Andrewmacor Posted April 18, 2014 Share Posted April 18, 2014 Sounds like you are using target vessel use dish to dish at that range you can't use target body the cone angle would be to bad tell you got way out or the delay is getting you what is your delay at first you will think something is wrong but it's just what ever the delay is tell the command get's there so we tend to think something is wrong.But i have time delay on false so there should be no delay, right?and yes i have them dish to dish. Any other way i can bring it in connection? before it get to duna? I playit as realistic as possible but the time delay i think is not that realistic because normally nasa pre programs the probes for maneuverings only rovers are hand piloted from earth or probes that are designed for looking for an specific thing. Link to comment Share on other sites More sharing options...
Blaze-Ni- Posted April 18, 2014 Share Posted April 18, 2014 When you have 2 ModuleManager files it get's buggy and it should fix new craft made but if you had a craft in space already it will still show them like it was because of the persistent.sfs file as all the save data at the time it was saved.Tried to switch back to ModuleManager 1.5 and it worked! Thank you again for helping me figuring that out! Cheers! Link to comment Share on other sites More sharing options...
SirusKing Posted April 18, 2014 Share Posted April 18, 2014 Even after installing the community hotfix, i still get the "mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0023:10118bea." Error in 0.23. Anyway to prevent this? Regular crashes are sure damn annoying. Link to comment Share on other sites More sharing options...
drtedastro Posted April 18, 2014 Share Posted April 18, 2014 I know that this has been posted before, but i have not found it again.... so sorry.How do i get the antenna's to deploy without the .dll being active. I am sure I saw that somebody had a work-around for this....thanks to any and all for info.cheers. Link to comment Share on other sites More sharing options...
Mecripp Posted April 19, 2014 Share Posted April 19, 2014 Even after installing the community hotfix, i still get the "mono.dll caused an Access Violation (0xc0000005) in module mono.dll at 0023:10118bea." Error in 0.23. Anyway to prevent this? Regular crashes are sure damn annoying.Think that your hitting the memory limit of the game are you using Active Texture Management if not give it a try see if it helps. http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs Link to comment Share on other sites More sharing options...
Mecripp Posted April 19, 2014 Share Posted April 19, 2014 I know that this has been posted before, but i have not found it again.... so sorry.How do i get the antenna's to deploy without the .dll being active. I am sure I saw that somebody had a work-around for this....thanks to any and all for info.cheers.Think you need to zip up or move the cfg files out of RT2 folder. Link to comment Share on other sites More sharing options...
OxalysResourceConsortium Posted April 19, 2014 Share Posted April 19, 2014 Hey, just curious, how do you guys feel about disabling map view for manned missions (or all missions) when your probe loses contact with KSC? Given that in-game the mechanic for seeing map view is enabled by the tracking station this seems like a realistic thing to do along with loss of contact during reentry. Link to comment Share on other sites More sharing options...
TomatoSoup Posted April 19, 2014 Share Posted April 19, 2014 Hey, just curious, how do you guys feel about disabling map view for manned missions (or all missions) when your probe loses contact with KSC? Given that in-game the mechanic for seeing map view is enabled by the tracking station this seems like a realistic thing to do along with loss of contact during reentry.So we shouldn't be able to switch to another relay and try to re-establish contact? Link to comment Share on other sites More sharing options...
Starstrider42 Posted April 19, 2014 Share Posted April 19, 2014 Hey, just curious, how do you guys feel about disabling map view for manned missions (or all missions) when your probe loses contact with KSC? Given that in-game the mechanic for seeing map view is enabled by the tracking station this seems like a realistic thing to do along with loss of contact during reentry.I'm strongly against it. Way too many side effects, like not being able to create and edit maneuver nodes. And that's before you get into the issue of compatibility with any other mods that use the map view as their main interface. Link to comment Share on other sites More sharing options...
FreddyTheGuy Posted April 19, 2014 Share Posted April 19, 2014 Oh man, i cant wait to the 0.24 release:D, just wish'd that i could use it en 0.23.5 Link to comment Share on other sites More sharing options...
NathanKell Posted April 19, 2014 Share Posted April 19, 2014 ....you can. Link to comment Share on other sites More sharing options...
JeffreyCor Posted April 19, 2014 Share Posted April 19, 2014 Oh man, i cant wait to the 0.24 release:D, just wish'd that i could use it en 0.23.5Whoever told you that you can't was just being mean to you. There is no reason at all not to use it in .23.5. The only incompatibility is only in the tracking station. Not supported don't mean not compatible. Link to comment Share on other sites More sharing options...
GentlemanJack Posted April 20, 2014 Share Posted April 20, 2014 I've got a problem with the flight computer but it's my first time using it so i need some help. I set a delay right before the T - (insert half mark here) of the T- to node. I then set the throttle to 100%, set the required delta V to make the burn and click "burn". I reach the T - half mark. Engine starts up, does the burn, but it doesn't shut off. Do i need a separate command to shut it off? I thought the inserting of the delta V just made it burn that amount and not more lol Link to comment Share on other sites More sharing options...
OxalysResourceConsortium Posted April 20, 2014 Share Posted April 20, 2014 I'm strongly against it. Way too many side effects, like not being able to create and edit maneuver nodes. And that's before you get into the issue of compatibility with any other mods that use the map view as their main interface.So we shouldn't be able to switch to another relay and try to re-establish contact?Wow, I guess I didn't think that one trough, what about reentry though. Or am I just as boneheaded as I think I am? Link to comment Share on other sites More sharing options...
Starstrider42 Posted April 20, 2014 Share Posted April 20, 2014 I've got a problem with the flight computer but it's my first time using it so i need some help. I set a delay right before the T - (insert half mark here) of the T- to node. I then set the throttle to 100%, set the required delta V to make the burn and click "burn". I reach the T - half mark. Engine starts up, does the burn, but it doesn't shut off. Do i need a separate command to shut it off? I thought the inserting of the delta V just made it burn that amount and not more lolDid you remember to type "m/s"? If you don't give any units, it assumes the number is burn time in seconds.Made that mistake myself once, totally doomed the mission. Link to comment Share on other sites More sharing options...
GentlemanJack Posted April 20, 2014 Share Posted April 20, 2014 (edited) Yup. I tried 10m/s. I also tried 10 m/s. Seems the only thing that does turn the engine off is if i type it in in seconds. That's not as accurate as the actual delta V input though. Edited April 20, 2014 by GentlemanJack Link to comment Share on other sites More sharing options...
jose.villegas Posted April 20, 2014 Share Posted April 20, 2014 I have a question, why this setup doesn't work?These two are connected via onmi range, and the satellite with the longer orbit is directly connected to KSC. But I'm getting no connection. Link to comment Share on other sites More sharing options...
Starstrider42 Posted April 20, 2014 Share Posted April 20, 2014 I have a question, why this setup doesn't work?These two are connected via onmi range, and the satellite with the longer orbit is directly connected to KSC. But I'm getting no connection.http://i.imgur.com/7Y5kn6h.pngAre your kerbin comsats pointing a dish at Duna, or just at Active Vessel? https://github.com/Cilph/RemoteTech2/wiki/FAQ Link to comment Share on other sites More sharing options...
AndreyATGB Posted April 20, 2014 Share Posted April 20, 2014 It's probably your Kerbin relay since it's connecting to Kerbin but apparently no KSC connection. Link to comment Share on other sites More sharing options...
GentlemanJack Posted April 20, 2014 Share Posted April 20, 2014 Do i have to hit "enter" once i put the delta V in the box? Even if i just put in the delta v and click burn, it says that it'll make the burn at 100% throttle and the amount of delta v i put in. Link to comment Share on other sites More sharing options...
Starstrider42 Posted April 20, 2014 Share Posted April 20, 2014 Hitting enter in the burn length box is equivalent to clicking burn, so don't do it until you're ready. Link to comment Share on other sites More sharing options...
GentlemanJack Posted April 20, 2014 Share Posted April 20, 2014 Hitting enter in the burn length box is equivalent to clicking burn, so don't do it until you're ready.How do i make the engine shut off after the input delta v has been burned? Do i have to make a command to stop it? Link to comment Share on other sites More sharing options...
Starstrider42 Posted April 21, 2014 Share Posted April 21, 2014 How do i make the engine shut off after the input delta v has been burned? Do i have to make a command to stop it?You can right-click on the burn in the queue (opened by ">>", if you haven't done so). But yes, it's subject to signal delay, so odds are the damage is already done.Without figuring out what's causing the bug, I can't really tell you how to avoid it. Suggest posting an issue on GitHub (link in the first post), together with your save file, output_log.txt, screenshot, etc. Link to comment Share on other sites More sharing options...
Ascension Islander Posted April 21, 2014 Share Posted April 21, 2014 I've had that same bug where the engine wouldn't throttle down after the burn was complete. It only ever happened with the FTmN Atomic Rockets engines. Strangely enough, the same engines also seemed incompatible with KER's delta-v calculator. Maybe these are related? Link to comment Share on other sites More sharing options...
GentlemanJack Posted April 21, 2014 Share Posted April 21, 2014 Possibly, since the probe i was doing the burning with had the atomic rocket engine. The delay was only .3 seconds but i wanted to test it out at minmus. Link to comment Share on other sites More sharing options...
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