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Cilph

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Everything posted by Cilph

  1. Send me your KSPData/output_log.txt via Dropbox or something and I'll have a look at it for you. Know that for signal paths to appear you need to have built a network first . Do the new parts show anything in their description related to antennas? Does the map view show the button in the bottom right? Does the top left show a new graphic?
  2. Release 1.0.5: Fix MechJeb fighting over throttle and attitude. Added ModuleSPU to radial MechJeb AR202 casing. This kills functionality if connection is lost. Fix queuing for science transmissions. (I think) Added a ScreenMessage if your partmenu events are blocked due to signal loss.
  3. I told you MechJeb currently has an issue. It will be fixed. Chill. Just wait a day. Chill
  4. Depends on what you want. It's an extra parameter for ModuleCommand that specifies what resource to drain. Since you removed ModuleCommand there is no need for it. If you want to have MechJeb kill connection on signal loss you can just leave ModuleCommand in and add the ModuleSPU. Throttle fix is incoming next patch. ModuleSPU requires a control source on the part or else it will disable itself. This is how it cuts interaction when the part runs out of power to run. @PART[MechJeb2_AR202] { title = MechJeb 2 (AR202 case) (ModuleSPU) MODULE { name = ModuleSPU } } Included in next patch if my tester reports back okay results.
  5. Have Linux as your desktop for about five years and you'll never make that mistake again.
  6. Not compatible with RT1. Possibly compatible with the unreleased previous RT2 playtest that was never meant to be used in the first place. It's compatible with your save though, you just might lose some satellites due to missing parts.
  7. Think I've fixed the MechJeb issue. Waiting on MedievalNerd to test it and report back to me.
  8. Automation! The goal was to create a need for automation!
  9. Is the ModuleManager dll there? All the part configs relating to RemoteTech is done by ModuleManager. Even the non-Squad ones. It's convenient to have all parameters in one place. What are you expecting to happen? What is not happening?
  10. You need the SPU and ModuleCommand on one part. Local Control is defined as having a ModuleCommand that provides a working control source but does not have an SPU attached. However, again, MechJeb is gonna fight over throttle control when you do this. I have no fix yet. It is absolutely fine here and this would've come up during testing by multiple people the past week. EDIT: Kethevin, you are one sick son of a bitch.
  11. They work fine. They just have the same ****ty collider as the stock one (because it is). Make sure you have a connection or a form of local control or else the Activate button won't do anything. Beginner's tip: the Dipole antenna under the Flight Control node is activated by default and will give you unmanned control on the launchpad before you reach Unmanned Technology for the integrated antennas.
  12. Living with my parents for the time while I send my CV out to a couple of companies each week. Hoping to find a job so I can resume studying during weekends. Rofl.
  13. That would work, but currently there is a bug with MechJeb where it fights with the controls. I've not yet found the cause as RemoteTech inserts itself at both the front and end of the delegate call list.
  14. You review the data in whatever part it's stored and hit Transmit. If you have a connection to KSC, it will send. If not it'll say you have no transmitters.
  15. Hah. They do not take physical orientation into account when sending.
  16. No Flight Computer in this release. When it comes I'll make signal delay an optional feature.
  17. Please be gentle. It's my first time releasing a major mod. Bugs go on the GitHub.
  18. http://forum.kerbalspaceprogram.com/threads/56399-0-22-Remote-Tech-2-Build-those-satellite-networks%21
  19. The planet thingy uses a cone of vision. If it's not in the cone, or occluded by a planet. No connection. Direct targeting might work better.
  20. Release 1.3.3: 0.23 compatible; Switch vessel focus on the map view, allowing easy editing of targets; Flight Computer rewrite; Some UI elements were rewritten; Node Execution; Tweaks, bug fixes; It's been a while, okay? Release 1.2.7: Tweaked per-frame load-balancing and fixed a divide-by-zero; ModuleManager 1.5 by Sarbian. Please delete the old one; Static class serving as API for future kOS integration; Fixed bug in TimeWarp throttling. Release 1.2.6: Fixed settings file not auto-generating; Fixed collection modified exception; Possibly fixed throttle jitter again?; Fixed Target/Maneuver in Flight Computer; Disable SAS when Flight Computer is on; Tweaked time warp throttling when commands are approaching. Release 1.2.1: Removed kOS integration. Release 1.2.0: Fixed (probably) the bug that humiliated me in one of Scott Manley's videos; Flight Computer and kOS integration! (details below); Requires patched dll for now! Fixed Delta-V burns; Cilph can't do basic vector math late at night; "N/A" on TimeQuadrant when no SPU is available; "Connected" when signal delay is disabled; Allow docking node targeting when the other vessel is disconnected; Halved antenna power consumption; Signal Delay is now on by default; Quick hack to not cache lines/cones that are disabled to increase performance for some; Possible fix for long range planet targeting being twitchy; Two new dish parts by Kommit! The KR-7 and KR-14 replace the SS-5 and LL-5 respectively. The old parts will be deprecated but still included so as not to break existing crafts; Settings File is now properly created on load. kOS integration: All immediate mode actions now require signal delay to pass; Steering locks now work when the vessel is disconnected; Action groups no longer trigger when kOS has them blocked; "BATCH" and "DEPLOY" commands to send a list of commands as one packet; Requires patched kOS DLL until I merge the changes. Download here. Flight Computer: Works pretty much like MechJeb's SmartASS; Use "Enter" to confirm changes in most text fields; Duration format: "12h34m45s" or "12345" for plain seconds; Delta-V burn format: "1234m/s"; Cancel commands by clicking on the X in the queue, sends signal ASAP, but delay still applies. Use the queue to view any delayed command; even right-click menu events. Release 1.1.0: Added a settings file; auto-generates once the plugin loads. once forced to save by editing the map filter. Filter in map view now properly saves. Tracking Station should now save changes made to dishes. Fixed NPE in editor due to recent ModuleSPUPassive changes ModuleRTAntennaPassive now correctly works when unloaded Dishes can now target the active vessel. Promised Flight Computer NOT enabled yet. The new Squad SAS is too unstable for auto-piloting. Signal Delay can be enabled in settings file. Good luck without that flight computer. Release 1.0.7: Fixed NPE when antennas did not have satellites during rendering. ModuleSPUPassive now provides unloaded routing if the craft was controllable as a whole. Might have lead to unintentional bugs. (vardicd) Release 1.0.6: Fixed science transmissions not sending all of the data. (Kethevin) Release 1.0.5: Fix MechJeb fighting over throttle. Added ModuleSPU to radial MechJeb AR202 casing. This kills functionality if connection is lost. Fix queuing for science transmissions. (Ralathon) Added a ScreenMessage if your partmenu events are blocked due to signal loss. Release 1.0: Initial release!
  21. Please go to: http://forum.kerbalspaceprogram.com/threads/83305-Development-Resumed-RemoteTech-2
  22. White 50GM should not be missing. It's in there. Two dishes activated and contacting each other from Duna should work. Yellow line for dish connections. Gray for omni. Lime for active. EDIT: Oh, you meant the tracking ones. You do know the other RT2 was never officially released and abandoned?
  23. Okay, I couldn't be bothered to add a settings file for now, so consider this the first release! http://epsilonzero.nl/downloads/RemoteTech2_Release_Candidate_1.zip Report any bugs at: https://github.com/Cilph/RemoteTech2/ If all goes well I'll put up an official release post tomorrow. NOW GO HAVE FUN AND PLAY. If the download isn't quite working yet it's because I just set up the DNS and webserver config. Give it half an hour.
  24. Fine. Just need to put in a proper settings file and I think that's it for now. There's a small issue with MechJeb where it fights over the throttle but that's minor.
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