Grays
Members-
Posts
18 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Grays
-
Ok...I could embed that information. I was intending it to go at the top of a table.
-
Draft of omni-directional illustration. Thoughts?
-
I've seen other people refer to it as the Active Vessel "bug", and I called it a "problem" because I recognize that it's simply a misunderstanding of what's going on with the operation of the Active Vessel function. I'm not saying that RT2 is at fault, I was asking whether he had ruled out Active Vessel as the source of the problem. As it turns out, that reminder was all he needed in order to fix the problem with his network. The "fix" for the Active Vessel problem is to remove Active Vessel altogether, which I would honestly be in favor of for unrelated reasons. As-is, it operates as intended, but the intended operation causes a counter-intuitive issue that is often overlooked because the vessels that appear to be the problem aren't actually the vessels where the problem originates. No, the operation of dishes and omni-directional antennas is quite intuitive and the whole system makes sense. The Active Vessel problem is the single most counter-intuitive problem in the entire operation of the mod and the most common RT2 question we get over at /r/kerbalacademy. Even if you read and grasp the documentation, it's okay to miss something and ask for help. No need to antagonize. This was a troubleshooting question. This thread is for discussion and questions. Even if you're aware of the issue, it's easy to miss the issue because people don't often check in the right place for the source of the issue. When the network connects to the station, but not the lander, the intuitive solution is that there's a problem between the station and the lander. It doesn't occur to people that the problem is one step back, so it's a common source of confusion that often is asked as troubleshooting. There is nothing wrong with that.
-
Itchy, did you double check you're not having the Active Vessel problem?
-
Hi, I've posted about this before and messaged before, but still am not really getting a response. I'd like to get involved with the official documentation. Who would I contact about that? I'm the author of the reddit guide, I'm drafting a new update to that guide, and I'm creating some diagrams for new users to get a better visual idea of what's going on. All of this will be in the reddit guide, but I've tried contacting people (Cliph a few months ago, woogoose recently) about helping with the official documentation and haven't gotten any replies.
-
Hey, a new version! I'm the author of the reddit guide "Complete Novice Tutorial to RemoteTech 2" that pops up as a high-ranking Google result when searching for RemoteTech 2. I wrote that prior to the availability of official documentation and have been keeping it maintained up to the December release. I'm planning to update the guide and add illustrations of the ranges of various parts. If you'd like, I'd be happy to get involved with the official documentation process as well, and redirect the thread on reddit to that guide. Please let me know if you'd like me to assist with the official documentation. Thanks!
-
Now-defunct-thread-that-should-not-appear-in-google-search.
Grays replied to Cilph's topic in KSP1 Mod Releases
I solve the problem with Kerbal Engineer...just have to get the orbits close, and then match the period exactly, down to the 1/10th of a second. Once you get within a few seconds, you can burn/RCS right next to the normal vector to feather the period a bit until it's exact. If all of your satellites have the same period in that range, they will stay aligned for years. Also, having them as far apart as possible (longest period possible) will cause less error over time. Finally, using the 5 Mm antennas at max operational range between relays will still guarantee that the 3 Mm antenna will attach to one of your satellites while in LKO. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Grays replied to Cilph's topic in KSP1 Mod Releases
Most likely you aren't connecting your dishes in both directions, make sure they're active and pointing at each other. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Grays replied to Cilph's topic in KSP1 Mod Releases
Get a few omnidirectiinals in low orbit to cover unmanned craft with LKO transfers. I'd attach a few 45 or 90 dishes to cover comms with your first trips to the Mun and Minmus. You'll also need at least one or two relays orbiting the Mun to get science comms back to Kerbin from the far side of the Mun. Once you're ready for interplanetary, set up some higher orbit long range relays. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Grays replied to Cilph's topic in KSP1 Mod Releases
You can establish perfect orbits with KER, giving all three the same orbital period (feather the orbit to 1/10th second using normal adjustments once prograde adjustments are close). You can even establish a network with Communotron 16s, which I currently have for a low orbit network, and it works fine--although the 16s can be a maximum of 800 km above the surface of Kerbin. Split the difference and set three satellites 120 apart at 700 km, and you can establish a low orbit network almost immediately when the game starts. http://i.imgur.com/oDkgqgU.png Also, you can use this blackout calculator to make sure you've got enough battery to survive the dark side of Kerbin with all your antennas up: https://docs.google.com/spreadsheet/ccc?key=0AkXf-77s6gmFdEdVeGFqX0xobTczYkhEaEVrVTdWV3c&usp=drive_web#gid=0 -
Now-defunct-thread-that-should-not-appear-in-google-search.
Grays replied to Cilph's topic in KSP1 Mod Releases
Icons at the bottom right hand corner of map view let you toggle those. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Grays replied to Cilph's topic in KSP1 Mod Releases
Thanks for the update, Cliph! -
Now-defunct-thread-that-should-not-appear-in-google-search.
Grays replied to Cilph's topic in KSP1 Mod Releases
Alright, that's reasonable. (Certainly makes more sense than "Active Vessel" as a target.) -
Now-defunct-thread-that-should-not-appear-in-google-search.
Grays replied to Cilph's topic in KSP1 Mod Releases
Part of the appeal of RemoteTech is that it forces you to think about network engineering, and automation of that type of component seems contrary to the spirit of the mod. Realism as to what NASA programmers would have done isn't really a factor; there are quite a few things in KSP that real space programs would have done differently because of the time and man-hours put into design work. I like the fact that "no connection = no recovery", because it makes me focus on getting my engineering right. Honestly, I would actually prefer "current vessel" not be a valid target, and I very rarely use it. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Grays replied to Cilph's topic in KSP1 Mod Releases
How would a probe that is unable to get instructions be directed to reposition its antenna? -
My name is Grays, not Greys. I'm reddit user /u/grays42. I took the liberty of creating a tech tree file that adds all HexCans at appropriate tiers of the tech tree. A few notes - If you load this into an existing campaign, you'll need to pull up your tech tree and manually buy all of them (for 0c). - At no point is a hexCan a *better* option than an existing item on the tree (except the generators, which are way more powerful than anything available in stock), they all show up about when similar parts are available. - Most of the small cans show up in Precision Engineering, because there simply aren't any tiny parts like them and that's where the smallest parts show up. Here's the config file: http://pastebin.com/vPB12ZTc To use it, save that as Hex_TechTree.cfg (the filename really doesn't matter) and put it anywhere in your GameData folder (for example, in the HexCans folder). You need to have Module Manager 1.5 somewhere in your GameData directory--a lot of mods already include this.
-
Confirmed that the experiments are zero-sum. There is no "best slot". I was planning an experiment similar to yours in orbit, but opted for yours because it was just easier. (Observing goo while on the launch pad) Round 1: Recover: 3.0 Transmit: 0.5 Recover: 1.0 Total: 4.5 Round 2: Transmit: 1.2 Recover: 2.3 Recover: 1.0 Total: 4.5 Thus, it doesn't matter what order you do the experiments in.