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Domhnall

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Everything posted by Domhnall

  1. Just an FYI, the .version file is still saying it's version 1.0.4 for KSP 1.0.2
  2. Does your rocket have power? Also you can't launch with a Communotron active, it'll break off. Mission Control has it's own antenna, so your satellites don't matter on the launchpad. To launch, you should have a Reflectron DP-10 attached to your rocket, preferably on one of the last stages, until your rocket gets high enough you can safely deploy a Communotron or a dish. You also need a power source. A small battery & a single flat solar panel will do.
  3. Your active vessel needs it's antenna pointed in the direction of your satellites, and the cone size has to be big enough to either capture a group of satellites or a single one. For instance, if you point the vessel's dish at Kerbin, if it's cone is wide enough it will also connect to the two satellites. Or, if you have narrow coned dishes on your satellites and your vessels, you can aim them specifically at each other for a typically longer range, but more line-of-sight dependent connection.
  4. I made a RemoteTech_ModularRocketSystems.cfg with this: @PART[NBprobeCone1m]:AFTER[ModRocketSys]:NEEDS[RemoteTech] { %MODULE[ModuleSPU] { %IsRTCommandStation = true %RTCommandMinCrew = 6 } %MODULE[ModuleRTAntennaPassive] { %TechRequired = unmannedTech %OmniRange = 3000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } inside it and tried it in both the RemoteTech folder and inside the GameData folder, it worked fine and RT was applied to the probe cone. I launched just the cone and it did have a connection. The big difference in your config and mine is this line specifically: @PART[NBprobeCone1m]:AFTER[ModRocketSys]:NEEDS[RemoteTech] That tells ModuleManager to be sure to load ModRocketSys BEFORE it tries to apply any RT modules to the parts.
  5. Try this inside the RemoteTech folder: @PART[NBprobeCone1m]:AFTER[ModRocketSys]:NEEDS[RemoteTech] { %MODULE[ModuleSPU] { %IsRTCommandStation = true %RTCommandMinCrew = 6 } %MODULE[ModuleRTAntennaPassive] { %TechRequired = unmannedTech %OmniRange = 3000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } }
  6. I added my own config for AsteroidDay, with a few differences: @PART[HECS2_ProbeCore]:AFTER[AsteroidDay]:NEEDS[RemoteTech] { %MODULE[ModuleSPU] {} %MODULE[ModuleRTAntennaPassive] { %TechRequired = unmannedTech %OmniRange = 5000000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } @PART[HighGainAntenna]:AFTER[AsteroidDay]:NEEDS[RemoteTech] { !MODULE[ModuleDataTransmitter] {} @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } %MODULE[ModuleRTAntenna] { %Mode0DishRange = 0 %Mode1DishRange = 120000000000 %EnergyCost = 1.86 %MaxQ = 6000 %DishAngle = 0.03 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.15 %PacketSize = 3 %PacketResourceCost = 20.0 } } %MODULE[ModuleSPUPassive] {} } Since the HECS2 probe core is intended for deep space probes and has internal batteries, I figured the Kerbals probably stuffed in a patch antenna also, thus the 5Mm omni instead of the usual 3Km. I also upped the range & narrowed the cone on the HG-55 to put it between the KR-14 & CommTech-1, since it's a deep space antenna.
  7. I've got a sandbox mode & a career mode save going, it's the same on both of them.
  8. Hey, love the plugin. Noticed an issue though, the Advanced Probe Core Module is only available if filtering parts by their size. It doesn't show up at all under the normal command pod tab.
  9. I like this pack, it has a lot of cool parts. I have to say though the plasma thruster was underwhelming. It has the mass of 30 ion thrusters but produces less thrust If I'm strapping a 6t engine onto my doom station the TWR better justify it. But yeah, it's a great start and looking forward to seeing more of it.
  10. KSP-AVC is sending up an alert that the 0.3.0.1 version was compiled for KSP 0.90. Perhaps you didn't update your version file? EDIT: Oh, never mind, just noticed the posts up thread mentioning it.
  11. It's still being cranky. As long as a fuel tank isn't the root part, it seems to be fine though. I decided to try the cfg in Nertea's Cryogenic engines mod and it didn't make any difference.
  12. Hi, I'm having a bit of a problem using this mod. My cfg is pretty simple, just adding a LF/OX, LF, OX switch to the stock tanks, but if I try to use one of the tanks in the VAB, the editor acts like the part has no root and won't let me move it around or anything. Even just dropping in a new command pod doesn't help. Here's an example of the cfg: @PART[Size3LargeTank] { !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = InterstellarFuelSwitch resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer resourceAmounts = 6480,7920;12960;15840 basePartMass =9 displayCurrentTankCost = false hasGUI = true availableInFlight = false availableInEditor = true showInfo = true } } It's a stock install of KSP, Mod Manager & Interstellar are the only mods installed.
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