thescaryone Posted February 16, 2022 Share Posted February 16, 2022 On 1/16/2022 at 10:55 AM, SilverlightPony said: Any ideas why the Antenna Range Multiplier value doesn't seem to be doing anything? I'm playing with a 2.5x system rescale, and I set the general Antenna Range Multiplier (under "worldscale") to 2.51x (the closest I could get to 2.5x with the slider), but my HG-5 high gain antennas still can't reach from Kerbin to the Mun (which orbits at 28.5Mm at this scale). IIRC, Antenna Range Multiplier is for enabling stockalike omnidirectional antenna combining. IE, four Communotron-16's become 10Mm range instead of 2.5Mm. The HG-5's are directional antenna, and are not affected by using multiple to increase their range. You need to change the WorldScale option to 2.5. Quote Link to comment Share on other sites More sharing options...
Toonu Posted February 16, 2022 Share Posted February 16, 2022 (edited) Hello all, I have trouble with M700 scanner. When I try to perform planetary resource scan, it writes "No usable in-range comms devices on this vessel. Cannot transmit data.", probably because it needs commsnet from stock KSP? I have connection to kerbin with RT antenna so it shouldnt be a connection problem. Anyone encountered this problem before? EDIT: Just seen someone had same issue on last page... Edited February 16, 2022 by Toonu Quote Link to comment Share on other sites More sharing options...
012phuong Posted February 24, 2022 Share Posted February 24, 2022 Sorry if this topic just keep appearing over and over again but i really want to know does kerbal konstruct ground station facility work with remotetech? Can my probe connect with it? I tried many ways but still unable to make it work, there are a option in kk setting that allow it to work with remotetech but i don't think it can do anything. I'm using version 1.11.2 btw. Quote Link to comment Share on other sites More sharing options...
Nysch Posted March 10, 2022 Share Posted March 10, 2022 (edited) I'm sorry, I need information and I can't find it; According to the player guide it should be possible to relay signals through (Mk3) Command Pods without Direct KSP Connection. Well in my test case, I have a Mk3 Command Pod landed on the opposite side of Kerbin as KSC, and it won't let me use the "Single Hop" Probe Control Feature of this pod; Furthermore it displays on the map that it /should/ have a connection but instead of the normal orange line it has a tinged yellow line, which is odd, if i put the probe (which is orbiting Kerbin) as the Active Vessel it reads "No Connection". Now I've looked a bit in your config files, and something stuck out at me: SignalRelay is defaulted to False, which is something I'm not sure if it is necessary for this situation to work. Edit: I see, reading back it seems you made the specific conclusion that 6 pairs of hands are needed and a specific nondescript part to use that function. You know, as much as I like the flight computer mechanic I think I'll stick with Vanilla Commnet; It should not take 8 extra hands to do the job of 2 Pilots. Edited March 10, 2022 by Nysch Quote Link to comment Share on other sites More sharing options...
SteevStanman Posted July 8, 2022 Share Posted July 8, 2022 Do you have to uncheck the commnet setting (I.E disable the stock commnet system) for this mod to work properly? Additionally will disabling commnet but still having remotetech installed cause me to have "control locked" when trying to use a maneuver node without a pilot and no valid connection to the KSC Quote Link to comment Share on other sites More sharing options...
Machine Maker Posted July 26, 2022 Share Posted July 26, 2022 (edited) I'm having an issue where clicking the flight computer button doesn't seem to open the window. If I exit out of my current save and start a new one, the button works just fine. Anyone ever experience this before? I'm guessing the save somehow got into a weird state regarding the window or button. I solved my issue. My issue (for anyone in the future) was that I changed my window size to a smaller size. The FC window was positioned offscreen. When I went to check the RemoveTech_Settings.cfg file in the save folder, the FCWinPosX and FCWinPosY values were too high. I just reset to them to 100 (for both), then opened up the save in game, and the window was usable again. Edited July 26, 2022 by Machine Maker Quote Link to comment Share on other sites More sharing options...
madindehead Posted July 30, 2022 Share Posted July 30, 2022 So I can see that RemoteTech has a supported version for 1.12.1. I was wondering, has anyone run that version on 1.12.3? I don't think I'm super keen to go about recompiling the mod for 1.12.3 (I wouldn't really know where to even start), but I'm really keen to keep RemoteTech on a full 1.12.3 build. It makes a lot of sense, since it's the final release for KSP. Quote Link to comment Share on other sites More sharing options...
Syczek Posted September 6, 2022 Share Posted September 6, 2022 Any word about 2.0.0 update?? Quote Link to comment Share on other sites More sharing options...
Javascap Posted September 13, 2022 Share Posted September 13, 2022 So, a while back Universal Storage added two deployable sub satellites to their science roster. I've been trying to write my own module manager patch to get the new sub satellites to work nicely with RemoteTech, but I am not a clever man and I don't speak Module Manager and I've had no success stealing snippets from other configs to get this thing to work. Does anyone know of a patch to make these two play nicely? Quote Link to comment Share on other sites More sharing options...
garithmar Posted October 7, 2022 Share Posted October 7, 2022 (edited) @SteevStanman check the settings for remotetech to change how you want it to function. I usually have antenna's usable without connection to simulate the NASA way antenna's always try and find a connection without input. Also its a good idea to turn off the base game com system. @012phuong Try this in the Defualt_Settings.cfg under remotetech folder might not add kk locations but covers the planet in comms. If you want to make your own just change coordinates and height with a new name of course. Spoiler STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc489 Name = Baikerbanur Latitude = 20.680946 Longitude = -146.501529 Height = 470 Body = 1 MarkColor = 1,1,0,1 Antennas { ANTENNA { Omni = 1E+06 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc490 Name = Crater Rim Latitude = 9.450062 Longitude = -172.110046 Height = 4021 Body = 1 MarkColor = 1,0,1,1 Antennas { ANTENNA { Omni = 3E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc491 Name = Mesa South Latitude = -59.590091 Longitude = -25.869715 Height = 5434 Body = 1 MarkColor = 1,0,1,1 Antennas { ANTENNA { Omni = 3E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc492 Name = Harvester Massif Latitude = -11.950099 Longitude = 33.739979 Height = 2660 Body = 1 MarkColor = 1,0,1,1 Antennas { ANTENNA { Omni = 3E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc493 Name = Nye Island Latitude = 5.359923 Longitude = 108.549972 Height = 371 Body = 1 MarkColor = 1,0,0,1 Antennas { ANTENNA { Omni = 75000000 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc494 Name = North Station One Latitude = 63.095095 Longitude = -90.079902 Height = 2780 Body = 1 MarkColor = 1,0,1,1 Antennas { ANTENNA { Omni = 3E+07 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc495 Name = Island Airfield Latitude = -1.522808 Longitude = -71.911115 Height = 182 Body = 1 MarkColor = 1,1,0,1 Antennas { ANTENNA { Omni = 1E+06 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc496 Name = Woomerang Launchsite Latitude = 45.290118 Longitude = 136.119935 Height = 801 Body = 1 MarkColor = 1,1,0,1 Antennas { ANTENNA { Omni = 1E+06 } } } STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc497 Name = Dessert Airfield Latitude = -6.520386 Longitude = -144.019437 Height = 873 Body = 1 MarkColor = 1,1,0,1 Antennas { ANTENNA { Omni = 1E+06 } } } Edited October 7, 2022 by garithmar Quote Link to comment Share on other sites More sharing options...
septemberWaves Posted November 25, 2022 Share Posted November 25, 2022 On 1/20/2022 at 9:31 PM, Nerbal The Second said: Does this work with near future exploration? I was trying to find an answer to this myself. The Near Future forum thread says that it's incompatible, but I'm not sure whether or not that's been edited since NFEx was released. I did, however, find this issue on the RemoteTech Github, and it appears that the code to add NFEx compatibility has been added. I've not checked whether it's in the current release, but it's definitely in the dev branch on Github, so if you're still wondering this, there's your answer. I have not tested this, so I don't know how well it works, but it looks like it should work somehow. Quote Link to comment Share on other sites More sharing options...
MARL_Mk1 Posted November 28, 2022 Share Posted November 28, 2022 On 11/25/2022 at 3:44 PM, septemberWaves said: I was trying to find an answer to this myself. The Near Future forum thread says that it's incompatible, but I'm not sure whether or not that's been edited since NFEx was released. I did, however, find this issue on the RemoteTech Github, and it appears that the code to add NFEx compatibility has been added. I've not checked whether it's in the current release, but it's definitely in the dev branch on Github, so if you're still wondering this, there's your answer. I have not tested this, so I don't know how well it works, but it looks like it should work somehow. Came here looking exactly for this. as only extra antennas I'm using are Near Future's. Hopefully they work fine Quote Link to comment Share on other sites More sharing options...
septemberWaves Posted November 28, 2022 Share Posted November 28, 2022 1 hour ago, MARL_Mk1 said: Came here looking exactly for this. as only extra antennas I'm using are Near Future's. Hopefully they work fine The biggest concern is the reflectors, and whether they'll work properly to amplify other antennas. Quote Link to comment Share on other sites More sharing options...
KADC Posted January 1, 2023 Share Posted January 1, 2023 I don't know if this has been reported already, but I believe you have a typo in the 20th line of the .cfg file. StopTimeWrapOnReConnection = False should probably be: StopTimeWarpOnReConnection = False Quote Link to comment Share on other sites More sharing options...
orionguy Posted January 10, 2023 Share Posted January 10, 2023 Hi all, RemoteTech has locked inputs in my install of v1.9.12 from CKAN. Opening the debug menu, it shows: RTLockStaging RTLockSAS RTLockRCS RTLockActions I went to a fresh over to a fresh install of KSP and get the same results. Here is the game install data: 1.12.4.3187 (WindowsPlayer x64) en-us 1.12.1 Making History 1.7.1 Breaking Ground And a screenshot with the stage lock showing in purple. (Also, Alt-L does not release the lock) I have tried everything I can think of and scoured the forums. There used to be an issue with this, but I think it was fixed back in 2016? Thanks for any assistance you can provide! Matt Quote Link to comment Share on other sites More sharing options...
GarbanzoBoy Posted February 18, 2023 Share Posted February 18, 2023 I'm having a problem with ground stations. I'm using GPP and every time I load into my save, the only ground station that appears is the KSC (GSC technically). The other ground stations only appear after I hit the "starting settings" button on the RT setting while looking at the space center. I've updated all the config files to include the ground stations that should be there by default, but they only appear after I hit the starting settings button. Also it seems like they disappear after I fly a vessel and then return to the space center. Is there a setting that I am missing? Any help would be greatly appreciated. Thanks. Quote Link to comment Share on other sites More sharing options...
AxleGreaser Posted February 26, 2023 Share Posted February 26, 2023 (edited) PRIMARY PLAN of attack. Hi I am actually after some advice from a programmer familiar with Remote Tech. I expect I will probably just wind up reading source code to find out but no need to rediscover the wheel if I dont have to. (crosses fingers) (even a hint where to start in which source file would be nice) My goals are very modest, I want to use std Commnet but with some small tweaks, I am hoping RT in effect documents how to hook what I need. (of course it may just reimplement it from the ground) What I need is to tweak how Comnet decides exactly 'where' the antennae relay is, it currently (TBMK) uses center of mass of the ship as a whole. perfection would be approximated by tweaking that to be centre of mass of just the antennae, but just getting it to use just the root part would do. The issue is exemplified by: if i build floating (yes floating) commnet relay station with its CoM under the water level to make the ship stable. It works very poorly no matter how high the mast with an antennae on top is. Designing and moving a ship with its CoM a substantial distance above sea level is just a bit challenging, a bit too challenging ====================== You: Huh? Why? Yes in game, I am indeed making my own ground based relay network (mainly leveraging hills) , but some water passages are just too wide, and that makes making a (quasi) equatorial token ring network impractical. (even for really small values of practical :) ====================== ALTERNATE plan of attack. alternatively if there is way to configure RT to behave almost exactly like COMMNET, I could manually add the very few ground stations where having an aerial effectively on tall mast is required for my gameplay/style. (basically cheat a ground station at a coordinate and altitude, to mimic the one I know i just built(with KAS + tweaks)) ====================================== Edit: A while later: RESOLUTION My reading of the source indicates (TBMK which is very limited) remote tech does not modify or hook Commnet. I cant do what I needed based on it. I could reimplement commnet as Remote tech has, with my one small difference in deciding where the transmitter is (based on part location not CoM) Instead I just got better (cheatier) at construction. I wont specify exactly how as working it out is a reasonable (no spoiler) puzzle. Spoiler a bit: But the parts list of an engineer, KAS, ground tethered stabiliser, 2G antenna 2 PV panels, and two liquid fuel tanks. is enough to build a really (80+m) tall comms tower. It might be Ok (buildable) with one tank, but I liked having one on the ground under the other. (Such tanks dont seem to clip into the ground and explode so very often.) (caveat I suggest once you build tower and sucessfully physics unload it, that you never go back.) Weirdly enough NAV HUD is a beneficial as its NS and EW HUD sight lines are true vertical, and building leaning over towers is bad. And that is enough to reach across the water, with skillful tower placement. kOS and program to draw sight lines from the last relay tower tangent to sea level in the direction of the kOS processor, is also a pretty handy tool when laying out land relays. Edited March 4, 2023 by AxleGreaser resolved my own issue and didnt want to bump the thread. Quote Link to comment Share on other sites More sharing options...
Silvia Dragoness Posted March 5, 2023 Share Posted March 5, 2023 I'm certainly not expecting it any time soon, but I dearly hope we eventually get a version of RemoteTech for KSP2. I always preferred the way RT worked over the stock CommNet. Quote Link to comment Share on other sites More sharing options...
suicidejunkie Posted March 12, 2023 Share Posted March 12, 2023 On 2/25/2023 at 8:50 PM, AxleGreaser said: The issue is exemplified by: if i build floating (yes floating) commnet relay station with its CoM under the water level to make the ship stable. It works very poorly no matter how high the mast with an antennae on top is. Designing and moving a ship with its CoM a substantial distance above sea level is just a bit challenging, a bit too challenging When I was building a radio tower out of girders and struts at the poles, I had a separate relay probe in a bowl at the top of the tower, so it counts as being 50m up. Getting power to the transmitter in the nest is the tricky bit, but at least the two vehicles should be stable. Mountains, of course, make things simple. I used a cargo plane to dump octos with a parachute, DP-10 and solar, and buzzed the mountain peaks close enough that the probes land before going out of physics range. BTW, is anyone else having issues with the RT orientation commands in 1.12.5? It is always overshooting, and wobbles the gimbals like it is trying to orbit the aim point instead of going there, even in cases where manual control is easy to hold. I've also got a satellite set to "kill rotation" but it is just SHMming a wobble back and forth over 230 degrees... I'm not super clear on PID settings, but shouldn't kill basically use 100% "I" and zero "P"/"D" to stop the rotation without any particular destination? Rather than what seems to be 100% "P" and no damping at all? I tried jiggery-poking the PID settings; in theory bigger "I" should damp it harder and not overshoot even though it might take forever to get to the target. The settings clearly had some sort of effect, but I was unable to get anything more useful in practice, so I've put them back to default. Quote Link to comment Share on other sites More sharing options...
Demcrew Posted March 16, 2023 Share Posted March 16, 2023 (edited) Dear RemoteTech Team, @tomek.piotrowski One of the main and core feature of RemoteTech is planning. If you don't plan wisely, then you're stuck. So the Range is the main component, added to that the type of antenna you use. But Power is also a dependency, and tbh, I'm struggeling to perfectly design probes with the adequate power management. I've tried few mods to help mitigate and the best I found at this point was FuseBox. However, it is not drilling down the data as DBS (below) does. But unfortunately it is useless when using RemoteTech, since the Antennas drain isn't recorded by the mod. Someone has asked the question to @Nertea on the OP of that mod, and he seems open to integrate RemoteTech support. So, would it be possible for you guys to share and connect with @Nertea - to make it possible to use Thanks a million! Edited March 16, 2023 by Demcrew Typo Quote Link to comment Share on other sites More sharing options...
suicidejunkie Posted March 18, 2023 Share Posted March 18, 2023 Well, I'm not sure what exactly is up, but adding more gyro mitigates the overshooting. I've taken to just locking the gimbals down to 3% or so, and smacking on moar torque to settle things. The computer doesn't seem to like the tiny stick on gyros and demands something beefier I guess. Quote Link to comment Share on other sites More sharing options...
suicidejunkie Posted March 26, 2023 Share Posted March 26, 2023 Disabling roll on the gimbals seems to help a bunch, particularly on single engine craft. I'm thinking with an amount of length and flex in the ship, the engine moves slightly off center under thrust and becomes capable of impacting roll in a miniscule amount so it thrashes to try and do so. Quote Link to comment Share on other sites More sharing options...
suicidejunkie Posted April 21, 2023 Share Posted April 21, 2023 The rover autodrive works great until I add a gyro... The wheels keep pointing in the proper direction, but the gyro spins the craft over to point in the wrong direction... if I nav towards 45 degrees, the wheels point at 45, but the gyro spins the craft to 315 instead. I need to disable the torque to get the rover moving properly in any direction other than due north or south. :( I can't see how such a heading mirroring could be caused by rover design, but would be happy to fix it if there's a known way how. I'm using a 6-wheeler rovemate that sometimes has a CoM almost behind the rear wheels when it is full of ore, so it wheelies during acceleration which makes the gyro important but only possible to use with manual drive. Seems to happen on all the rovers I've tried tho. Quote Link to comment Share on other sites More sharing options...
Mitokandria Posted April 23, 2023 Share Posted April 23, 2023 Is there a way to change the timescale for remote tech to match RSS (24h) or JNSQ (12h)? Quote Link to comment Share on other sites More sharing options...
suicidejunkie Posted May 1, 2023 Share Posted May 1, 2023 This is what I'm seeing. I'm requesting an autodrive to hdg 30, and the wheels turn the right way, but the gyro controls insist on -30 instead, and the gyro wins. The gyro is also trying to pitch the craft to upside down, which causes problems on any bumps, but at least the roll cage does its job. I could understand the upside down thing if I'd mounted the rovemate in a wacky way, but as you can see in the nav ball, the forward vector is good. I also can't fathom how it locks on to the heading of 330 instead of 30 (I could understand if it was 90 or 180 off, but mirroring is wacky), or how the wheels end up fighting with the gyro. (Note, heading of 90 makes it go -90 (270), and 45 goes -45 (315) etc) Any ideas on why this might be happening or how to fix my rovers? Quote Link to comment Share on other sites More sharing options...
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