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Cilph

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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.

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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.

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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?

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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.

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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.

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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.

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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.

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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 by Temeriki
BREAK ALL THE THINGS
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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.

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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.

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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 lines

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Edited by sidfu
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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 by Boomerang
Clarification
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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 by Boomerang
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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

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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?
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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 by Boomerang
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