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don.peugot

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Everything posted by don.peugot

  1. Sorry, to bring this topic back to life, but I do experience the same problem without having Realism Overhaul or Kerbquake installed. Were you able to solve your problem? PS: Happy new year guys!
  2. Hi guys, I haven't been playing KSP in a long time and decided to get back to it now that .90 is out. Since I play with a heavily modded install, I'd like to diversify my tech tree instead of using the stock one. This one seems like a good alternative. I want to ask: What happens with unsupported mods? Do they get assigned somewhere in the tech tree or won't they appear at all?
  3. Did it work out of the box for you on 64 bit? Because whenever I try to launch a game, it crashes while loading the savegame with RT2 on 64bit. Odd.
  4. Exactly. I did a whole series of tests (stock KSP, not stock, read-only on/off, different figures etc) but the results were all the same: No change of signal delay in game. So, if anyone knows how to disable the signal delay in RT2, please share it with us.
  5. I did exactly that (as described in my previous post) but it doesn't change anything. After a restart of KSP the remotetech.cfg even gets replaced by the original, unmodified file. It's weird. Any ideas?
  6. Against the advice in the first post, I am using Remote Tech 2 in my "realistic" savegame file to set up a sat network. So far, I have been able to put satellites as far as Duna without game-breaking issues. Everything is working surprisingly fine for a "playtest"-version. The only two issues I have encoutered are the following: (1) After completing a scheduled burn with the flight computer, the throttle gets stuck at 100%. It does not go back to 0%. The workaround I use is to schedule a burn of 10,000 s with 0% throttle after the time of the burn duration has passed. (2) The node tracker of the flight computer does not work. Instead, clicking on "node" results in the ship being pointed prograde. Besides these two issues, the main problem I see is mostly concering the flight computer: Right now, it is very tedious to complete a node execution. You have to use a calculator and a stopwatch to find the right burn point and duration. A working node position tracker and a delta-v burn scheduler would help a lot, a simple "execute node" button would also be an option. Until the development goes on, I fully agree with Sandworm's position: In the meantime (since the current flight computer makes it almost impossible to execute complicated burns far away from a command center), does anyone know how to turn up the signal speed / speed of light? The remotetech.cfg in the KSP root folder contains a "signal speed" parameter, but changing the figures in it seems to have no effect on the game. Plus, after launching KSP the modified remotetech.cfg gets replaced by an unmodified one. Setting the modified one to read-only prevents this, but still doesn't change the signal speed in game. Ideas, anyone? TL;DR: How to crank up the signal speed / speed of light in Remote Tech 2?
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