gabmaia Posted September 1, 2013 Share Posted September 1, 2013 A quick test, and i can confirm that 6 crew seems to be the magic numberIn RT1 you could edit that number somewere in the settings file, and with the in-game settings UI. Can I do it in RT2? Link to comment Share on other sites More sharing options...
Sma Posted September 1, 2013 Share Posted September 1, 2013 In RT1 you could edit that number somewhere in the settings file, and with the in-game settings UI. Can I do it in RT2?Being as that it is playtesting, and not an official release I'd imagine not yet. I looked in the config files I have but did not see a mention about it, then again I don't know what I'm looking for lol Link to comment Share on other sites More sharing options...
Xzabath Posted September 1, 2013 Share Posted September 1, 2013 Cant wait for this one, I haven't installed RT since 21.1, does RT1 still work?? Link to comment Share on other sites More sharing options...
kerec52 Posted September 1, 2013 Share Posted September 1, 2013 Has anyone taken the RemoteTech 2 models and added them with RemoteTech 1 functions? If not, can someone help me do it? I don't want to get RT2 yet but I still want to use the new dishes and antennae with RT1. Thanks! Link to comment Share on other sites More sharing options...
kerec52 Posted September 1, 2013 Share Posted September 1, 2013 Does anyone know if someone has edited the RemoteTech 2 parts to work with RemoteTech 1? If not, can someone help me do this? I have no idea how. I want to keep using RT1 but I'd like to add the RT2 parts to the mix. I don't know how to add the RT1 functions to the RT2 parts. Thanks Link to comment Share on other sites More sharing options...
IllicitMedic Posted September 1, 2013 Share Posted September 1, 2013 I can't wait either, I haven't even touched KSP since the update cause I refuse to play without RT, it just adds so much for me. Link to comment Share on other sites More sharing options...
Playful1510 Posted September 2, 2013 Share Posted September 2, 2013 I noticed that in the RT 2 folder, there are AIES sat dishes, but they don't work... Are they going to be modded to work with RT? Also, I may be stupid, but what is the difference between RT 1 and RT 2? Is it just an update to .21.1? Link to comment Share on other sites More sharing options...
Astronut25 Posted September 2, 2013 Share Posted September 2, 2013 I noticed that in the RT 2 folder, there are AIES sat dishes, but they don't work... Are they going to be modded to work with RT? Also, I may be stupid, but what is the difference between RT 1 and RT 2? Is it just an update to .21.1?The parts are replaced, no more RT pods (Stock pods have the features added to them), the antennae are totally redone (A lot more to choose from), and the UI has been redone as well. Link to comment Share on other sites More sharing options...
versendaal Posted September 2, 2013 Share Posted September 2, 2013 (edited) Hi,I've been using RT2 a lot and i do really like it. One major problem when launching new satellites: throttle going nuts (stuttering at around 40-50% throttle).I'm launching a lot of rockets and Mechjeb makes it a lot easier. However, i do have a feeling it somehow conflicts with RT2. The throttle problem occurs when clicking the "enable autipliot" in MJ.Escape. > re-launch ...throttle problem gone.Maybe it's a known issue?Thanks Edited September 2, 2013 by versendaal Link to comment Share on other sites More sharing options...
versendaal Posted September 2, 2013 Share Posted September 2, 2013 (edited) double post. Edited September 2, 2013 by versendaal double post. Link to comment Share on other sites More sharing options...
Sma Posted September 2, 2013 Share Posted September 2, 2013 Hi,I've been using RT2 a lot and i do really like it. One major problem when launching new satellites: throttle going nuts (stuttering at around 40-50% throttle).I'm launching a lot of rockets and Mechjeb makes it a lot easier. However, i do have a feeling it somehow conflicts with RT2. The throttle problem occurs when clicking the "enable autipliot" in MJ.Escape. > re-launch ...throttle problem gone.Maybe it's a known issue?ThanksYep, pretty sure it's a known issue listed a while back in this thread, and I'd venture to guess on the git hub as well. Being as that it's in "play testing" there is bound to be bugs. Link to comment Share on other sites More sharing options...
Playful1510 Posted September 2, 2013 Share Posted September 2, 2013 Hi,I've been using RT2 a lot and i do really like it. One major problem when launching new satellites: throttle going nuts (stuttering at around 40-50% throttle).What I have found to help, is to activate your engines BEFORE clicking the enable autopilot button. Link to comment Share on other sites More sharing options...
mbartelsm Posted September 2, 2013 Share Posted September 2, 2013 I was wondering if you could make a compatibility pack for AIES Aerospace, it has a bunch of parts for probes including antennas, dishes and command modulesI tried making it but it's probably lacking a lot of things since I just copypasted and somewhat fixed the code Link to comment Share on other sites More sharing options...
Playful1510 Posted September 2, 2013 Share Posted September 2, 2013 RT2 has those integrated, but just be careful; It doesn't come with the same parts as RT1, so it can break your saves. Link to comment Share on other sites More sharing options...
mbartelsm Posted September 2, 2013 Share Posted September 2, 2013 The link to RT2 wasn't on the op, where can I find it?EDIT: Nevermind Link to comment Share on other sites More sharing options...
brienne Posted September 3, 2013 Share Posted September 3, 2013 Hey,I restart KSP. I cant imagine playing without RT (and IsaMapSat, other story...).What should i do with KSP 0.21: using RT1 or RT2?Thanks for your help. Link to comment Share on other sites More sharing options...
JewelShisen Posted September 3, 2013 Share Posted September 3, 2013 Any eta on when RT2 will be out of 'play testing'? Link to comment Share on other sites More sharing options...
mbartelsm Posted September 3, 2013 Share Posted September 3, 2013 Is there a guide for RT2? I seem to be able to t¡do anything I want with my sats, regardless of whether they have a link to KSP or not, and also, how do you use the bottom right interface? Link to comment Share on other sites More sharing options...
smunisto Posted September 3, 2013 Share Posted September 3, 2013 Are there any plans for RT2 to get released before .22? Since .22 seems to be getting closer, and there are no news for a final release of RT2. Link to comment Share on other sites More sharing options...
valthonis_surion Posted September 4, 2013 Share Posted September 4, 2013 Still new to KSP and mods, but is there a way to install this RT2 mod for only for the parts?I love the look and expanded options of the various communication arrays and would love to use them if anything for just the parts. Link to comment Share on other sites More sharing options...
Ralathon Posted September 4, 2013 Share Posted September 4, 2013 Still new to KSP and mods, but is there a way to install this RT2 mod for only for the parts?I love the look and expanded options of the various communication arrays and would love to use them if anything for just the parts.The parts are from the AIES aerospace mod if I'm correct. If you just want the parts just download that mod and toss out everything but the communication dishes. Link to comment Share on other sites More sharing options...
Oinker Posted September 6, 2013 Share Posted September 6, 2013 Okay. I'm reworking the old RT configs to make them .21 compat and so they work with build engineer. In doing so, it irked me that the unmanned probes had an electric requirement for unmanned operation (as they should) and I still had to list a value for the RemoteTech module. I decided to just list the RT module as 1/min and subtract that from the unmanned probe requirements but that's not what I'm writing about. This made me think about the electric requirements and mass requirements for the different types of RT modules.There need to be three types:1) unmanned ops (no relay, just delay. minimal mass and no electric requirement since this is included in the resources for stock command module) Your module only needs to add the delay and disconnect operations if out of contact. Add module to stock probes with modulemanager.dll (no part needed)2) unmanned capable with relay (relay requires a powered transmission which means power supplies and mass - significant mass and electric requirement when adding part)3) command transmitter (relay-capable if less than 3 crew, command capable if 3 or more, significant mass and electric requirement when adding partMake relay and command transmission toggle-able to reduce electric requirement to unmanned requirement if desired. Link to comment Share on other sites More sharing options...
Tygroux Posted September 6, 2013 Share Posted September 6, 2013 (edited) 1) unmanned ops (no relay, just delay. minimal mass and no electric requirement since this is included in the resources for stock command module)Not sure what you're talking about, but IIRC, probe command module need power. They do have an internal battery, but it tends to run out fast.And unmanned ops losing power is not a rare or negligible thing. CM going off tend to happen to me a lot when scanning minmus or other moons with a low orbital velocity and low altitude using a small power-hungry probe.Basically i can only map half (the light side) of the planet/moon at a time. Edited September 6, 2013 by Tygroux killing a wild alot. Link to comment Share on other sites More sharing options...
Thydread Posted September 6, 2013 Share Posted September 6, 2013 Ok so I'm using RT2 and I cannot get my probes to connect to my station, which has 3 Kerbal's on it and the large probe core that has the command module on it. I have a dish pointed at it and with it in its targeting box. The probe also has the antenna on it. Help, what am I missing? Link to comment Share on other sites More sharing options...
Kimberly Posted September 6, 2013 Share Posted September 6, 2013 In RemoteTech 2, I believe you need six kerbals for a RemoteCommand module to function. Link to comment Share on other sites More sharing options...
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