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TaxiService

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Everything posted by TaxiService

  1. I have no idea what is going on with Toolbar mod. It is throwing many exceptions in my KSP 1.4.5 and I can't test AGX properly. One exception: UnityException: get_dataPath is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call it in Awake or Start instead. Called from MonoBehaviour 'ToolbarManager' on game object 'ToolbarManager'. See "Script Serialization" page in the Unity Manual for further details. at (wrapper managed-to-native) UnityEngine.Application:get_dataPath () at KSPUtil.get_ApplicationRootPath () [0x00000] in <filename unknown>:0 at Toolbar.ToolbarManager..cctor () [0x00000] in <filename unknown>:0 Rethrow as TypeInitializationException: An exception was thrown by the type initializer for Toolbar.ToolbarManager Mod list: Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 ModuleManager v3.0.7.0 MiniAVC v1.0.3.2 ClickThroughBlocker v0.1.6.7 / v1.0.0.0 MiniAVC v1.0.3.2 aaa_Toolbar v1.7.17.11 MiniAVC v1.0.3.2 RemoteTech v1.8.0.0 / v1.8.13 Stock assembly: KSPSteamCtrlr v0.0.1.35
  2. You were trying to use stock CommNet's remote pilot assistance (1 kerbal)? It is not used in RemoteTech. Remotetech requires the big probe core and 6 kerbals to be a remote control station.
  3. Oh man, I thought CKAN's meta conflict would ensure either RemoteTech-Atnennas or RemoteTech on player's installation but not MM search. I am renaming to RemoteTechRedev folder and sending changes downstream. Thanks for letting me know.
  4. Yah, RT should be able to handle the patched crewed parts as they would be treated as one type of probe cores.
  5. Hi again, Would you like to try a new develop build again? I made small tweaks to the optimizations and it should be bits better. Thanks!
  6. Yes, you found the root cause. I checked the kOS parts and they do not have any ModuleCommand. The control check will fail and keep IsRTPowered at false. It would explain the strange control inconsistencies in your first post. I think you need to rework your MM patch to kOS CPU to a correct way.
  7. Understood this problem is not always happening, it is okay to provide only output_log.tx first. The delay window is this one below, plus your vessel in your screenshot.
  8. Hi, it is bits hard to determine why you have the connection problem from your description alone. Please help to provide a screenshot of your flight (with delay window visible), output_log.txt and the MM patch of adding RT ModuleSPU to kOS CPU parts. I can try to reproduce this kOS patching on RT. Thanks.
  9. Yah, this is KSP's stock suggestion on changing textures whose dimensions are not power of 2. I can't change the CNC's App Launcher texture as expected App Launcher texture is exactly 38x38 (not power of 2). This is just one of few reasons on some textures not being power of 2, like header images.
  10. It could be Persistent Rotation as we have an ancient issue on this. PR hadn't been updated for a long time until recent. You can try without PR after rechecking the flight scene.
  11. Huh, it looks like the rare long-standing bug of a vessel ignoring torque rotation. In my experience, this bug usually persists only in current session i.e. saving and reloading scene will fix it. Can you check back in the flight session again?
  12. Yah, this is lousy mod performance of CNC on a large number of comm vessels (high garbage collection and full workload every tick frame). I am making a couple of performance optimizations. Would you like to try out this develop build to see if its performance drastically improves on your side?
  13. The number of kerbals in a command station to remote control? If so, edit the variable in RemoteTech_Squad_Probes.cfg in GameDate/RemoteTech folder. @PART[probeStackLarge]:FOR[RemoteTech] { %MODULE[ModuleSPU] { %IsRTCommandStation = true %RTCommandMinCrew = 6 // here's the number } %MODULE[ModuleRTAntennaPassive] { %TechRequired = unmannedTech %OmniRange = 3000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } }
  14. Under the default range model, Standard, the maximum distance between two antennas is the smaller range. If you want the more realistic range mode (square root) you can select Root in RT Options window at KSC scene. Please provide a screenshot of your craft and output_log.txt from %USERPROFILE%\AppData\LocalLow\Squad\Kerbal Space Program\output_log.txt to troubleshoot.
  15. Hey, thanks for showing Esc keypress. It is a security failsafe action and I made changes to align with this.
  16. Got any texture reduction/saving mod installed? It messes with texture files that RT can't read post-loading.
  17. Hi, RemoteTech has harder and more realistic requirements over stock KSP on probe controls and operations. For example, probes have Flight Computer to automate operations (less capable than MechJeb mod) when out of signal range. Or signals are delayed by light speed. It even has functionalities of automated rover driving and power managements. You can discover more by exploring RemoteTech's functions in gameplay. I think it may be one of multiple factors on why your probe won't be controlled but more details is needed. Does it has a probe core? Alternatively, can take a look at the online manual on the control relaying. Does you have the SETI ProbeControlEnabler installed? It enables probes to be controlled without connections. It is the common root cause behind controllable probes without connections.
  18. RemoteTech 1.8.13 for KSP 1.4.5 released This release is a standard maintenance, as well as a new back-port to KSP 1.3.1. What are fixed/changed: Recompiled for KSP 1.4.5 Flight Computer's delayed commands should be able to start precisely on time New API methods for connections and vessels for third-party mods Signal lines are back to the solid color instead of weird fading style. 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.
  19. My bad, I completely forgot about the online manual on extra ground stations. I will keep this in my mind next time.
  20. You can create a new file with extra ground station examples below, save it to GameData/KerbinSide or RemoteTech folder and click 'Reload' button in RT Option window (see below) to load starting settings built from your installed mods, included this file. Since you said RSS has RemoteTech_Settings.cfg, please try this Reload button in RT Option window to load starting settings built from your installed mods, included RSS.
  21. All the changes you made are stored in your player save, unlike separate RT save and settings files in your save and GameData/RemoteTech. He/She just needs to download CNC and take your save and it is good to go.
  22. Yes if your pre-existing save is using stock CommNet. It will come up with a default constellation as a starting point. The "StockRemoteTechAntennas" folder is optional to CNC though it is going to be replaced with the CKAN dependency to stockised RT antennas.
  23. Oops, I didn't realise this naming conflict. I renamed to RemoteTech2 per your suggestion and sent it up SpaceDock and Ckan. Thanks! Edit: Turned out it isn't CKAN naming issue. Just odd metadata regex of CKAN on directory. I reverted the new change in SpaceDock and CKAN. It (v0.1) should be in CKAN soon.
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