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Cilph

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Everything posted by Cilph

  1. @NeoSky: Some day, maybe. I can't simulate energy consumption in unloaded vessels and this is a very complicated system even without that. How do we handle science transmission on manned capsules? Currently, satellites are only recognised as such when they have a signal processor onboard, which manned capsules currently do not have. Without being marked a satellite and having the equivalent of a signal processor, it can not participate in routing. This would disallow transmitting in early game without the Stayputnik. Proposal #1: Add a passive signal processor to antennas that allow them to become a satellite, take part in routing, and send data, but only when it is the active vessel and otherwise controllable. Proposal #2: Move the Stayputnik to Basic Rocketry and require a probe for science transmissions. Proposal #3: Move antennas to Stayputnik tier or later.
  2. There are multiple ways of handling this. The first is that I let other plugins link to RemoteTech and request data via the Satellite/Antenna/NetworkManagers I have to read out any data they need. Con is this requires linking against the assembly. Pro is that it gives full control. A second option is to implement an event that can be dynamically called with Unity along with a ConfigNode or Dictionary to be populated. This gives less control but would allow some interaction without linking. I say, why not have both ?
  3. Read closely. I'm saying exactly that. This could work.
  4. Go here for further discussion: http://forum.kerbalspaceprogram.com/threads/53112-DISCUSSION-RemoteTech-2-Lite-development Consider this thread CLOSED. I'll make a new one for the next release.
  5. RemoteTech 2 will be a lighter version of what I had planned originally. The signal delay and the flight computer will be removed at first release until I decide to implement the latter. I'd rather not implement signal delay without the flight computer, and I need to work out a better system for that. That said, 0.22 is out and brings research to the table. Current issues up for discussion: How do we handle information transmission in RemoteTech? Proposal: Research transmission is only possible if there is link to KSC. If the craft is connected to a Command Station, that means the Command Station needs a link back to KSC. Pros: Easily implemented, can store a list of connections instead of the minimum cost for a craft. Cons: Think of some for me. Feel free to bring up any other points for discussion.
  6. I can always put in delay in a later release, and make it optional. For now I'd rather have an actual release out of the door rather than spending hours on the proper game design for signal delay and associated flight computer / DCPU-16 integration. The flight computer was so frustrating that it just made me ragequit.
  7. I barely have a clue what kOS is. I've only head of it in name. Bear with me, I haven't kept up since 0.21. A lite version of RT2 will remove signal delay and maintain just the uplink requirement. Since kOS is (I think?) a local autopilot it should work out of the box. Again, I'll see when 0.22 comes out. Just thought I'd let everyone know. I should probably make a new thread when I do that release.
  8. Okay, hello everyone. With 0.22 around the door I'm thinking of getting back to work on RemoteTech, but I'll probably strip it to a lite version that removes the mechjeb-y flight computer and signal delay. From a game design perspective those two gave me the biggest headache and had me write the most evil hacks. I'll see what 0.22 brings to the game with the tech trees and science uplink and decide on something then.
  9. I haven't actually worked on RT2 in ages. KSP interest has faded. You'll most likely have to wait for 0.22 before I get back into it again. So consider RT2 to be on hiatus until 0.22 or JDP starts pushing me.
  10. Known issue. Please refrain from discussing RT2 issues on this forum and do not use it for personal gameplay.
  11. And I feel like an idiot for doing so. Anyhow, anything on the GitHub will have a higher chance of a response.
  12. Next person to ask for support for RemoteTech 2 which isn't out will have me ask a mod to close this thread. Do not try or use RT2 if you have no programming or testing experience. Fin. Currently busy unpacking boxes but I'll get back to work soon...
  13. Maneuver functionality isn't in. It's hotwired to Orbital Prograde. Anyhow, just to let everyone know, I haven't been working on RemoteTech for the past week. Mostly been playing with my new PC really. I'm moving out this week as well so don't expect any work done for a little while. Reminding that RemoteTech 2 is not an official release and is merely online to accelerate bug finding, of which there are a lot. A lot. If you decide to help out, please check the issue tracker on github for known issues and report it if you can't find it. Anything here on the forums is worthless. And if you find gamebreaking bugs, for the love of god include the log file under KSP_Data.
  14. That should've been enough. I deleted a duplicate ModuleManager yesterday, might wanna replace it with the latest version in case I screwed up.
  15. Did you install the ModuleManager plus associated config files? And let this be yet another reminder: RemoteTech 2 has not been released and is just for testing.
  16. Programming and gaming, mostly. Current system is struggling running various IDEs browsers and servers concurrently.
  17. TLDR: Im moving out and have a budget to replace my 5 year old university laptop which is on its last legs. I have three days to decide whether I should get the following build: https://www.4launch.nl/shop/#p-4-productid-141686 Processor: Intel Core i5 4670K Quad-Core (3.40 GHz) Motherboard: MSI Z87-G43 Memory: 8 GB (2 x 4 GB) PC12800 DDR3 SDRAM, Kingston HyperX GPU: MSI GeForce GTX760 Twin Frozr OC 2 GB VRAM Harddisk: 1TB SATA 7200rpm, Western Digital Optical: Lite-On DVD Brander SSD: 128 GB SATA600, Plextor Cooling: Cooler Master Hyper 412S Casing: Cooler Master CM 690 II Advanced PSU: Cooler Master Silent Pro M2 620 W Modulair Cost: €949 incl. assembly and shipping.
  18. https://github.com/Cilph/RemoteTechExtended/issues?state=open
  19. I would argue that the reason it's only for testing is the atrocious amount of bugs and missing features.
  20. Just FYI, I put the same DCPU core into RemoteTech. It just needs some proper hardware specifications to make use of it. https://github.com/organizations/KerbalSystems
  21. 1) Not this wednesday, as was the projected one week from 0.21. JDP has been busy/missing lately and I've been working on other stuff, so we had a few weeks where we didn't do much. 2) For the love of the flying spaghetti monster, read a few pages and you will see that the answer is no. 3) RT 2 is very buggy and in playtesting. No one should use this for their game yet.
  22. ModuleManager will be included and it will be mentioned in the final installation instructions where to put it. If people can not comprehend this I refuse to accommodate their stupidity. Fin. For those worried about being 'forced' to use a seperate DLL: ModuleManager is a hundred line small plugin that runs once at boot. Would you rather every plugin developer re-invent the wheel and make their own ModuleManager? You have been told RemoteTech 2 WAS NOT FOR REGULAR PLAY. *kicks StainX*. Do you people not listen?!
  23. Yeah, well, I'm going to bed, so keep those bug reports rolling on the github. Props to jdmj for being the first.
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