sonicsst
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KSP2 Release Notes
Everything posted by sonicsst
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Now-defunct-thread-that-should-not-appear-in-google-search.
sonicsst replied to Cilph's topic in KSP1 Mod Releases
That's pretty much what I'm doing, except with some additional dishes pointed at Eve and Duna. It should work fine. -
Now-defunct-thread-that-should-not-appear-in-google-search.
sonicsst replied to Cilph's topic in KSP1 Mod Releases
Be aware of the pitfalls of using Active Vessel, when you switch craft, the old connection will be lost. This has caused problems for more than a few relay networks. -
If you can see the prograde/retrograde indicators they will help. If you are pointed at the target, apply horizontal RCS away from the prograde or towards the retrograde. As for hard numbers, I think you'll have to use a mod. In my opinion, the lack of important numerical displays is one of the major flaws in stock KSP.
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According to the parachute calculator here: http://ksp.freeiz.com/ you need far less parachute mass to land on eve, even at the highest elevation.
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Now-defunct-thread-that-should-not-appear-in-google-search.
sonicsst replied to Cilph's topic in KSP1 Mod Releases
For one thing, that vessel has no power to deploy the antenna. But something is definitely wrong with your install, some things are appearing twice where they shouldn't be. Perhaps you have a duplicate ModuleManager.dll? I'd recommend completely deleting the RemoteTech2 folder and the module manger before reinstalling the plugin. -
Now-defunct-thread-that-should-not-appear-in-google-search.
sonicsst replied to Cilph's topic in KSP1 Mod Releases
To enable RT2 functionality you need to configure it using Module Manager. Look at RemoteTech_Antennas.cfg for examples. You can just add it to that file if you want, but I believe Module Manager will read a .cfg file anywhere in the GameData directory. -
Now-defunct-thread-that-should-not-appear-in-google-search.
sonicsst replied to Cilph's topic in KSP1 Mod Releases
Do you have the ModuleManager_1_5.dll in your GameData folder? -
Now-defunct-thread-that-should-not-appear-in-google-search.
sonicsst replied to Cilph's topic in KSP1 Mod Releases
LOS is line of sight. If one satellite cannot 'see' another because it is obstructed by a planet or moon it cannot form a connection. -
Now-defunct-thread-that-should-not-appear-in-google-search.
sonicsst replied to Cilph's topic in KSP1 Mod Releases
Could one of your comsats be targeting 'Active Vessel'? That would cause connections to be lost when you switch vessels. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
sonicsst replied to Tiberion's topic in KSP1 Mod Releases
You're asking for a lot. Some people seem to think programming a new feature is as simple as wishing for it and waving a magic wand. It takes a lot of work. -
Now-defunct-thread-that-should-not-appear-in-google-search.
sonicsst replied to Cilph's topic in KSP1 Mod Releases
I believe it is generated when the plugin is loaded. -
Now-defunct-thread-that-should-not-appear-in-google-search.
sonicsst replied to Cilph's topic in KSP1 Mod Releases
Delay is already a thing. It can be disabled by changing EnableSignalDelay = True to False in RemoteTech_Settings.cfg -
Now-defunct-thread-that-should-not-appear-in-google-search.
sonicsst replied to Cilph's topic in KSP1 Mod Releases
Don't be silly. If you can post on a forum, you can post a bug report on github. Bad poster. Don't violate the dont-bite-the-hand-that-feeds-you clause. Be nice to plugin devs, they work for free. -
Now-defunct-thread-that-should-not-appear-in-google-search.
sonicsst replied to Cilph's topic in KSP1 Mod Releases
As has been discussed earlier in this thread, the current release of MechJeb causes problems with the throttle with RT2. I believe the solution is either to disable RemoteTech's delay or to use the latest dev build of MechJeb, available at http://jenkins.mumech.com/job/MechJeb2/lastBuild/ -
Now-defunct-thread-that-should-not-appear-in-google-search.
sonicsst replied to Cilph's topic in KSP1 Mod Releases
Its from the old RemoteTech. That functionality hasn't been added to RT2 yet. If you want to change targets you'll either need to switch to that vessel or do it from KSC. -
Now-defunct-thread-that-should-not-appear-in-google-search.
sonicsst replied to Cilph's topic in KSP1 Mod Releases
Here's a quick ModuleManager file that will add RT2 to any probe type command pod that doesn't already have it, for those of you who run mods and don't want to add each pod manually. @PART[*]:HAS[#vesselType[Probe],!MODULE[ModuleSPU]]:Final { MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } } Just save this as anything .cfg and put it in your RT2 folder. -
I appreciate the gumption it takes to reply to this with a bunch of requests. Wait, I dont think that's the right word...