Spuds Posted May 1, 2014 Share Posted May 1, 2014 I'd like to clarify what Cilph wrote about his slowed development. Does this mean that he'll only be working on bug-fixing and patching, and not any new features? Or is he taking a short term break until 0.24 comes out? Or is he stopping development for a long time to get his stuff together? I'm fine with any of these options, don't think that I prefer one over the other. As long as Cilph enjoys developing RT2, I'm happy. Link to comment Share on other sites More sharing options...
Kracken483 Posted May 1, 2014 Share Posted May 1, 2014 This is perhaps my favorite mod, thanks for all the hard work! Link to comment Share on other sites More sharing options...
R0cketC0der Posted May 1, 2014 Share Posted May 1, 2014 Openings for: leads (if either JDP or Cilph decline), programmers (all), modellers (at least one!), a documentation writer, and a you tube tutorial.I'm in as a programmer. I know C# for a while and have already made a small test mod for ksp, but it was just a pretty useless mod that was just to learn how to make a mod for ksp. I never had any good ideas for mods since then, so I haven't been making mods for ksp for a couple of months now. Link to comment Share on other sites More sharing options...
sirkut Posted May 1, 2014 Share Posted May 1, 2014 I'm willing to offer light help when I'm not working on Infernal Robotics. Link to comment Share on other sites More sharing options...
Rokker Posted May 2, 2014 Share Posted May 2, 2014 (edited) Ok, so I've run into a problem. Essentially, RT is no longer working. The connection bar says N/A for probes, I cant activate/deactivate any RT antennas and the squad antennas have reverted back to the old options of extend and transmit. The map does however show that there are connections between the antenna and whatnot and the dishes are still pointed at the bodies. On a possibly related note, the map has also started occasionally failing on me, by which I mean when I go to the map, be it through M button or the tracking station, it is just a pitch black screen with nothing visible. Im not sure if this bug is due to RT itself or something else as it also appears to have partially broken mechjeb as well. The only changes made to gamedata before the issue were an update to FAR 13.3, then a revert to FAR 13.2 (long story), and the addition of Krag's Planet Factory and the Active Texture Management mod.I tried uninstalling and then reinstalling RT and the RT patch.If I need to provide more info, I can, just let me know, I just didn't want to make this message any longer than it already is. Anyone have any idea of what is happening? Edited May 2, 2014 by Rokker Link to comment Share on other sites More sharing options...
ExplorerKlatt Posted May 2, 2014 Share Posted May 2, 2014 The only changes made to gamedata before the issue were an update to FAR 13.3, then a revert to FAR 13.2 (long story), and the addition of Krag's Planet Factory and the Active Texture Management mod. Anyone have any idea of what is happening?Did you try uninstalling the new mods, ie Planet Factory and or ATM? Link to comment Share on other sites More sharing options...
Rokker Posted May 2, 2014 Share Posted May 2, 2014 (edited) Did you try uninstalling the new mods, ie Planet Factory and or ATM?Yup, nothing happened.Edit: I guess installing Mechjeb again might have fixed it... Edited May 2, 2014 by Rokker Link to comment Share on other sites More sharing options...
Alewx Posted May 2, 2014 Share Posted May 2, 2014 So does that mean Mechjeb is a dependency of RT2? In the first post it sounded more like a "bug fix" to instell Mechjeb. Link to comment Share on other sites More sharing options...
Grunf911 Posted May 2, 2014 Share Posted May 2, 2014 Some have stepped forward actually. I may take up on the offer once I get something stable going that can be iterated upon.Would like to check it myself. Have little time, but like RT2 so much, i can maybe give the project a look and see if i can contribute somehow as well.Sent you a PM BTW. Link to comment Share on other sites More sharing options...
Cilph Posted May 2, 2014 Author Share Posted May 2, 2014 Proposal:As others have said, I'd like to see this continue, ideally as a community project with multiple contributors.Let's take some inventory:I'm in -- experienced game dev with C#/Unity experience. However, I've also a full-time job, an unpublished mod I'm working on, and a child, so I can't commit at the ferram4 level of support. I'd be happy to take on a leadership role, managing a github, pull requests, etc, and working on it as much as my time allows, but I'd need plenty of support.If I might suggest, and if they are willing, maybe JDP, Cilph, and I as 'moderators' of a github repo, with the community supporting via pull request. This removes any single-point of failure if somebody goes absent; pays homage to the gentlemen who have invested plenty of authorship in it; reduces the pressure on any single individual; and sets us up in more of a team/democratic style than an autocratic one.I'd also like to have a "highly active" forum member commit to take on an "official build" role; this would be somebody committed to turning around a quick release of master after Squad makes a release. (E.g., if that happens during a workday, none of the three of us would be able to jump on it immediately). This person would compile against the new build, test locally to ensure that things work, proficient enough as a coder to get past any small changes that are required to get things working. They would then post to thread, upload to Spaceport + one other location, and submit a pull-request with any changes back to master.Who else is "in", and what skills can you contribute?Openings for: leads (if either JDP or Cilph decline), programmers (all), modellers (at least one!), a documentation writer, and a you tube tutorial.As said, not entirely stepping down yet, I'd like to finish what I'm currently working on even though it might have a bit overkill architecture. Though perhaps I should let everyone in on that mess of a build instead of keeping it till it's done. I'd like to take a lead position still as it requires less time than coding the damn thing. For documentation, starstrider42 was working on a full user guide, and my go-to guy for modelling is Kommit, who did an amazing job on the KR-7 and KR-14 dishes.So, should we convert the project to a community effort then? Link to comment Share on other sites More sharing options...
Grunf911 Posted May 2, 2014 Share Posted May 2, 2014 As said, not entirely stepping down yet, I'd like to finish what I'm currently working on even though it might have a bit overkill architecture. Though perhaps I should let everyone in on that mess of a build instead of keeping it till it's done. I'd like to take a lead position still as it requires less time than coding the damn thing. For documentation, starstrider42 was working on a full user guide, and my go-to guy for modelling is Kommit, who did an amazing job on the KR-7 and KR-14 dishes.So, should we convert the project to a community effort then?I'm in, I work as Quality Assurance professionally, and would be happy to contribute in that manner. I could try to contribute in other manners, but i think there are way more experienced/skilled people in other areas in this forum. I am good at finding bugs though ;-) Link to comment Share on other sites More sharing options...
Amaroq Posted May 2, 2014 Share Posted May 2, 2014 So, should we convert the project to a community effort then?I think so, yes. JDP has informed me (via PM) that he's up for a joint lead role, in the way described earlier (such that any given lead can disappear for a month without compromising the team, as long as we're not all gone concurrently), and it sounds like we have a decent community consensus -- several programmers, a QA lead, a documentation expert, and if Kommit is in for modelling, then I think we've got a full team, minus the "release engineer".Would you like to do that on your existing repo, or shall I fork & host?I'd definitely like to see and work on polishing the re-architecture - you've put a lot of work into it. If you've made good use of git on your local, we might even be able to tease apart the finished from the unfinished. I can promise not to judge: no matter what mess you've made, I guarantee I've either made or inherited worse. If we make good use of git branching, we can knock "master" into a stable supported release w/ bug fixes on 0.23.5 -> 0.24.0, and bring a "rearchitecture" branch to maturity with a beta tag once you're willing to see the community start on it. Link to comment Share on other sites More sharing options...
SHiRKiT Posted May 2, 2014 Share Posted May 2, 2014 I think so, yes. JDP has informed me (via PM) that he's up for a joint lead role, in the way described earlier (such that any given lead can disappear for a month without compromising the team, as long as we're not all gone concurrently), and it sounds like we have a decent community consensus -- several programmers, a QA lead, a documentation expert, and if Kommit is in for modelling, then I think we've got a full team, minus the "release engineer".Would you like to do that on your existing repo, or shall I fork & host?I'd definitely like to see and work on polishing the re-architecture - you've put a lot of work into it. If you've made good use of git on your local, we might even be able to tease apart the finished from the unfinished. I can promise not to judge: no matter what mess you've made, I guarantee I've either made or inherited worse. If we make good use of git branching, we can knock "master" into a stable supported release w/ bug fixes on 0.23.5 -> 0.24.0, and bring a "rearchitecture" branch to maturity with a beta tag once you're willing to see the community start on it.If you want to make a community driven project, the best would be to create a Github Team/Organization, add the core members to it, and allow pull requests from random users (like me). Link to comment Share on other sites More sharing options...
erendrake Posted May 2, 2014 Share Posted May 2, 2014 If you want to make a community driven project, the best would be to create a Github Team/Organization, add the core members to it, and allow pull requests from random users (like me).We have done this with KOS and other than the separation anxiety for me the biggest issue has been having to start over with issue backlog. I could not find a way to copy issues to the new account. Its a good thing in the long run. Link to comment Share on other sites More sharing options...
Amaroq Posted May 2, 2014 Share Posted May 2, 2014 If you want to make a community driven project, the best would be to create a Github Team/Organization, add the core members to it, and allow pull requests from random users (like me).If this works for you, Cilph, I will create such this evening (~10-12 hours from time-of-this-post). Let me know. Link to comment Share on other sites More sharing options...
NathanKell Posted May 2, 2014 Share Posted May 2, 2014 Sounds like a good plan.Also, losing the old issues isn't all bad--a few would be good to keep (for example, the lengthy ionosphere thread) but given the near-total rewrite a lot of the specific bug reports probably won't be relevant. Link to comment Share on other sites More sharing options...
SHiRKiT Posted May 2, 2014 Share Posted May 2, 2014 We have done this with KOS and other than the separation anxiety for me the biggest issue has been having to start over with issue backlog. I could not find a way to copy issues to the new account. Its a good thing in the long run.If he really wants to migrate the issues, there's a more radical solution located here (https://help.github.com/articles/how-to-transfer-a-repository) that can deal with this. He can be the owner of the organization, so he never loses the control over the repository, and he can even take it back to him if he wants to, but also removes the bounds to his account. He creates a backup repository if he really wants to in his account (forking back from the new transfered repository) and everyone starts working with the Organization repo.Or one can copy the issues using an automated tool for that (there are a few), or manually copying the ones that are judged important, and batching up the ones not so important.From the both, I think the 1st is the easiest for everyone, since it leaves the current owner in charge (as he wants), and the new organization is not independet of the old repository, but it maintains the history of everything (wiki, pages and issues). But as NathanKell said above, deleting old issues can also be good (or at least reviewing them). Link to comment Share on other sites More sharing options...
Starstrider42 Posted May 2, 2014 Share Posted May 2, 2014 Or one can copy the issues using an automated tool for that (there are a few), or manually copying the ones that are judged important, and batching up the ones not so important.I think a manual copy might be best. There are a lot of open issues, and ignoring them until the rewrite is done seems risky. On the other hand, there are a lot of duplicate or underdocumented issues, so an excuse to clean up the issue tracker would probably speed up development. Link to comment Share on other sites More sharing options...
Cilph Posted May 2, 2014 Author Share Posted May 2, 2014 If this works for you, Cilph, I will create such this evening (~10-12 hours from time-of-this-post). Let me know.GitHub should have project transferring functionality. I'll handle it. Link to comment Share on other sites More sharing options...
Amaroq Posted May 2, 2014 Share Posted May 2, 2014 Alright - I'll PM you my e-mail. Link to comment Share on other sites More sharing options...
somnambulist Posted May 3, 2014 Share Posted May 3, 2014 Nothing to add to the project, but the last page of posts make me awfully proud of this community. Looking forward to the next build Link to comment Share on other sites More sharing options...
DivisionByZero Posted May 3, 2014 Share Posted May 3, 2014 You guys are awesome and this is a testament to how awesome the added gameplay is. Cilph, you might want to jot down a design doc so everyone knows what your vision is and so that people can make suggestions for new gameplay. This could help everyone work together on things beyond architecture and bug squashing. Just a thought. Link to comment Share on other sites More sharing options...
David H Posted May 4, 2014 Share Posted May 4, 2014 Is there a way to get just the parts.I thought if I removed the dll. It would work the same as the normal game. The parts are still there however it locks the antennas and you can't transmit anything. Link to comment Share on other sites More sharing options...
Starstrider42 Posted May 4, 2014 Share Posted May 4, 2014 (edited) Is there a way to get just the parts.I thought if I removed the dll. It would work the same as the normal game. The parts are still there however it locks the antennas and you can't transmit anything.You need to remove the RemoteTech_*.cfg files from the mod directory. Among other features, those files remove the stock antenna functionality before putting in RemoteTech's version. That will let you use the stock antennas again.To make the new antennas function like stock ones, you'd need a new .cfg file that looks something like:@PART[RTShortAntenna1]{ TechRequired = flightControl MODULE { name = ModuleDataTransmitter packetInterval = 0.18 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge }}@PART[RTLongAntenna2]{ TechRequired = largeElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.18 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 }}@PART[RTLongAntenna3]{ TechRequired = specializedElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.18 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 }}@PART[RTShortDish1]{ TechRequired = electrics MODULE { name = ModuleDataTransmitter packetInterval = 0.18 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge }}@PART[RTShortDish2]{ TechRequired = electrics MODULE { name = ModuleDataTransmitter packetInterval = 0.18 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge }}@PART[RTLongDish1]{ TechRequired = largeElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.18 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge }}@PART[RTLongDish2]{ TechRequired = largeElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.18 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge }}@PART[RTGigaDish1]{ TechRequired = advScienceTech MODULE { name = ModuleDataTransmitter packetInterval = 0.18 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge DeployFxModules = 0 }}@PART[RTGigaDish2]{ TechRequired = specializedElectrics MODULE { name = ModuleDataTransmitter packetInterval = 0.18 packetSize = 2 packetResourceCost = 20.0 requiredResource = ElectricCharge }}I have no idea how to balance the packetInterval, packetSize, and packetResourceCost values, since I don't see much of a pattern in the stock values. Edited May 4, 2014 by Starstrider42 Added tech requirements Link to comment Share on other sites More sharing options...
David H Posted May 4, 2014 Share Posted May 4, 2014 You need to remove the RemoteTech_*.cfg files from the mod directory. Among other features, those files remove the stock antenna functionality before putting in RemoteTech's version. That will let you use the stock antennas again.To make the new antennas function like stock ones, you'd need a new .cfg file that looks something like:I have no idea how to balance the packetInterval, packetSize, and packetResourceCost values, since I don't see much of a pattern in the stock values. What features are those.Step1 Remove all the cfg?Step2?I'm not a programmer. I can copy and paste. So do I copy and paste the code over or delete and make a new one. If I have to make a new one. I'm not even going to bother.Bad part is. I already have a ship with one of the antennas. So either I delete the whole thing and loose the ship or I just play with antennas not working. Link to comment Share on other sites More sharing options...
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