-
Posts
627 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by TaxiService
-
Hi, I did not make any change to CommNet's relay functionality so relaying is still stock behaviour. However, two source and destination antennas regardless of direct or relay type must be sharing same frequency in order to make connection. Otherwise, a connection won't be established between two antennas of different frequencies. You can assign multiple "direct" frequencies to a relay antenna. I never heard this scene rotation report before. I tried to replicate this on my side but it rotates normally and never resets back upon completing changes. Got some before and after screenshots to show?
-
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Sorry to tell you but it is far from being ready for release. RemoteTech layer onto CommNet infrastructure was done, basic antenna connection was done, signal delay calculation was done and placeholders UI was put up but that's it. Realistic comm model, rebuilt Flight Computer, complete UI and few extra features commonly requested for are still to go. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Sorry for delayed response. You can find the RT config inside RSS mod folder. Just copy the cfg into your RSS save folder, overwriting the current RT setting cfg (initial default values) inside. Sorry, there is no functionality for selective displaying of connections in the current RT version. All you can do is to utilise the various display modes of RT bottom bar in Tracking Station/MapView scene. You can try RemoteTech 1.8.6 (linky). This is the last release for KSP 2.2 but I must warn you it has multiple bugs fixed in later versions. Nope, there is no active plan on this because Flight Computer's interface is difficult to modify into tiers of functions applicable to each probe core. The current form is kinda a convenient cheat to overwrite the limitation of lower-tier probe cores. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
RemoteTech 1.9.1 for KSP 1.6 released This release is a standard maintenance, as well as new back-port to KSP 1.3.1. What are fixed/changed: Recompiled for KSP 1.6 and 1.3.1 Fixed critical bug of Flight Computer executing timed commands wrongly Fixed syntax error in RemoteTech's MM patch for RLA Probes 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. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
I don't understand fully this under RT and kOS installed together but I will take your words. RT indeed has some tight couplings between certain checks and controls that can't be separated without affecting any major functionality. I am sorry I am unable to assist you on resolving this problem. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hi, The current RT design is intended to attach ModuleSPU to probe cores, where ModuleCommand resides in. This will enable the controlling of a vessel with probe core regardless of manned pod being attached. A crewed vessel without any probe core will not have access to Flight Computer that is through ModuleSPU. The case of ModuleSPU as standalone signal processor is never considered by RT. This is why RT is giving false positive if you try to attach ModuleSPU to some non-command part like Z-1k battery. Thus, you have two possible ways to resolve this: Way #1: ModuleManager @PART[*]:HAS[@MODULE[ModuleCommand]]:FOR[RemoteTech] { %MODULE[ModuleSPU] {} } This MM cfg will attach ModuleSPU to all parts contained ModuleCommand. This means manned pods would have the "computer" (as it makes sense for advanced manned pods at higher tree level when compared to primitive manned pods at beginning). Way #2: Code change This current assertion of requiring a host part to contain ModuleSPU and ModuleCommand in order to be Powered=True could be removed. But I think this removal would have impact on RT gameplay as it would allow standalone signal processor. //in ModuleSPU.cs private State UpdateControlState() { IsRTPowered = part.isControlSource > Vessel.ControlLevel.NONE; if (RTCore.Instance == null) { return State.Operational; } if (!IsRTPowered) { //<------------- this assertion // check if the part is itself a ModuleCommand var moduleCommand = part.Modules.GetModule<ModuleCommand>(); if (moduleCommand != null) { // it's a module command *and* a ModuleSPU, so in this case it's still RTPowered (controllable)! // e.g. even if there's no crew in the pod, we should be able to control it because it's a SPU. IsRTPowered = true; } else { return State.ParentDefect; } //-------------> } if (Satellite == null || !RTCore.Instance.Network[Satellite].Any()) { return State.NoConnection; } return State.Operational; } Do let me know if you have any question or clarification on these approaches -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Eh, for some unknown reason, in the past, this entire science transmission process was made to depend on the delay mechanism. I don't really want to botch this if I attempt to rework this away from this behaviour. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hi, thanks for the log. RemoteTech is using the delay mechanism ("yield return new WaitForSeconds(PacketInterval * 2);") to periodically "simulate" the sending of packet chucks in a science transmission. This may be the reason for your FPS drop. Strangely, it did not happen on my side or co-developers when we fixed an unrelated bug for the science transmission while ago. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hi, yes this API is the one to check for this connection. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
It could be RemoteTech_Settings.cfg in your affected save folder. Try delete it and launch KSP. RT will regenerate a new player setting. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Forum is giving me an error when I try to paste image url into. Um, What about reverting back to RT 1.8.13 (https://github.com/RemoteTechnologiesGroup/RemoteTech/releases/tag/1.8.13) on your KSP 1.5.1? It is working fine except for razor thin connection lines -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Sorry to hear about your problem. I checked at my side and verified in KSP 1.5.1 RT is running fine. Can you take screenshot of whole Tracking Station and post here to see? Edit: Also, can you check if RemoteTech folder is inside Kerbal Space Program\GameData? -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hi, May we have a bug report, per guideline (skip checking for existing issues), please? -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
RemoteTech 1.9.0 for KSP 1.5.1 released This release is a standard maintenance, as well as new back-ports to KSP 1.3.1 and 1.4.5. What are fixed/changed: Recompiled for KSP 1.5.1, 1.4.5 and 1.3.1 Fixed network line flipping More precision displaying of EC on antenna consumption Some fixes and new methods to APIs Increased maximum range multiplier to 10 Added support for new probe cores (*_v2) Fine-tuned PID parameters 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. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Hi, The primary CPU cost of RT is the periodic connection checks between all possible n vessels, which is basically n^2. This check is carried out about 4 times per seconds. So as your number of vessels in flight grows, the total number of checks grows at polynomial rate. There are no exposed settings of this you can amend in-game or edit outside. The RT graphics are generally cheap and do not consume lot CPU time. Your best approach is to minimize the current number of flights contained probe core or/and antenna. Be creative in designing a communication network rather than shotgunning into orbit. A pure manned mission (without probe core and antennas) will not counted as a possible candidate for the connection check. -
CommNet Constellation 1.3 is out for KSP 1.5.0! Replaced all antenna parts with CKAN dependancy of RemoteTech Redev Antennas (same parts and names) due to copyright issues Multiple network optimizations Ability to hide or show constellation lines in MapView (this option can be found in Constellation list of Control Panel) Fix the interface issue caused by pressing Escape on an open dialog Linky
-
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
TaxiService replied to flart's topic in KSP1 Mod Releases
My bad, I forgot to replace the version file when I repackaged my mod. Thanks for noticing this. I am stealthily overwriting the release files. Also, I bump max ksp version to "infinite" per suggested. Very unlikely to update often and big. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Yah, when you start a new game for the first time, RT saves latest settings built from your mod installation into your player save. Subsequentially, RT will run on the settings in your save unless you click 'Reload' button to overwrite your player settings with current RT setting built. This process is noted in the online manual. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Actually, the development is on KSP 1.3 because of Unity Analytics in KSP 1.4. It makes it unnecessarily difficult to read the 1.4 codes. Can you go to Preset tab of RT Options Windows in KCS scene and click Reload button? It will reset your current RT settings to the current settings built from your installation of mods. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Where did you place your config in? GameData/RemoteTech folder? If so, you may need to go to Preset tab in RT Option Window in-game and rebuild your RT settings built from your current setup. Yes and no. Current RemoteTech will not have the real-world radio characteristics implemented. We are preserving the current KSP-like characteristics while we are redeveloping a next RT product baseed on KSP's CommNet. This is where this new product will have the characteristics commonly requested (K-E-R-B-A-L frequencies or Issue #462 'Reduce bandwidth when too far away'). -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Sorry, not happening. It is deeply tied to the underlying RT components. It is easier to isolate and copy & paste into RT 2 environment as an optional package. I discovered it is the debug exe not liking something in Toolbar mod(s). It works fine in the commerical exe. Anyway, I tested AGX 2.3.3.6 and RT 1.8.13 on KSP 1.4.5 and found pressing AG keys will result in delayed actions. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
TaxiService replied to tomek.piotrowski's topic in KSP1 Mod Releases
Open Flight Computer and go to Power panel (click < or > button at top left corner). You will see 3 power buttons and one is Threshold. -
[1.12] CommNet Antennas Extension / Info / Consumptor (2024-09-16)
TaxiService replied to flart's topic in KSP1 Mod Releases
Yah, I don't know MM does this too. I already renamed the main folder to 'RemoteTechRedev' and pushed the new update to Spacedock and CKAN (linky). @ssd21345, can you please update to the latest version and check?