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TaxiService

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Everything posted by TaxiService

  1. The package of the antenna parts is uploaded to Spackdock. It should be automatically submitted to CKAN team to be included hopefully.
  2. The latter option. Does it help if I publish the RT-antenna repository to CKAN? It is less or more completed, and it is planned to publish all RT Redev modules (core+optional packages) to CKAN instead of 1 consolidated package.
  3. Hi, I am not aware of AIES-origin of some RT model assets. I need to contact the people behind them first before I can proceed. This may take some time. @flart Good news, you have an alternative. We have a separate repository (linky) of stockised RT antennas for RT Redev at the same Gihub site. Users can download it separately (I need to publish downloadable release first) and you may need to provide post-RT MM cfgs for your mod if necessary. This will avoid all or most of license issues, if I am not wrong. However, there is no plan to publish this repository on ckan until whole RT Redev is completed.
  4. Hi, may I have a screenshot of your vessel and the flight-computer button? The flight computer is not available if your vessel does not have any probe core.
  5. RemoteTech 1.8.12 for KSP 1.4.4 released This release is a recompilation for KSP 1.4.4. What are fixed/changed: Recompiled for KSP 1.4.4 New power command (based on this) of Flight Computer to de-activate or re-activate individual antennas, based on their power thresholds. For example, a dish will shut down at 20% EC and open itself at 70% EC. Each antenna has own power thresholds to configure through Part Action Menu. Complete changelog is below: If you find any bug, please report them on our github (as it is hard to keep track of bugs here). Feedback is also welcome for the next release, here or on this post. We are in the RT 2.x branch development and continue to support the RT 1.x branch.
  6. Hi, this is incorrect. Change MODULE[ModuleRTAntennaPassive] block to MODULE[ModuleRTAntenna] block %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 25000 %MaxQ = 6000 %EnergyCost = 0.13 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } }
  7. Please add a ground station template within 'GroundStations' block to RemoteTech_Settings.cfg in your save folder. The example below is the KSC. STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.13133150339126601 //change Longitude = -74.594841003417997 //change Height = 75 //change Body = 1 MarkColor = 0.996078014,0,0,1 Antennas { ANTENNA { Omni = 30000000 Dish = 0 CosAngle = 1 UpgradeableOmni = 4E+06;3.0E+07;7.5E+07 UpgradeableDish = UpgradeableCosAngle = } } }
  8. It seems multiple RO/RP players were asking about the throttle bug in KSP 1.3.1 that was fixed in the next release (for KSP 1.4) so I make RT 1.8.11.131 official now. Happy crashing! RemoteTech 1.8.11.131
  9. RemoteTech 1.8.11.131 for KSP 1.3.1 released (Seem multiple RO players are asking about the old throttle bug in KSP 1.3.1 so I make RT 1.8.11.131 official now) This release is RemoteTech 1.8.11 recompiled for KSP 1.3.1. What are fixed/changed: Nothing
  10. Good to hear your workaround on CC_remotetech.dll. The CC logic on communication coverage is kinda fuzzy, last time I heard from CC thread.
  11. Hi, Just let you know that the interactions between ScienceRelay 5.1 and CNC 1.2.1 on KSP 1.4.3 are so far pretty normal. No NullReferenceException spam or whatever when transmitting some science along control path of 2 or 3 vessels to KCS. Since KSP maintains the singular instance of CommNet at all time, any CommNet-based mod will inevitably supply its own CommNet derivative to KSP. When two or more CommNet-based mods are installed, one mod may take over one CommNet component but another mod take another depending CommNet component. Such unstable dependency may arise to endless cycles on non-existent or wrong objects at either mod. At least from my experience on CommNet development.
  12. Oops, last Contract configurator 1.23.3 for KSP 1.3.1 was compiled against RT 1.8.8. New RT 1.8.11.131 may not work well with CC 1.23.3 unless CC is recompiled against it (I have no idea how).
  13. Yah, the SAS clicking has to be disabled as it can't be hooked up for signal delay purpose. On the black label, got any texture-saving mod in your installation (see this issue)? It happens when two or more such mods mess with same textures so much that KSP could not load some textures.
  14. Yah, it is possible that the standard omni range is too short in RO/RP1. I believe there are few range-boost configs coming with RO/RP1. You may have to ask around on what config as I never use RO/RP-1 before. Sorry but this bug was fixed in RT 1.8.10.1 which is for KSP 1.4. P.S. Here's an unofficial RT 1.8.11.131 compiled from latest develop for KSP 1.3.1. Enjoy, folks! P.S.S Seem multiple RO players are asking about the old throttle bug in KSP 1.3.1 so I make RT 1.8.11.131 official now. See below
  15. It is the square root mode, which is modelled after the real-life radio physics (I think). It is up to you on how to select the antenna multiplier value. 0.0 is no range boost and 1.0 is the absolute sum of all antenna ranges. I am pretty sure the default integrated antennas are automatically added to the stock parts but not unsupported third-party parts. Can you check it again?
  16. CommNet Constellation 1.2.1 is out! Recompiled for KSP 1.4.3 Pretty ground station marker Hide or show all ground station markers Linky
  17. RemoteTech 1.8.11 for KSP 1.4.3 released This release is standard maintenance, contained bug fixes. What are fixed/changed: Eliminated the response delay in Part Action Menu buttons and sliders Fixed the rare bug on symmetry parts' Part Action Menu in Editor All vessels, included non-loaded vessels, have the full RT connectivity Complete changelog is below: If you find any bug, please report them on our github (as it is hard to keep track of bugs here). Feedback is also welcome for the next release, here or on this post. We are in the RT 2.x branch development and continue to support the RT 1.x branch.
  18. :-/ I have few past reports from other players on this issue and I can't determine what caused this. It happened when your save got corrupted by something else when entering/exiting Editor scene. It does not happen with only RT installed. Sorry.
  19. Yah, it will cause problems because RT turns off stock CommNet and CommNetVisualisation runs on stock CommNet. If you want stock CommNet, remove RT. If you enjoy RT, remove CommNetVisualisation.
  20. None of stock filter buttons is not really fit to the purpose of hiding comm dishes (maybe relay button but not as same as ground stations?) Thanks, it is trivial changes (redraw texture picture and put few codes lines) to make this. P.S. can grab latest dev build from this link now. It is not going to be out any soon,
  21. Sorry, I can't help you with this. How often would you like to toggle on/off the markers over time? I am thinking of linking the markers to the contract-icon map filter as the other mods do with their own markers.
  22. My modder approach on the scroll component from KSP's new UI system is obnoxious when it comes to refreshing the scroll area. I am still learning how to use the scrolling properly. For this decimal place, um it is little too late to change now :-/ The underlying software number for this frequency is integer. So all numbers in thee whole mod would have to be changed completely and it won't be even compatible with existing save. If you feel brave, you can try fork the codebase, replace the numbers and compile. It should work fine on fresh save.
  23. CommNet Constellation 1.2 is out for KSP 1.4.2! Update the interfaces and move messages to top-center position Thicker CommNet lines in close zoom for KSP 1.4 Change 'Working Connection' to 'Active Connection' Linky
  24. @RB101 I checked the science bonus and I think the relay part is factored for the overall signal signal. According to KSPedia, the science bonus (capped at 40%) is proportional non-linearly to the overall signal strength between KSC and active vessel, regardless of directing or bouncing through relays. I am not finding much information about "40% magical bonus"
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