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titan357
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KSP2 Release Notes
Posts posted by titan357
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12 minutes ago, Thedas said:
I am having an issue where I click on the links for any of the mods on the main page and get a 404 error. How can I fix this?
Kerbal stuff shutdown and thats where the mod is hosted. Until the creator uploads it else where there isnt anyway to get it.
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800 plugins? and I was thinking to have too many at 85!
About your question, RT2 has built-in some moddability. In /GameData/RemoteTech2/RemoteTech_settings.cfg you'll find most of what needed. For a rapid across-the-board increase of communication ranges I would advise to mod the line "RangeMultiplier =" to a number fitting your need.
However, I doubt that will make the setup less repetitive. To avoid repetition, you may find a more interesting approach in designing missions that allow to put multiple satellites in orbit together. Try building a vessel able to deploy 3 or 4 sats in KSO, designing an efficient mission profile would make for something interesting (definitely doable).
Ahh, that sounds like its just what I need to make the mod a bit more friendly for me and my mod list (that I need to prune tonight), so thank you. I think the last time I loaded the game up it was sitting around 805 plugins and took forever (even on my I7 4770K/SSD setup) to get in game, most of the parts are things I wanted to try and wrote off after trying them, but the game sits pretty solid at 60FPS until I get some debirs floating around and 10+ objects in orbit.
Didn't think about launching multiple com sats in one go, and with KW rockets new parts I think I could launch 2-4 at a time on a manned mission and drop them as I go at different heights and inclinations.
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So I've heard that RT2 "appears" to be working correctly with 0.24, but does that include x64?
It worked fine for me last night with a bundle of other mods (KW rockets .23.5, MKS, KAS .23.5 and many others about 800 plugins at launch) that either had not been "officially updated" for .24 and X64 and I had one crash in about 10 hours of gameplay with all these mods + 200 debris at 1/2 textures and 1/2 rendering.
Now my own personal question, is it possible to "mod the mod" to make it less "game-y and repetitive". What I mean is launching the same exact rocket/sat setup 3 to 10 times gets a little old, I am glad I had mechjeb or I would have never gotten all my sats into orbit. I would like to keep the way you can connect them to each other, but without nearly as much range restriction as it has now. I know the OP has the edit for no time delay but I would like to double the range of the omnidirectional antenna, or have it at least able to target the Mun from about 500K Kerbin orbit.
At the very least I would like to keep the dishes/antenna the mods add (they look cool) and just keep the connectivity part as simple as I can.
[1.3.x] SETI, Unmanned before Manned [Patreon]
in KSP1 Mod Releases
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