When it's retracted, it's supposed to be protected from atmospheric effects but that obviously isn't the case.  I just can't figure out how to set things up so that it's protected when it's retracted, and not protected when it's extended.

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3 minutes ago, chrisl said:

Tried that.  I have "MaxQ = 6000" but when I launch a rocket with this antenna retracted, as soon as I hit about 100m/s the antenna gets ripped off.  The antenna starts off retracted but it also has a deployed setting where it extends (sort of like the normal Communotron).  When it's retracted, it's supposed to be protected from atmospheric effects but that obviously isn't the case.  I just can't figure out how to set things up so that it's protected when it's retracted, and not protected when it's extended.

That's downright odd. Could you post your code?

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Just now, JohnnyPanzer said:

That's downright odd. Could you post your code?

I should point out that we're working on a part of RO and the part it question is from RN_Skylab.  Trying to add a RemoteTech antenna to the main Skylab part.  The entire section we're working with is:

@PART[skylab]:NEEDS[RemoteTech]:AFTER[RealismOverhaul]
{
 !MODULE[ModuleDataTransmitter] {}

 %MODULE[ModuleRTAntenna] {
  %Mode0OmniRange = 0
  %Mode1OmniRange = 6000000
  %MaxQ = 60000
  %EnergyCost = 0.36
  %DeployFxModules = 0
  %TRANSMITTER
  {
   %PacketInterval = 0.4
   %PacketSize = 1
   %PacketResourceCost = 8.0
  }
 }

    %MODULE[ModuleSPUPassive] {}
}

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A shot in the dark here, but don't you need this as well?

	@MODULE[ModuleAnimateGeneric]
	{
		%allowManualControl = false
	}

I know I've had some issues earlier when I skipped that part. Do I know why? Nope. I "write code" much like a monkey with a brush and some feces "produce art"...

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5 hours ago, tomek.piotrowski said:

1.6.11 is up.

Released April 13, 2016

Make sure you remove the old GameData/RemoteTech directory first!

  • Fix RT build process - invalid .zip contained some extra files and caused bugs

Download: http://spacedock.info/mod/520/RemoteTech

Please report any bugs here: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues

Success! Glad my little report was the right answer.

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Hey,

I would like to make an MM patch which makes probe control independent of the connection, but retains the necessity for a connection when transmitting science.

While that would by simple by removing the ModuleSPU, that also means that omni antennas integrated into the probe cores do not work anymore (eg the 3km technology perk, which is useful for rovers).

My idea was, to replace the ModuleSPU with a ModuleSPUPassive. That works fine for giving manned command pods integrated omni antennas. Unfortunately it removes control from probe cores, even when they are connected.

Would it be possible for you to change that behaviour so that a probe core with a ModuleSPUPassive allows an integrated omni antenna to work for science transmission, but still giving the player full control as if it does not have a ModuelSPU?

That would essentially allow a config emulating AntennaRange while retaining the awesome RT flight computer.

 

Thank you very much!

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So I have a question about the flight computer. In older versions I used to disable signal delay because I didn't understand the flight computer. Now I understand it, but whenever I use any of the hold direction options, or tell the computer to execute a burn, my crafts wobble around the node in a circle and I can't figure out why. The mass is symmetrical and I have no problems holding direction without the flight computer, but as soon as I activate it, it acts up.

Not sure if a bug or an odd interaction with another mod I use. Don't want to post a bug report without knowing if it is actually a bug however.

Modlist

 Volume in drive D is Samsung 850 Pro
 Volume Serial Number is 3A03-7F50

 Directory of D:\Other Games\Kerbal Space Program (Modded Instances)\KSP 1.1\GameData

04/13/2016  02:55 PM    <DIR>          .
04/13/2016  02:55 PM    <DIR>          ..
04/05/2016  03:09 PM    <DIR>          000_Toolbar
04/04/2016  08:32 PM    <DIR>          000_USITools
03/29/2016  03:12 AM    <DIR>          B9_Aerospace_ProceduralWings
04/11/2016  11:17 AM    <DIR>          Better Science Labs Continued
04/04/2016  08:40 PM    <DIR>          BetterBurnTime
03/29/2016  07:36 PM    <DIR>          BetterCrewAssignment
04/04/2016  08:33 PM    <DIR>          UmbraSpaceIndustries
04/11/2016  11:23 AM    <DIR>          CommunityResourcePack
11/22/2015  06:15 PM    <DIR>          CommunityTechTree
04/13/2016  06:10 AM    <DIR>          ContractConfigurator
04/13/2016  06:08 AM    <DIR>          ContractPacks
04/02/2016  02:52 PM    <DIR>          CustomBarnKit
03/30/2016  04:40 PM    <DIR>          DefaultActionGroups
04/11/2016  11:30 AM    <DIR>          DistantObject
04/03/2016  12:43 PM    <DIR>          DMagicOrbitalScience
04/11/2016  11:41 AM    <DIR>          EditorExtensionsRedux
03/31/2016  02:22 PM    <DIR>          EnvironmentalVisualEnhancements
04/04/2016  03:10 PM    <DIR>          FieldExperience
04/04/2016  08:32 PM    <DIR>          Firespitter
04/11/2016  11:15 AM    <DIR>          FuelTanksPlus
03/30/2016  12:36 PM    <DIR>          InterstellarFuelSwitch
11/05/2014  12:23 PM    <DIR>          JSI
04/13/2016  07:15 AM    <DIR>          KerbalEngineer
12/12/2015  12:17 PM    <DIR>          KerbalFoundries
04/01/2016  02:43 PM    <DIR>          KerbalJointReinforcement
04/13/2016  07:15 AM    <DIR>          KSP-AVC
03/29/2016  09:16 PM    <DIR>          KWCommunityFixes
03/29/2016  09:10 PM    <DIR>          KWRocketry
04/11/2016  11:15 AM    <DIR>          LETech
12/08/2015  10:37 AM    <DIR>          MagicSmokeIndustries
03/30/2016  10:30 PM    <DIR>          MinAmbience
04/03/2016  05:00 PM    <DIR>          TweakScale
04/05/2016  08:45 PM    <DIR>          TriggerTech
04/11/2016  11:15 AM    <DIR>          ModRocketSys
03/29/2016  11:50 PM    <DIR>          ModularFlightIntegrator
03/26/2016  10:03 PM    <DIR>          TarsierSpaceTech
04/11/2016  11:11 AM    <DIR>          StripSymmetry
04/02/2016  07:29 AM    <DIR>          Strategia
03/06/2016  10:19 AM    <DIR>          StockVisualEnhancements
04/06/2016  03:17 PM    <DIR>          StageRecovery
04/04/2016  08:30 PM    <DIR>          Squad
04/05/2016  12:00 AM    <DIR>          SmokeScreen
04/10/2016  12:04 PM    <DIR>          NavyFish
04/13/2016  08:36 AM    <DIR>          PersistentRotation
11/28/2015  07:22 AM    <DIR>          PlanetShine
04/13/2016  05:48 AM    <DIR>          PluginData
04/12/2016  11:15 PM    <DIR>          PreciseManeuver
04/05/2016  09:48 AM    <DIR>          ProceduralFairings
02/05/2016  04:58 PM    <DIR>          RCSBuildAid
03/29/2016  09:37 PM    <DIR>          RealChute
04/13/2016  09:00 AM    <DIR>          RemoteTech
04/01/2016  07:57 AM    <DIR>          SafeChute
04/05/2016  10:16 AM    <DIR>          SCANsat
04/05/2016  06:08 AM    <DIR>          scatterer
02/17/2016  01:59 AM    <DIR>          Science-Full-reward
04/12/2016  10:20 PM    <DIR>          ShipManifest
03/29/2016  06:41 PM    <DIR>          WiderContractsApp
11/17/2015  08:53 AM               695 ModuleManagerLicense.md
04/13/2016  07:15 AM            58,872 ModuleManager.TechTree
04/13/2016  07:15 AM             6,851 ModuleManager.Physics
04/13/2016  07:15 AM           226,246 ModuleManager.ConfigSHA
04/13/2016  07:15 AM         3,554,980 ModuleManager.ConfigCache
04/11/2016  10:14 PM            61,440 ModuleManager.2.6.21.dll
03/30/2016  01:09 PM            61,440 ModuleManager.2.6.18.dll
04/13/2016  08:52 AM             2,952 toolbar-settings.dat
04/13/2016  02:55 PM                 0 modlist.txt
04/12/2016  12:37 PM               842 MM_LICENSE.md
04/12/2016  12:39 PM               154 build.txt
04/11/2016  11:08 AM            46,080 SmartStage.dll
              12 File(s)      4,020,552 bytes
              59 Dir(s)  40,219,021,312 bytes free

Could this be related to https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/431 ?

Edited by ExEvolution
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8 minutes ago, Yemo said:

Hey,

I would like to make an MM patch which makes probe control independent of the connection, but retains the necessity for a connection when transmitting science.

While that would by simple by removing the ModuleSPU, that also means that omni antennas integrated into the probe cores do not work anymore (eg the 3km technology perk, which is useful for rovers).

My idea was, to replace the ModuleSPU with a ModuleSPUPassive. That works fine for giving manned command pods integrated omni antennas. Unfortunately it removes control from probe cores, even when they are connected.

Would it be possible for you to change that behaviour so that a probe core with a ModuleSPUPassive allows an integrated omni antenna to work for science transmission, but still giving the player full control as if it does not have a ModuelSPU?

That would essentially allow a config emulating AntennaRange while retaining the awesome RT flight computer.

 

Thank you very much!

Please create an issue on our bug tracker for this. Otherwise it will get lost here.

4 minutes ago, ExEvolution said:

So I have a question about the flight computer. In older versions I used to disable signal delay because I didn't understand the flight computer. Now I understand it, but whenever I use any of the hold direction options, or tell the computer to execute a burn, my crafts wobble around the node in a circle and I can't figure out why. The mass is symmetrical and I have no problems holding direction without the flight computer, but as soon as I activate it, it acts up.

Not sure if a bug or an odd interaction with another mod I use. Don't want to post a bug report without knowing if it is actually a bug however.

Modlist


 Volume in drive D is Samsung 850 Pro
 Volume Serial Number is 3A03-7F50

 Directory of D:\Other Games\Kerbal Space Program (Modded Instances)\KSP 1.1\GameData

04/13/2016  02:55 PM    <DIR>          .
04/13/2016  02:55 PM    <DIR>          ..
04/05/2016  03:09 PM    <DIR>          000_Toolbar
04/04/2016  08:32 PM    <DIR>          000_USITools
03/29/2016  03:12 AM    <DIR>          B9_Aerospace_ProceduralWings
04/11/2016  11:17 AM    <DIR>          Better Science Labs Continued
04/04/2016  08:40 PM    <DIR>          BetterBurnTime
03/29/2016  07:36 PM    <DIR>          BetterCrewAssignment
04/04/2016  08:33 PM    <DIR>          UmbraSpaceIndustries
04/11/2016  11:23 AM    <DIR>          CommunityResourcePack
11/22/2015  06:15 PM    <DIR>          CommunityTechTree
04/13/2016  06:10 AM    <DIR>          ContractConfigurator
04/13/2016  06:08 AM    <DIR>          ContractPacks
04/02/2016  02:52 PM    <DIR>          CustomBarnKit
03/30/2016  04:40 PM    <DIR>          DefaultActionGroups
04/11/2016  11:30 AM    <DIR>          DistantObject
04/03/2016  12:43 PM    <DIR>          DMagicOrbitalScience
04/11/2016  11:41 AM    <DIR>          EditorExtensionsRedux
03/31/2016  02:22 PM    <DIR>          EnvironmentalVisualEnhancements
04/04/2016  03:10 PM    <DIR>          FieldExperience
04/04/2016  08:32 PM    <DIR>          Firespitter
04/11/2016  11:15 AM    <DIR>          FuelTanksPlus
03/30/2016  12:36 PM    <DIR>          InterstellarFuelSwitch
11/05/2014  12:23 PM    <DIR>          JSI
04/13/2016  07:15 AM    <DIR>          KerbalEngineer
12/12/2015  12:17 PM    <DIR>          KerbalFoundries
04/01/2016  02:43 PM    <DIR>          KerbalJointReinforcement
04/13/2016  07:15 AM    <DIR>          KSP-AVC
03/29/2016  09:16 PM    <DIR>          KWCommunityFixes
03/29/2016  09:10 PM    <DIR>          KWRocketry
04/11/2016  11:15 AM    <DIR>          LETech
12/08/2015  10:37 AM    <DIR>          MagicSmokeIndustries
03/30/2016  10:30 PM    <DIR>          MinAmbience
04/03/2016  05:00 PM    <DIR>          TweakScale
04/05/2016  08:45 PM    <DIR>          TriggerTech
04/11/2016  11:15 AM    <DIR>          ModRocketSys
03/29/2016  11:50 PM    <DIR>          ModularFlightIntegrator
03/26/2016  10:03 PM    <DIR>          TarsierSpaceTech
04/11/2016  11:11 AM    <DIR>          StripSymmetry
04/02/2016  07:29 AM    <DIR>          Strategia
03/06/2016  10:19 AM    <DIR>          StockVisualEnhancements
04/06/2016  03:17 PM    <DIR>          StageRecovery
04/04/2016  08:30 PM    <DIR>          Squad
04/05/2016  12:00 AM    <DIR>          SmokeScreen
04/10/2016  12:04 PM    <DIR>          NavyFish
04/13/2016  08:36 AM    <DIR>          PersistentRotation
11/28/2015  07:22 AM    <DIR>          PlanetShine
04/13/2016  05:48 AM    <DIR>          PluginData
04/12/2016  11:15 PM    <DIR>          PreciseManeuver
04/05/2016  09:48 AM    <DIR>          ProceduralFairings
02/05/2016  04:58 PM    <DIR>          RCSBuildAid
03/29/2016  09:37 PM    <DIR>          RealChute
04/13/2016  09:00 AM    <DIR>          RemoteTech
04/01/2016  07:57 AM    <DIR>          SafeChute
04/05/2016  10:16 AM    <DIR>          SCANsat
04/05/2016  06:08 AM    <DIR>          scatterer
02/17/2016  01:59 AM    <DIR>          Science-Full-reward
04/12/2016  10:20 PM    <DIR>          ShipManifest
03/29/2016  06:41 PM    <DIR>          WiderContractsApp
11/17/2015  08:53 AM               695 ModuleManagerLicense.md
04/13/2016  07:15 AM            58,872 ModuleManager.TechTree
04/13/2016  07:15 AM             6,851 ModuleManager.Physics
04/13/2016  07:15 AM           226,246 ModuleManager.ConfigSHA
04/13/2016  07:15 AM         3,554,980 ModuleManager.ConfigCache
04/11/2016  10:14 PM            61,440 ModuleManager.2.6.21.dll
03/30/2016  01:09 PM            61,440 ModuleManager.2.6.18.dll
04/13/2016  08:52 AM             2,952 toolbar-settings.dat
04/13/2016  02:55 PM                 0 modlist.txt
04/12/2016  12:37 PM               842 MM_LICENSE.md
04/12/2016  12:39 PM               154 build.txt
04/11/2016  11:08 AM            46,080 SmartStage.dll
              12 File(s)      4,020,552 bytes
              59 Dir(s)  40,219,021,312 bytes free

Could this be related to https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/431 ?

Yeah, looks like you're right. Feel free to post your observations, along with RT and KSP versions that you use in that issue.

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44 minutes ago, JohnnyPanzer said:

A shot in the dark here, but don't you need this as well?


	@MODULE[ModuleAnimateGeneric]
	{
		%allowManualControl = false
	}

I know I've had some issues earlier when I skipped that part. Do I know why? Nope. I "write code" much like a monkey with a brush and some feces "produce art"...

Not sure that would work for this part since the animations are handled by Firespitter (FSanimateGeneric).  Will have to play around and see if that does anything.

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