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Space ghöst

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Everything posted by Space ghöst

  1. Hi, Kethevin. Yes, by attaching either an RC Antenna or Remote Control/Command module to your ship. I usually just select the remote control module from the Pods menu in the VAB, attach an antenna and dish on it, and whatever odds and ends, and send it on its way. I believe you can't control an object while you're not focused. Although you can program the flight computer to initiate timed commands for thrusting while unfocused, which you'll still (I'm guessing) be required to have a connected signal to activate and use. As for staggering launches, that's what I'd do. Granted I made a four dish configuration that separates at a certain point, and uses the flight computer to coordinate timed burns for orbits. Just try and stagger as best as you can and then if one is too far ahead, lower your orbit to speed up and then level out, and visa versa. Not sure how far out they should be, perhaps 250km? Oh, and Mechjeb helps if you want razor close orbits. Hope that helps. Maybe someone could explain better then myself.
  2. Just realized you wanted no custom plugins. Yeah, what devogen said. I'll keep the below text for posterity. I always just add a blank animation to my object in Unity. Click on your object, then Component -> Miscellaneous -> Animations, hit ctrl-6 and create a new animation clip. You can input frames and adjust rotation in that window. Then click on the animation in the Inspector window and remove it, the original animation file will highlight in yellow in the Project window as you clicked previously. When selecting the clip in the Project window, select Wrap Mode: Loop in the Inspector window, then drag it onto the object you're animating in the Hierarchy tree. With this method I can do easy deploy/retract animations from Blender to export and more complex rotational type ones from Unity. This also helps me in not needing to piggy-back additional frames (ie frames 1-60, 61-100) on to the same animation file. Plus I can add multiple animation clips on to the same part this way - my project has three different clips on it. I should also add that I'm using a development version of the RemoteTech.dll to test out JDP's new animation module. He's added a module that creates a master animation (MasterOf0 = True/False) that controls the mode state of all animations in a part, among other things. It can be handy like when closing a cargo bay door, but forgetting to retract the large antenna inside. Perhaps send JDP a message, if anyone is interested in expanding on animations, he's (with some help from Alchemist) doing some awesome stuff. Edit: JDP's plugin will also stop looped animations.
  3. Re: Mechjeb Delay, Things may have changed since then, but don't quote me on it. I believe this would be something you'd either have to bring up to r4m0n or code yourself. @PoppinC -- Sorry, wish I had a good answer. So far I'm guessing you can't. But I'm sure JDP or someone can better answer you soon. Most of my piloted craft uses Mechjeb and RT, anything unmanned is strictly RT. I also haven't tested any "poorly" designed aircraft. Personally, I like to call them aerodynamically challenged.
  4. KSP has been quite an educational tool for me. I've learned 3d modeling with Blender, including UV mapping and texturing, import/export with Unity 3d, and furthered my C# knowledge (coding in general). It's also my first for collaborating with other modders. Thank you, Squad. And all those who assisted me.
  5. Yay! Finally getting in some real game time. It's nice to take a break from modding sometimes. Been trying to replicate all my ships from 0.18. http://i.imgur.com/rZporxM.png This heavy miner landed quite safely. It has the remote command module, life support, various kethane mods, some modified ion engines, and other gadgets. The fuel routing needs improving, as two engines cut out during my decent, but at least the five left kept me alive. It's also slow going when mining due to power constraints -- that'll change. Also, a new update to my RT-V is coming out soon. http://i.imgur.com/tfTkLyK.jpg The current cargo hold is different then this shot, but it gives you an idea of what's in store. I've added a science module and impulse engine (uses electricity and liquid fuel), cleaned up some textures, added DEMV D.R.O.P compatibility, and added some awesome new features that JDP and Alchemist have been cooking up in their laboratories.
  6. Thank you for continuing your work on waffles. The vehicles on the other hand? Well waffles of course.
  7. Thank you, JDP. This does look badass. I'll definitely use this to upgrade my micro-jet engine.
  8. I really like this website! Even installed the Blender export tool. Quite nifty. RemoteTech Tracking Dish - Prototype (3d View)
  9. Thanks for the pointers, JDP! I will certainly look in that direction and hopefully come up with something. Can't wait to see the new update, regardless of having to re-deploy my sats. Progress is worth it!
  10. Sadly, I don't understand how KSPField and KSPEvents works very well atm. I'll go re-read the tutorial on it later, including another C# lesson. Also, the cart works on an uncrewed pod so long as it has RT attached. It's just the context menu that is disabled, not the controls. Looking through the code, all controls were specifically coded to incur relay delay through RT, if the need ever arise. So what confuses me in this instance is whether this code is supposed to disable complete control if a crewable pod is crewless, because RT will still control the cart as long as you have a relay signal (and necessary parts of course). // crew don't count there. Just disable controls if the vessel // needs crew, but does not have one (KSP issue: it blocks control // axes in such a case). controllable = hasRemoteControlRoute && ( hasCrew || !needsCrew ); else // vessel's under local control, if there is // - either crew on-board, // - or no need in crew, and // - either MechJeb, // - or unmanned command pod. controllable = hasCrew || ( ( hasMechJeb || hasCommandPod ) && !needsCrew ); controllable = controllable && part.vessel && part.vessel.isActiveVessel;if( onRemoteControl ) Should this stop RT control of a crewless pod or am I reading this wrong? Cause I can control it, as described above. Anyway, no big deal. Not like this part has anything to do with the menu, granted the part afterwards does, that's where it gets into KSPField stuff. Just curious.
  11. Speaking of RC. Is RT supposed to disable the cart plugin menu? It does work when the craft is piloted. I don't mind, if so. I can still access everything via hotkeys. I'm modified this crewless command pod to act like the ones you made, put a dipole antenna on it, and a modified RT SAS unit on the inside of the cargo bed (used the small Mechjeb remote model.) [ATTACH=CONFIG]34893[/ATTACH] RC delay 0.0s: menu_disabled
  12. Heheh... the list is long so brace yourself. RemoteTech Experimental Version Cart plugin Majiir's Kethane fork Deep Space Mission pack Damned robotics Electrical Energy Plugin EPS 0.3 Erkle Warp Clamp v5x1 FuelTransferModule ISA_Mapsat MechJeb MRZ Mods (z02 add-on) Zoxygen Novapunch Remix pack Orbital Construction (personal experimental version) PowerTech_Mumech and Powertech plugin Space station pack VB Solar panel, ion engines, and battery Aviation Lights PKSMultiJointObject dll demv_mark_4_rat (modified) I don't use all the parts, some parts I just delete out of the packs. Lots of stuff have edited configs. Mainly just tweaked ion engines and some changes to how El Energy, EPS, and zOxygen work together. I'd like to get started on a 3d program and build my own parts, but that will take some time unfortunately.
  13. That would be really awesome, JDP. Right now I have to do without putting Mechjebs on my remote pods. It causes too much lag when attached to a ship with one already. So I just decouple them and do it manual for now, no biggie. Although, a simple out-of-the-way flight computer would be perfect. Here's the current setup I'm running, going to be heading to Duna soon. I already have a mothership and miner out there... but not equipped with dual RemoteTech RAT pods! Good 'old ion engines! I modified them, of course. Don't forget this has the RT command pod. A must! I converted the empty pod into a RT one (has a dipole antenna) , modified the cargo section to generate ZO2 (also added a Z02 support tank), the pods detach one by one. A ton of kethane capacity. It can easily land, mine, takeoff, and refuel if it's a small moon. RT part, dipole, and smaller sat-dish. I still need to test to see if these pods have enough fuel to land on one of Jool's moons. Mun will do fine. Thanks again for your hard work! Edit: I forgot RT SAS and had to replace the spare z02 tank with a small EPS battery (to convert krugz energy to power z02 generator).
  14. Yeah, I was curious about that too with MajiirKerbalLib. Since I have ion engines that use toggles, it seemed redundant and possibly prone to conflicts. I use his kethane mod (fork), but not the other. Although, prioritized isp would be sweet. Thanks for the experimental build, JDP. Trying it out now.
  15. Sorry for any confusion. It was probably user error on my part. As you know VB ion engines don't use the battery module out of the box (besides the module = IonEngine), so I decided to add that part to the cfg file a while ago. I believe that I added another value which didn't belong and it somehow got saved in the persistence file until I changed the cfg settings. I suppose I could probably prove this to myself by removing the resource line and it still working with no errors. But yeah, my fault.
  16. I'm getting a strange error with the new update. It happens when I load up my ship with three EPS batteries, one EPS nuke battery, and four VB ion engines. NullReferenceException: Object reference not set to an instance of an object at ModuleKrBattery.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1) <del>I'm not sure what it could be. Should I re-launch my ships?</del> Are ion engines required to have 'Energy' resource listed now? I added the resource line in part.cfg and now it works, the engine was reading at -1kw, but at least it's fixed!
  17. Wow... you're the man! I can't wait to download this and get it insta Edit: Seeing those crewless pods puts a big smile on my face. I still need to try the RC Duna Challenge, almost ready for it.
  18. I ran two DSM ion engines and two nuke reactors, plus an EPS big battery just for weight distribution. My ship, once launched, has about 150+ parts. Normally I would run 4 x ion engines, but just to test I made the lighter configuration. Thank you for looking at this. I really appreciate it! My four engine ship: ISS-1 Mothership [ATTACH=CONFIG]34201[/ATTACH] Edit: I'm off to Duna! Found a dirty fix. Not sure what consequences may occur, but everything checks out alright (consumption, lag, etc). I also added sound_rocket_ion2.wav from the VB pack to use with the DSM ion engines... for funsies! Here's the change I made in El_API: public static bool Consume(float Amount, Vessel vessel) { if (GetVesselEnergy(vessel) < Amount) return false;//Runs faster and prevents lag with batteries empty //Check each part containing energy foreach (Part p in vessel.parts) { if (p.Resources.Contains("Energy")) //Part resource Amount -= p.RequestResource("Energy", Amount); if (Amount <= 0.0001) return true; } return false; } I hope this is helpful. If not, at least let me bring you back some souvenirs from Duna!
  19. When I'm running more then one ion engine it causes massive lag during acceleration. I've tried all sorts of things to no avail. Removed the sound and fx definitions, thinking the animations caused the lag. Changed it to a LiquidFuelEngine and just use no fuel, but that made half my ship disappear. Both DSM and VB ion engines do this, so perhaps anything that uses module = IonEngine. The debug log doesn't saying anything useful, just when items are being forced on. Tried to use EPS as the module (bottom of the cfg), but use IonEngine (top of cfg). Googled for three days. Even mucked around inside the source code. Just wanted to have my kethane mining ship dock in between the ion engines for long trips. Either way, everything else works great, and this is definitely an essential mod for me. Great work!
  20. Remote control a payload to Duna? Challenge accepted! I've got my relays setup, going to send my mothership soon. Never tried this before. I mostly use RT for controlling debris and for multiple payloads. The idea of losing contact/control is scary, but it's interesting. I've noticed with my current relay setup, that I could send a payload to Mun, it will lose connection half-way there, but re-establish a new one as I make the approach. Just have to make sure my initial trajectory is correct! Here's what I've been working on. Got two different (ISS-1 Mothership, ISS-2 Mothership) command ships that I haven't taken out into the solar system, yet. The smaller version will have two heavy miners (kethane) docked with it to help keep everything balanced during acceleration. The bigger ship has only one docking bay, so it travels solo (with up to 9 Kerbals). I'm still working on making detachable landers for my crew to EVA into, that and the remote probes I want to try out. [ATTACH=CONFIG]34016[/ATTACH][ATTACH=CONFIG]34017[/ATTACH][ATTACH=CONFIG]34018[/ATTACH] After that I'll setup a relay and toss a few remote probes at Duna!
  21. Oh, wow. Those are cool icons man! Guess I better not quit my day job. lol Ahhh, I see. Thought it was something that I did, but it looks like there <i>is</i> an issue. Hopefully the new hotfix will solve it, that or perhaps do some testing myself. *crosses fingers*
  22. This is definitely what I'm going to do! Thanks for this spectacular plugin! Also, if you're interested. I'd like to try and make some custom icons for this plugin. Here's a couple rough-draft examples (alpha channels still need work, etc), probably won't use these anyways. Don't mind the contrasting backgrounds. [ATTACH=CONFIG]33958[/ATTACH][ATTACH=CONFIG]33959[/ATTACH] In the upcoming 0.17.1 hotfix, you'll be able to put all the png's in the PluginData\remotetech folder. If you think this is something you'd like for your mod, let me know. If not, no worries. Just want to help.
  23. Yeah, pretty much just the massive lag spikes where fixed. I'm not sure about the other stuff. Here's to hoping the OP gets straight A's and some free time!
  24. Heck yeah! This mod is awesome. I gotta thank KospY for finding the problem, Tomato for helping and making the first temp fix, BoJaN for fixing the line drawing issue, and Mortaq (out of no where!) to confirm. Obviously can't forget JDP and the rest. lol... Teamwork FTW!
  25. Ok, I got bored. Wanted to add node lines to the Tracking Station (MapView?) view, but got sidetracked and decided to mess with onPartFixedUpdate. So I used onPartUpdate instead, which is called once per frame, rather then once per physics update. I'm sure there's a better way, but the node lines seem a bit snappier, and I haven't noticed any frame rate loss. So please use this one at your own risk! Let me know if you notice anything... interesting. RemoteTech Temp Fix for KSP 0.17 (Tester) http://www./?7us623cl3tircj4 - source included
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