scimas Posted December 18, 2017 Share Posted December 18, 2017 I'm unable to click on UI buttons like SAS, RCS, the brakes, landing gears and lights action groups. In google searching I found an issue on RemoteTech github from 2016 (#639) which probably is the same bug. Can someone confirm this and whether it's going to be fixed or not? If this indeed is a cause of RemoteTech, then there is a side effect of it too. The brakes key actually toggles my brakes instead of turning off when I release it. On KSP 1.3.1 btw, if that matters. Quote Link to comment Share on other sites More sharing options...
TaxiService Posted December 19, 2017 Share Posted December 19, 2017 (edited) On 12/17/2017 at 6:31 AM, MissMolly said: First off Id like to say I love your mod from day one and still do. Anyways so I just updated to KSP 1.3.1 and did my mod installs but I've spent about the last 18hrs looking into why my KSC keeps being moved to South America. As a result I have no Coms and my CMD is in the US. I've pulled mods that I thought were the cause, i.e Rss, KSC switcher, and even Kopernicus but to no avail. I started to pull even more and it was getting to me so I pulled everything and started from scratch. I started with the mods I always played with this included Rss, MJ, Eng, PP (ProceduralParts), RT. Each one was put in one at a time RSS and the required files then MJ, ENG. then RT each time before I ran the game to see if KSC was moved and for connectivity. As soon as I got to RT my KSC moved and I lost connection to any probes that were not active and in orbit . So I pulled RT and ran he game once more and all worked just fine. I included the logs for each time I ran the game with and with out RT above. If a mod list is needed let me know and ill write one up, I'm only posting here as I cant fine any other mod that is doing this. If I can id like to move KSC. Hi, It may be my imagination but your KCS location seems to correspond to the stock-Kerbin location i.e. its lat and lon coords are never updated to RSS coords. See if you can edit the coords in "GroundStations" block of your RemoteTech_Settings.cfg in your save folder. See if you can update to NASA KSC's real-life lat and lon coords. I think there are few RemoteTech groundstation configs for RSS/Kopernicus but I am not sure where. 18 hours ago, scimas said: I'm unable to click on UI buttons like SAS, RCS, the brakes, landing gears and lights action groups. In google searching I found an issue on RemoteTech github from 2016 (#639) which probably is the same bug. Can someone confirm this and whether it's going to be fixed or not? If this indeed is a cause of RemoteTech, then there is a side effect of it too. The brakes key actually toggles my brakes instead of turning off when I release it. On KSP 1.3.1 btw, if that matters. Hi, This is the current (doubt it is intended) behaviour of RemoteTech locking down the UI clickable buttons when your vessel is remotely controlled. The buttons are only clickable when your vessel has local control i.e. manned. You can see RemoteTech input locks in the console (Alt+F12), as shown below. This issue is rather difficult because KSP does not provide mod mechanism to hook up the buttons. Use the keyboard shortcuts (eg T for SAS, R for RSC) as a workaround. Edited December 19, 2017 by TaxiService Quote Link to comment Share on other sites More sharing options...
scimas Posted December 19, 2017 Share Posted December 19, 2017 2 minutes ago, TaxiService said: Use the keyboard shortcuts (eg T for SAS, R for RSC) as a workaround. Yes, the keyboard shortcuts are working, perhaps I should have mentioned that in my OP. What is really bothering me a little is the side effect I mentioned; the brakes toggling instead of turning on and off with the press and release of the B key. Opening the console and trying to clear the input locks was the first thing I tried, but I hadn't realized that those 'RT...' were RemoteTech locks. Out of curiosity, why do those input locks exist when I do have control of the vessel? I mean, I don't know anything about how KSP works internally, but shouldn't the locks be placed only when connectivity is lost completely? Quote Link to comment Share on other sites More sharing options...
TaliaKuznetsova Posted December 19, 2017 Share Posted December 19, 2017 Fantastic mod although I do want to ask: Any plans to add plasma blackout? either by using the kerbnet function or your own system. Quote Link to comment Share on other sites More sharing options...
Akira_R Posted December 19, 2017 Share Posted December 19, 2017 4 hours ago, TaliaKuznetsova said: Fantastic mod although I do want to ask: Any plans to add plasma blackout? either by using the kerbnet function or your own system. It is on the planned features list for RT 2.x, at least it was last I checked and now I can't find the page....... RT 2.x is still quite a ways out though. Quote Link to comment Share on other sites More sharing options...
TaxiService Posted December 20, 2017 Share Posted December 20, 2017 21 hours ago, scimas said: Yes, the keyboard shortcuts are working, perhaps I should have mentioned that in my OP. What is really bothering me a little is the side effect I mentioned; the brakes toggling instead of turning on and off with the press and release of the B key. Opening the console and trying to clear the input locks was the first thing I tried, but I hadn't realized that those 'RT...' were RemoteTech locks. Out of curiosity, why do those input locks exist when I do have control of the vessel? I mean, I don't know anything about how KSP works internally, but shouldn't the locks be placed only when connectivity is lost completely? This is due to this mod limitation: KSP does not provide a way (as far as I can tell in the codebase) to intercept the clicking of a UI button so that this clicking can be delayed. As a workaround, the input locks were engaged when the vessel is remotely controlled to force you to use keystrokes which can be intercepted and added with the delay. In the event of the connection loss, the locks are still engaged and the intercepted keystrokes were ignored conveniently. Hope this clarifies your question. Quote Link to comment Share on other sites More sharing options...
scimas Posted December 20, 2017 Share Posted December 20, 2017 6 hours ago, TaxiService said: keystrokes which can be intercepted and added with the delay Ah, I see, otherwise those actions would be just instant like stock. Yup, got it, thanks for the explanation! Quote Link to comment Share on other sites More sharing options...
Phil Kerman Posted December 25, 2017 Share Posted December 25, 2017 Hi, is there a way to just use the antennas from Remote Tech and the stock communication system? Best regards Quote Link to comment Share on other sites More sharing options...
Artur G. Posted December 28, 2017 Share Posted December 28, 2017 (edited) Hi, why i can control my unmanned ship without connection to KSC (blocked by Kerbin)? Youtube video Communication Network is off; RT 1.8.9, KSP 1.3.1 Ok, PROBLEM RESOLVED ! That situation was caused by mod SETI ProbeParts. Edited December 29, 2017 by Artur G. problem resolved Quote Link to comment Share on other sites More sharing options...
strudo76 Posted December 31, 2017 Share Posted December 31, 2017 Hey there Is there a guide or something regarding how to add ground stations? I'd like to use Remotetech in Before Kerbin but I assume I'll need to add ground stations to Eden, which is the home planet (second out from sun). Once I've done that, I'd be happy to submit it here or in the Before Kerbin mod, assuming what I want doesn't already exist. Thanks. Quote Link to comment Share on other sites More sharing options...
TaxiService Posted January 2, 2018 Share Posted January 2, 2018 (edited) On 12/31/2017 at 11:04 AM, strudo76 said: Hey there Is there a guide or something regarding how to add ground stations? I'd like to use Remotetech in Before Kerbin but I assume I'll need to add ground stations to Eden, which is the home planet (second out from sun). Once I've done that, I'd be happy to submit it here or in the Before Kerbin mod, assuming what I want doesn't already exist. Thanks. Hi, Please see this guide on the attributes of a ground station, included the body ID corresponding to Eden. Below is the MM cfg of additional ground stations for RemoteTech and stock Kerbin. Name it as RTDSN.cfg and toss in your GameDara/RT folder (I can't remember if you have to reload your RT settings at KSC scene to take effect) Accordingly, you can use this MM cfg as a template for your attempt for Before Kerbin. Enjoy! Spoiler @RemoteTechSettings { !GroundStations,* {} GroundStations { STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc488 Name = Mission Control Latitude = -0.13133150339126601 Longitude = -74.594841003417997 Height = 75 Body = 1 MarkColor = 0.996078014,0,0,1 Antennas { ANTENNA { Omni = 75000000 Dish = 0 CosAngle = 1 UpgradeableOmni = 4E+06;3.0E+07;7.5E+07 UpgradeableDish = UpgradeableCosAngle = } } } STATION { Guid = c4020a3a-3725-4644-9185-e092ea000772 Name = North Station One Latitude = 63.0959948383325 Longitude = -90.0686195497409 Height = 2864.02024834626 Body = 1 MarkColor = 1,0.8,0,0.7 Antennas { ANTENNA { Omni = 1E+06 } } } STATION { Guid = a48ebe2b-dd33-43cd-b6fc-0ff01d286a28 Name = Baikerbanur Latitude = 20.6820169733268 Longitude = -146.499776485631 Height = 426.953797265305 Body = 1 MarkColor = 1,0.8,0,0.7 Antennas { ANTENNA { Omni = 1E+06 } } } STATION { Guid = 1b85e542-f333-42c4-b947-63c68fa1c07e Name = Crater Rim Latitude = 9.44728971864159 Longitude = -172.106644413907 Height = 4115.64748514118 Body = 1 MarkColor = 1,0.8,0,0.7 Antennas { ANTENNA { Omni = 1E+06 } } } STATION { Guid = 924a1f04-65fd-43b0-b5d9-92b42622b47a Name = Mesa South Latitude = -59.5861679042582 Longitude = -25.8627095278566 Height = 5455.44101071125 Body = 1 MarkColor = 1,0.8,0,0.7 Antennas { ANTENNA { Omni = 1E+06 } } } STATION { Guid = 5ff6a830-98a2-488f-bdd4-4322511222d6 Name = Harvester Massif Latitude = -11.9503778337192 Longitude = 33.7373248915106 Height = 2701.44694075082 Body = 1 MarkColor = 1,0.8,0,0.7 Antennas { ANTENNA { Omni = 1E+06 } } } STATION { Guid = 6de2d751-bbbc-4892-80d7-d3852ab99d9b Name = Nye Island Latitude = 5.36081966792828 Longitude = 108.546677792524 Height = 411.161351518473 Body = 1 MarkColor = 1,0.8,0,0.7 Antennas { ANTENNA { Omni = 1E+06 } } } } } Edited January 2, 2018 by TaxiService Quote Link to comment Share on other sites More sharing options...
LordCorwin Posted January 7, 2018 Share Posted January 7, 2018 Hello, not sure if this has been mentioned but I haven't found any reference. I've created a mission which brings two astronauts to Duna, one pilot and one engineer. This mission has 4 deployable probes. 3 to create a reliable relay system around Duna, 1 probe to land on Duna before the manned landing. So I set the main rocket in a high stationary orbit around Duna. I thought that when detaching the probes from the main rocket there wouldn't be signal delay, as if the pilot or the engineer were actually controlling the probes. But no, signal delay was present and about 80 seconds. So it was Mission Control who actually controlled the probes. Is there a way that a manned mission could control his own probes? I'm thinking a way of transferring control from Mission Control to a manned mission and backwards. In any case, this mod is great! ;-) Quote Link to comment Share on other sites More sharing options...
danielboro Posted January 8, 2018 Share Posted January 8, 2018 14 hours ago, LordCorwin said: Hello, not sure if this has been mentioned but I haven't found any reference. I've created a mission which brings two astronauts to Duna, one pilot and one engineer. This mission has 4 deployable probes. 3 to create a reliable relay system around Duna, 1 probe to land on Duna before the manned landing. So I set the main rocket in a high stationary orbit around Duna. I thought that when detaching the probes from the main rocket there wouldn't be signal delay, as if the pilot or the engineer were actually controlling the probes. But no, signal delay was present and about 80 seconds. So it was Mission Control who actually controlled the probes. Is there a way that a manned mission could control his own probes? I'm thinking a way of transferring control from Mission Control to a manned mission and backwards. In any case, this mod is great! ;-) You need 6 kerbals and 1 of the big adv. Probe cors Quote Link to comment Share on other sites More sharing options...
LordCorwin Posted January 8, 2018 Share Posted January 8, 2018 (edited) You need 6 kerbals and 1 of the big adv. Probe cors Ahh ok thanks. Edited January 8, 2018 by LordCorwin Quote Link to comment Share on other sites More sharing options...
Machine Maker Posted January 12, 2018 Share Posted January 12, 2018 Does mech jeb work with remote tech? By that I mean, are the commands given by mechjeb, delayed properly, or disabled if there is no signal. Quote Link to comment Share on other sites More sharing options...
Ketatrypt Posted January 15, 2018 Share Posted January 15, 2018 I am having an issue with RCS, and engines with RemoteTech. RCS, and engine throttle ignore the signal, both connection, and delay. I can control both without any signal to the probe. When googling, I found an older issue from 2016, and not sure if the issue has been fixed yet or not? I am using RT 1.8.6, on KSP 1.2.2, with RP-0 installed. Am I doing something wrong, or is the original bug still present? if its me, what can I do to fix such issues? Thanks! Quote Link to comment Share on other sites More sharing options...
TaxiService Posted January 15, 2018 Share Posted January 15, 2018 On 1/13/2018 at 7:59 AM, X1machinemaker1X said: Does mech jeb work with remote tech? By that I mean, are the commands given by mechjeb, delayed properly, or disabled if there is no signal. I recall Mechjeb is not co-operating with RemoteTech on the signal delay. So the commands executed by Mechjeb may not be delayed by RemoteTech's signal delay. In addition, Mechjeb and RemoteTech will fight with each other over the vessel control. 5 hours ago, Ketatrypt said: I am having an issue with RCS, and engines with RemoteTech. RCS, and engine throttle ignore the signal, both connection, and delay. I can control both without any signal to the probe. When googling, I found an older issue from 2016, and not sure if the issue has been fixed yet or not? I am using RT 1.8.6, on KSP 1.2.2, with RP-0 installed. Am I doing something wrong, or is the original bug still present? if its me, what can I do to fix such issues? Thanks! I have a few question regarding this bug: Do you have SETI RemoteTechConfig/ProbeControlEnabler installed? This disables RemoteTech's signal delay/no-control if no signal. Only RCS and engine throttle ignore control/signal delay? What about other commands like Part Action and orbital commands? Can you link to the 2016 issue if possible? I would like to read this. If this does not resolve so far, can you provide output_log.txt in KSP_x64_Data folder in order to investigate? Thanks Quote Link to comment Share on other sites More sharing options...
Ketatrypt Posted January 15, 2018 Share Posted January 15, 2018 (edited) 1 hour ago, TaxiService said: I recall Mechjeb is not co-operating with RemoteTech on the signal delay. So the commands executed by Mechjeb may not be delayed by RemoteTech's signal delay. In addition, Mechjeb and RemoteTech will fight with each other over the vessel control. I have a few question regarding this bug: Do you have SETI RemoteTechConfig/ProbeControlEnabler installed? This disables RemoteTech's signal delay/no-control if no signal. Only RCS and engine throttle ignore control/signal delay? What about other commands like Part Action and orbital commands? Can you link to the 2016 issue if possible? I would like to read this. If this does not resolve so far, can you provide output_log.txt in KSP_x64_Data folder in order to investigate? Thanks I figured it out - it was mechjeb... dunno why I even had that installed.. Hope deleting mechjeb hasn't broken anything else lol Edited January 15, 2018 by Ketatrypt Quote Link to comment Share on other sites More sharing options...
Metanolo Posted January 20, 2018 Share Posted January 20, 2018 (edited) Yesterday RemoteTech stopped to work as intended about connections and signal delay and I cant figure out why, becouse I was playing already with no issues at all, and I did not change any mod in the while. I've noticed there were no signal delay and the connection was persistent even with a body blocking links. I'll be grateful if someone can help me out, becouse without RT I'm not going to play the game. I suspect that antennas from Bluedog Design Bureau may have something to do with this issue, anyway here's my output_log.txt, and if something else is needed just tell me. EDIT: Nevermind, I've understood why mod wasnt working. It happens if I use certain types of probe core from BDB mod, I just have to avoid those parts. Edited January 20, 2018 by Metanolo Found the issue. Quote Link to comment Share on other sites More sharing options...
LAND ASAP Posted January 20, 2018 Share Posted January 20, 2018 Thanks for your amazing work! The remote tech is amazing. Quote Link to comment Share on other sites More sharing options...
5ardaukar Posted January 29, 2018 Share Posted January 29, 2018 Bug ? Or intended? Hello folks, i´ve got a small issue with remote tech (removing RT solves the "problem"): RO mod... When i throttle up (hitting "Y") and activate engine on an unmanned probe on the launchpad and hit space to release the clamps, the the engine turns off (guess for a fraction of a second) and the rocket drops to the ground with no ingnition remaining. It seems as if switching from local control (launch clamps active) to remote control (launch clamps released), the engine throttles down for a short moment... so the engine is no more able to throttle up because of the limited ignitions... The only way to get around is... Before releasing clamps, i open the flight computer turn throttle up to 100% give a 1h duration burn, activate engine and then release clamps... So i´m asking is this intended? Is there another way to start an unmanned rocket without using the flight computer right from the start? beside that: thanx to all the modders who make ksp such an amazing experience... Quote Link to comment Share on other sites More sharing options...
TaxiService Posted January 29, 2018 Share Posted January 29, 2018 6 hours ago, 5ardaukar said: Bug ? Or intended? Hello folks, i´ve got a small issue with remote tech (removing RT solves the "problem"): RO mod... When i throttle up (hitting "Y") and activate engine on an unmanned probe on the launchpad and hit space to release the clamps, the the engine turns off (guess for a fraction of a second) and the rocket drops to the ground with no ingnition remaining. It seems as if switching from local control (launch clamps active) to remote control (launch clamps released), the engine throttles down for a short moment... so the engine is no more able to throttle up because of the limited ignitions... The only way to get around is... Before releasing clamps, i open the flight computer turn throttle up to 100% give a 1h duration burn, activate engine and then release clamps... So i´m asking is this intended? Is there another way to start an unmanned rocket without using the flight computer right from the start? beside that: thanx to all the modders who make ksp such an amazing experience... Hi, Can I have some screenshots of your unmanned rocket, please? With RemoteTech, remotely controlling needs electric charge to power antenna and probe core so a battery is required to run. By your account, it sounds like the rocket has no electric charge left once the clamps are released. In addition, can you provide your output_log.txt in KSP_x64_Data folder in case I can't identify the root cause in your screenshot? Thanks Quote Link to comment Share on other sites More sharing options...
5ardaukar Posted January 30, 2018 Share Posted January 30, 2018 thanx for your fast response ... here the infos/pics: https://www.dropbox.com/s/xgfr3vg4i9j9e29/output_log.txt?dl=0 https://imgur.com/6nsb046 ---> engine started https://imgur.com/QWeLYsx ----> clamps released.... Quote Link to comment Share on other sites More sharing options...
TaxiService Posted February 3, 2018 Share Posted February 3, 2018 On 1/30/2018 at 11:28 PM, 5ardaukar said: thanx for your fast response ... here the infos/pics: https://www.dropbox.com/s/xgfr3vg4i9j9e29/output_log.txt?dl=0 https://imgur.com/6nsb046 ---> engine started https://imgur.com/QWeLYsx ----> clamps released.... Thanks for your log and screenshots. I unsuccessfully tried to reproduce this issue on my side with RT only. On launch clamps, the control is always remote control. In another scenario of a probe rocket with manned pod attached to get the local control in first place, my engine never got shut down upon releasing clamps and then dropping pod. Can you try again with a stock engine instead? I am wondering if another mod or modded part is messing with throttle control. Quote Link to comment Share on other sites More sharing options...
gunt3rgam3r Posted February 4, 2018 Share Posted February 4, 2018 I'm sure this has been asked elsewhere, sorry for the double post. What is the preferred setup for remote tech with regard to comnet? Should you play with comnet selected on, or off? If you change the various settings like there dsn percentage, does that affect remote tech at all? Does remote tech use the comnet ground stations for kerbin? Thx for maintaining this great mod. Quote Link to comment Share on other sites More sharing options...
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