GavinZac Posted April 5, 2014 Share Posted April 5, 2014 .24 may be in 2 weekks( not likely there has to be a reason they split it into 2 patches) or its gonna be 2 months which is more than likely.It's already in Q&A and since that was 2 weeks ago, probably testing. Barring a disaster there, it should be out SoonTM Link to comment Share on other sites More sharing options...
ShadyAct Posted April 5, 2014 Share Posted April 5, 2014 Are their any incompatibilities with ARM besides the Tracking Station UI? Link to comment Share on other sites More sharing options...
Cilph Posted April 5, 2014 Author Share Posted April 5, 2014 They test feature by feature now, and they're not even close to being done with the contract system, so... Link to comment Share on other sites More sharing options...
JeffreyCor Posted April 5, 2014 Share Posted April 5, 2014 Are their any incompatibilities with ARM besides the Tracking Station UI?From what I've seen no, apart from the Tracking Station UI everything works as it did in .23 Link to comment Share on other sites More sharing options...
Starstrider42 Posted April 5, 2014 Share Posted April 5, 2014 So here's a question: can Kerbin be modified to act like it has a deep space network on it? Or given some type of "surface connection" bonus so omni's work without line of sight on Kerbin alone so you can build one?The first, yes. Open GameData/RemoteTech2/RemoteTech_Settings.cfg, and add more STATION{} blocks to represent extra tracking stations.The second I think is under development. Link to comment Share on other sites More sharing options...
GavinZac Posted April 5, 2014 Share Posted April 5, 2014 They test feature by feature now, and they're not even close to being done with the contract system, so... We’ve been pressing on with testing and refinement of the contract system in preparation for 0.24.1234567890 Link to comment Share on other sites More sharing options...
zgrillo2004 Posted April 6, 2014 Share Posted April 6, 2014 Been a while guys. from what I understand this wont be released for 23.5 I think thats a good idea because of the fact that the bugs wont be fixed. now to my question. I have been hearing Scott Manley saying that remotetech is causing problems for him and that he cant use it. this was during his Interstellar Quest videos that hes been recently doing. My question is, what bug is he talking about isnt there a fix for it? Link to comment Share on other sites More sharing options...
Kurtvw Posted April 6, 2014 Share Posted April 6, 2014 Been a while guys. from what I understand this wont be released for 23.5 I think thats a good idea because of the fact that the bugs wont be fixed. now to my question. I have been hearing Scott Manley saying that remotetech is causing problems for him and that he cant use it. this was during his Interstellar Quest videos that hes been recently doing. My question is, what bug is he talking about isnt there a fix for it?I've seen him gripe about that also back in earlier episodes. Speaking for my own 0.23 install I never had any of the problems he was having after I installed the community hotfix. He said he tried that but still had problems. I run most of the same mods as him, but who knows, he's probably got something I don't, or maybe its just his install?Either way, most people aren't having any trouble, so your best bet is to back everything up, install it and see how it goes. You'll probably be fine. Link to comment Share on other sites More sharing options...
OminousPenguin Posted April 6, 2014 Share Posted April 6, 2014 I've seen him gripe about that also back in earlier episodes. Speaking for my own 0.23 install I never had any of the problems he was having Do you know what problems was he having? I haven't been able to find anything about it in his videos. Link to comment Share on other sites More sharing options...
Cilph Posted April 6, 2014 Author Share Posted April 6, 2014 Scott stopped using RT2 due to game breaking crashes and vessel duplication with 0.23. Largely my fault for not properly testing that release but it happened as I was moving and had even less time than I do now.---Could someone post a screenshot of how the time quadrant (mission timer) looks with 0.23.5 with RT2 enabled and disabled? I've heard there were some changes to it. Link to comment Share on other sites More sharing options...
Mecripp Posted April 6, 2014 Share Posted April 6, 2014 (edited) It looks the same they just added a button right by time think they had met there.https://www.dropbox.com/s/7vkqadfl4g7x31i/screenshot4.png Edited April 6, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
Cilph Posted April 6, 2014 Author Share Posted April 6, 2014 and it's longer horizontally. Got to photoshop a replacement then. Link to comment Share on other sites More sharing options...
Temeriki Posted April 6, 2014 Share Posted April 6, 2014 (edited) For the most part RT2 works for me with the community hotfix on .23.5 (except the tracking station lines). Every once in a while I get a duplication but I backup my ksp folder frequently (until I deleted all the things) so its not a big problem for me. I turned off latency for signal transmission, I found that was causing more problems for me than anything. It was ranging from a split second to 5-10 while in kerbins soi, same craft, same orbit. Commands sent earlier were arriving after later sent commands, weird things like that. With latency off it runs mostly okay. Also break the hell out of backwards compatibility, if mod users dont like it they can keep to an earlier version, or they can modify RT2 themselves. No matter how much whining there is people will still reinstall this mod if they really like it. Edited April 6, 2014 by Temeriki BREAK ALL THE THINGS Link to comment Share on other sites More sharing options...
r40k Posted April 6, 2014 Share Posted April 6, 2014 I decided to look into missing connection links on tracking station scene and found that exception "NullReferenceException: Object reference not set to an instance of an object" thrown as you enter trackstation scene is caused by this line:var tab = timeQuadrant.timeQuadrantTab;Looks like this object represents time warping gui element, and for some reason it is not set for this scene. Link to comment Share on other sites More sharing options...
Cilph Posted April 6, 2014 Author Share Posted April 6, 2014 Signal Delay has a calculation error where it sums an already summed value, so my bad. Link to comment Share on other sites More sharing options...
Oksbad Posted April 6, 2014 Share Posted April 6, 2014 How can I tweak the range of the Kerbal Space Center omnidirectional antenna? Link to comment Share on other sites More sharing options...
Starstrider42 Posted April 6, 2014 Share Posted April 6, 2014 The antenna range (and all other mission control properties) are set in GameData/RemoteTech2/RemoteTech_Settings.cfg. Link to comment Share on other sites More sharing options...
sidfu Posted April 6, 2014 Share Posted April 6, 2014 (edited) Scott stopped using RT2 due to game breaking crashes and vessel duplication with 0.23. Largely my fault for not properly testing that release but it happened as I was moving and had even less time than I do now.---Could someone post a screenshot of how the time quadrant (mission timer) looks with 0.23.5 with RT2 enabled and disabled? I've heard there were some changes to it.change to ship selection, time warp on top and the added track button. basicaly u get 1 rt2 error in log and it doesnt show the rt2 bar on bottom or connection linesJavascript is disabled. View full album Edited April 6, 2014 by sidfu Link to comment Share on other sites More sharing options...
Boomerang Posted April 6, 2014 Share Posted April 6, 2014 (edited) Edit: Nevermind. I've seemed to find a way around my problem without figuring out quite what caused it and there's no point leaving it here with the lack of reading comprehension. Edited April 6, 2014 by Boomerang Clarification Link to comment Share on other sites More sharing options...
sidfu Posted April 6, 2014 Share Posted April 6, 2014 boomer the spu only has a 3km range without a omni attached. Link to comment Share on other sites More sharing options...
Boomerang Posted April 6, 2014 Share Posted April 6, 2014 (edited) boomer the spu only has a 3km range without a omni attached.I know. All of this is happening on the launchpad. SPU range is fine before I save it as a subassembly. I'm doing process of elimination, removing parts to see if there's something silly clipping that's causing this, but I don't know.Edit: I've gotten it working with a stripped-down version of the craft after a bunch of testing. So apparently it was some other part (a light or something) that was causing the problem. Edited April 6, 2014 by Boomerang Link to comment Share on other sites More sharing options...
Mecripp Posted April 6, 2014 Share Posted April 6, 2014 Boomer there is the reflectron DP-10 as a range of 500k when you get around think it's 35k you can deploy your longer range omni antenna. Link to comment Share on other sites More sharing options...
sidfu Posted April 6, 2014 Share Posted April 6, 2014 NullReferenceException: Object reference not set to an instance of an object at RemoteTech.TimeQuadrantPatcher.Patch () [0x00000] in <filename unknown>:0 at RemoteTech.RTCore.Start () [0x00000] in <filename unknown>:0 at RemoteTech.RTCoreTracking.Start () [0x00000] in <filename unknown>:0 think this is the error from when u go to the tracking station Link to comment Share on other sites More sharing options...
zgrillo2004 Posted April 6, 2014 Share Posted April 6, 2014 Scott stopped using RT2 due to game breaking crashes and vessel duplication with 0.23. Largely my fault for not properly testing that release but it happened as I was moving and had even less time than I do now. Cant that by fix ASAP though? so that he can use remotetech? Link to comment Share on other sites More sharing options...
Boomerang Posted April 6, 2014 Share Posted April 6, 2014 (edited) So is RT2 just generally unreliable when using subassemblies? Or is it a problem with crafts that meet all the requirements to have a connection that suddenly refuse to work after being decoupled?I'm just getting to RT2 now that I'm trying out .23 and I'm seriously tempted to just go back to .21 and my nicely working version of the original RT. I've wasted most of the afternoon trying to figure out why decoupling a probe-core based satellite (ON THE LAUNCHPAD - for those of you who didn't bother to read the details of my earlier post) after it's been saved as a subassembly suddenly breaks the probe core SPU's ability to connect to the tracking station while still on the launchpad, while powered.I've also tried deploying the (powered) omni-antenna on the satellite before decoupling it (on the launchpad. not in flight. less than 3km from the tracking station.) and I still have this problem. No connection.Edit: Exiting to the Space Center and coming back to the craft seems to make RT as it should, but this is still an annoying bug. Edited April 6, 2014 by Boomerang Link to comment Share on other sites More sharing options...
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