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[0.20] RemoteTech: Relay Network – V 0.5.0.1


JDP

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The antenna snapping is just based on your velocity and thickness of atmosphere. Only happens when the antenna is deployed. I've removed the feature from the stock antenna on the new parts list we're creating and it's now only on an extra flimsier and longer Communotron 32.

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{KSP}\GameData\RemoteTech\Parts\SPUs\RCAntenna\part.cfg

Line 4

Please change the "name = RemoteTech RC antenna" to "name = RemoteTech_RC_antenna".

I added MechJeb2 to all the RemoteTech modules, probes, and the two controller antennae but the ModuleManager.dll couldn't parse it correctly with the spaces.

My config files will be posted shortly. They add MechJeb2 and RemoteTech to all the major part mods' command modules and probes. The files are selectable depending upon whether the mod is installed or not.

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Well after posting in all the wrong places I think I've finally found the right one. Only got into Kerbal etc al recently but I'm having a great time especially with RemoteTech :) Unfortunately since I installed RemoteTech, MechJeb2 which I was using previously seems to have completely stopped functioning. On a ship with the MJ part I am not getting any sort of MJ window or menu and the MJ Control option on the comms interface seems to do nothing.

In addition I'm finding that even with very small delay (0.08s) the flight computer is having trouble tracking a target, it will point at it then appear to stop tracking until I cycle the appropriate button on the flight computer. This is under Local Control, MJ Control or neither - perfect signal to control or not. This doesn't happen all the time, at the start about 50/50 but now more often than not.

Grateful for some ideas as I love the mod but miss MJ and I'm sure there's something I'm doing wrong with the AP not staying on properly.

Edited by iwasinnamuknow
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Well after posting in all the wrong places I think I've finally found the right one. Only got into Kerbal etc al recently but I'm having a great time especially with RemoteTech :) Unfortunately since I installed RemoteTech, MechJeb2 which I was using previously seems to have completely stopped functioning. On a ship with the MJ part I am not getting any sort of MJ window or menu and the MJ Control option on the comms interface seems to do nothing.

In addition I'm finding that even with very small delay (0.08s) the flight computer is having trouble tracking a target, it will point at it then appear to stop tracking until I cycle the appropriate button on the flight computer. This is under Local Control, MJ Control or neither - perfect signal to control or not. This doesn't happen all the time, at the start about 50/50 but now more often than not.

Grateful for some ideas as I love the mod but miss MJ and I'm sure there's something I'm doing wrong with the AP not staying on properly.

I'm successfully using MJ 2.0.8 and RT together. Try deactivating RT (by changing the extension of the RT .dll file) and check then if MJ works now.

Fabian

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...since I installed RemoteTech, MechJeb2 which I was using previously seems to have completely stopped functioning. On a ship with the MJ part I am not getting any sort of MJ window or menu and the MJ Control option on the comms interface seems to do nothing.

RemoteTech doesn't interfere with MechJeb, other than delaying the flight controls of MechJeb. This, of course would make MJ unusable. That's why I added MJ control. It basically allows you to disable signal delay (like with local control) if you have MJ on the ship. As to why your MJ windows aren't showing: I can see no way that RT could be the cause of this. Check if MJ windows are visible on non-RT ships.

..even with very small delay (0.08s) the flight computer is having trouble tracking a target, it will point at it then appear to stop tracking until I cycle the appropriate button on the flight computer. This is under Local Control, MJ Control or neither - perfect signal to control or not. This doesn't happen all the time, at the start about 50/50 but now more often than not.

I'm assuming that you mean maneuver node burn vector by target.

When you engage maneuver mode in the attitude computer, you essentially take a snapshot of the burn vector (the blue target on the Navball) and send that to the ship. You can then change the maneuver node all you want, the snapshot will remain the same and you'll have to toggle the button in order to send an updated snapshot.

This is done because having the ship track the actual burn vector would add an exploit where you could put the attitude computer into maneuver mode and change the attitude without delays by changing the maneuver node.

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This is going to sound dumb, but...how do you correctly assemble the Aeroprobe? The landing gear and wings I've managed to do, and it flies that way, but where do I put the rudder and ailerons? I tried attaching them and the probe decided it wanted to do loops all the time. :P

There is http://kerbalspace.ru/forum/attachment-4489 you can take example of completed aeroprobe

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Hi, I recently Downloaded RemoteTech, and am absolutely loving it, it definately adds more oomph to the Game! However I'm constantly getting crashes ever since I installed it. The Mod runs perfectly fine, but generally when I exit the VAB to Launch, it will Crash, if I land my Pod and a small piece falls off, it will crash, if I switch through ships on the Map Mode, it will crash. I tried to just "deal" with it and keep reloading, but honestly, it does it everytime I need to switch my Mission. Before putting this Mod on, I never had a single crash, so not sure if it is classing with another Mod I have.

Currently have:

H.O.M.E.

Extraplanetary Launchpad

KAS

MechJeb

Kethane

Telemachus

Simple Part Organizer

and a few Part packs which contain no Plugins.

Has this been a known Bug? Also as this is my first ever Crash I've had from a Mod [good run I guess] then I wouldn't have the faintest idea on how to check Crash Reports, or how to Post them. Any help would be much appreciated as this is a definite Mod to have in my Collection!

Thanks.

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Just a heads up. With 0.21 confirmed to break saves, RemoteTech 2 will not feature a compatibility patch for older versions.

Oh, and I've heard the AIES dishes will be included in stock RT ;).

What are the odds of at least a preview alpha release coinciding with .21?

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I'm having an issue with satellite pointing. I have 3 probes in geostationary orbit above kerbin (ComSat I, II, and III) with antenna and satellite and I have another probe orbiting Kerbin at roughly 90 degrees at roughly 20Mm, It's basically going to be a router. The router has 5 satellites, I was planning on having them point at kerbin, mun, minmus, and the other two would point at future routers. It's on an incline to minimize chances of planets blocking my signals (they so fat they block a signal lulz). The OP says that when they are far from each other they don't need to point each other, that pointing at the planet is fine. My comsats and router are more distant than kerbin is from the mun, so OP would lead me to believe that if comsats are pointing at the router, then it can point at kerbin. The setup works but sometimes it goes into the red "out of control" state which leads me to believe it's trying to use it's antenna or something like that.

Maybe the shortcut for pointing satellites at planets rather than satellites only works if they are orbiting different planets? (And yes, I did try to point them all at kerbin since that crossed my mind but it didn't work) Any suggestions?

All my satellites are active/open and are being pointed with the gui option, not physically (I misunderstood this when I first read about this mod :P)

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Hi, I recently Downloaded RemoteTech, <snip>

Has this been a known Bug? Also as this is my first ever Crash I've had from a Mod [good run I guess] then I wouldn't have the faintest idea on how to check Crash Reports, or how to Post them. Any help would be much appreciated as this is a definite Mod to have in my Collection!

Thanks.

It might not be the plugins at all, and just KSP running out of memory. I started having crashes when loading scenes when I got up to ~50 active flights and had to remove some texture-intensive mod packs. When KSP is running, go into task manager and see how much memory the process is using. It usually crashes around 3.7GB (or less, I suppose, if you have only 4GB installed in your system), so if you are in the 3.3-3.6GB range when running normally it can easily go over when loading a scene. Switching back to Space Center forces it to unload the current scene before trying to load the new one, so that helps. This is an issue with Unity being 32-bit, so it's nothing anyone can do anything about for the forseeable future.

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Hi, I recently Downloaded RemoteTech, and am absolutely loving it, it definately adds more oomph to the Game! However I'm constantly getting crashes ever since I installed it...

Currently have:

H.O.M.E., Extraplanetary Launchpad, KAS, MechJeb,...more

Thanks.

This mod runs fine. You're running into the 4 gig memory limit for 32 bit applications. You should establish an approximation for the RAM needed by your mods. Start clean, load a rocket and go to launch pad. Task Manager - check memory use for app. Install mods one by one, checking RAM use (subtract prior value). That's how I found that one of my favorites, ISA Mapsat was such a pig. You'll probably need to remove HOME or another parts pack.

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Maybe the shortcut for pointing satellites at planets rather than satellites only works if they are orbiting different planets? (And yes, I did try to point them all at kerbin since that crossed my mind but it didn't work) Any suggestions?

Bingo. If a ship is in another sphere of influence, you can just point antennae at the relevant S.O.Is and it'll work fine. If it's in the same S.O.I but out of antenna range, you have to have the relevant ships point at each other.

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It might not be the plugins at all, and just KSP running out of memory. It usually crashes around 3.7GB (or less, I suppose, if you have only 4GB installed in your system), so if you are in the 3.3-3.6GB range when running normally it can easily go over when loading a scene.
Start clean, load a rocket and go to launch pad. Task Manager - check memory use for app. Install mods one by one, checking RAM use (subtract prior value). That's how I found that one of my favorites, ISA Mapsat was such a pig. You'll probably need to remove HOME or another parts pack.

Thanks to you both! The problem was indeed my Memory limit. I was running at 3.5 - 3.7, so started a Fresh Game to see what it is, then added them 1 by 1, then put my old save on so I didn't lose my Sats and Station. Happy though that I could keep all my Important Mods, MechJeb, KAS, Telemachus, and Kethane, and just got rid of all the Parts that I honestly don't even use at all. The game also starts up alot faster aswell. Thanks for pointing me in the direction on checking for the Memory, so now if I see pointless Mods that I'll never use, atleast I can check it usage before keeping it there!

Now I can go back to enjoy creating my Relay Program without the hassle of constantly Quicksaving and Reloading!

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So I've done some experiments and it seems that whenever I have Remote Tech parts on my ship I get an unusual FPS drop when viewing the ship from the side, Vs from the top or bottom the ship.

It only happens with Remote Tech parts installed, anyone else had a similar issue?

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This is a request for interface modifications. I love the MechJeb 2 skin and use it on my Chatterer as well. I'd like all my plugins to use that skin by default or at least be selectable. Could we reduce the base RemoteTech menu to be an icon like Chatterer, Crew Manifest, Alarm Clock, and Mapsat? Chatterer has a feature to move the icon where you click it in settings. I'd like this for RemoteTech so I can move your icon up to the top with crew manifest, alarm clock, and chatterer.

Edited by Oinker
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I'd like this for RemoteTech so I can move your icon up to the top with crew manifest, alarm clock, and chatterer.

The 0.21 version of RemoteTech will make the menu summonable and dismissable from a small icon below the mission timer, which also has a signal delay clock next to it. Look for the screenshots earlier in the thread; it's pretty cool, and essentially looks like it's part of the stock GUI.

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When i use remotetech I get very odd crashes, like the time when my kerbal jumped out of his ship and when he touched the ground the game just crashed, these dont happen when i use other mods (and no it isn't a memory issue since I swapped one of my mods of similar size for it) Is this happening other people?

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So I've done some experiments and it seems that whenever I have Remote Tech parts on my ship I get an unusual FPS drop when viewing the ship from the side, Vs from the top or bottom the ship.

It only happens with Remote Tech parts installed, anyone else had a similar issue?

I am having similar-ish things happen, my fps drop wildly when I use it although i have no other ships nearby (even within the 2km limit)

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Just to let you know, I can't actually debug anything if no one sends me any logs from when the game crashes. There is no knowing if it even was RT.

If the game bugs out on you and you are sure it is RemoteTech, send me the log file under KSP_Data/output_log.txt and I will look at it.

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Hi, yesterday I wanted to start a few small interplanetary probes (like Scott Manleys ion engine driven ones), but your new 50 Gm parabolic antenna where so huge, that they halved the ÃŽâ€v while the 0.5 Mg antenna where to large and still cut one quarter of the ÃŽâ€v available.

I don't really what you can change, but maybe you have a idea? Maybe a lighter 25 Gm antenna or so which would satisfy any location within Kerbin's orbit or with a relais network maybe up to Duna.

Or with the future version don't only qualify a antenna by it's signal distance but instead by it's bandwidth something like this?

Fabian

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Hi, yesterday I wanted to start a few small interplanetary probes (like Scott Manleys ion engine driven ones), but your new 50 Gm parabolic antenna where so huge, that they halved the ÃŽâ€v while the 0.5 Mg antenna where to large and still cut one quarter of the ÃŽâ€v available.

I don't really what you can change, but maybe you have a idea? Maybe a lighter 25 Gm antenna or so which would satisfy any location within Kerbin's orbit or with a relais network maybe up to Duna.

Or with the future version don't only qualify a antenna by it's signal distance but instead by it's bandwidth something like this?

Fabian

in the part.cfg you can edit the distance, that should help.

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JDP, Cilph, love the work and as stated a few times, it is your Mod that is always a necessity along with MapSat(not at this moment, awaiting a finished version). I just DL'ed the Mod AIES Aerospace and it turns out it has some great work done. Has some great Sat models that are utterly useless other than eye candy. What are the chances you could get together with the creator and make them RMT functional???

This would be a great thing for all us fans, as this new Mod "AIES Aerospace" has some very nice work to say the least, it is only lacking in a few specific part categories to be a complete "Pack". Parachutes are the only one I can think of atm.

Anyway bud, thanks for the great work maintaining your donation to the community and I hope you take this request up with a bit of follow through as I think the creator of "AIES Aerospace" plans on staying. If you have not checked out his gear yet, take a look. The textures on a few of the engine parts could use a bit more love, but all in all, Great work.

Sorry I wrote a small Novel here guys.

Edit: Well yeah, so about 6 pages back I see you stated that the AIES dishes will be in the stock RMT pack... So their you go then, I told you they were great..... lol

Thx Cilph, lots of appreciative cookies from Oregon.

Dren

Edited by ArkaelDren
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It's something a few people have brought up before, but I think it would be great if you could reconfigure the mod so that not all satellites can relay signals. It is quite jarring that my GPS network (in a 3-hour orbit around Kerbin) can broadcast to my satellites on the moon! I'd rather be forced to have dedicated communications satellites. Perhaps make it so that the stock probe cores can receive signals, while a RemoteControl module is necessary to relay signals. You can achieve a similar thing by not installing the compatibility patch, but that means the stock probes don't need a signal at all.

Also, a bug report: a shed stage with an antenna on it is marked as a probe rather than debris, even if it has no RemoteControl module (and is therefore uncontrollable).

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