Alewx Posted June 11, 2014 Share Posted June 11, 2014 I guess the RT is dead maybe someone else will make something similar.You clearly did not read, that they are working on a new version. Link to comment Share on other sites More sharing options...
Ghost13 Posted June 11, 2014 Share Posted June 11, 2014 You clearly did not read, that they are working on a new versionFor more than half a year. Link to comment Share on other sites More sharing options...
Alewx Posted June 11, 2014 Share Posted June 11, 2014 For more than half a year.Ask starstrider42, he is like the communication guy of the new community based development, also most of their orgnization and communication happens outside the forum. Link to comment Share on other sites More sharing options...
Creat Posted June 11, 2014 Share Posted June 11, 2014 With regard to the upcoming release, will support for sending commands to a probe via kOS or some other scripting language be possible?Last I heard it's up to the kOS developer(s?), as the basic infrastructure for that is there. Search this thread for 'kOS' to find many replies to that very question. Link to comment Share on other sites More sharing options...
Camacha Posted June 11, 2014 Share Posted June 11, 2014 (edited) Last I heard it's up to the kOS developer(s?), as the basic infrastructure for that is there. Search this thread for 'kOS' to find many replies to that very question.I seems kOS does not play nice with a couple of other major mods, whatever the reason. It saddens me a bit, as they are almost equally essential to me.Can anyone tell us whether they are usable next to each other? Edited June 11, 2014 by Camacha Link to comment Share on other sites More sharing options...
erendrake Posted June 11, 2014 Share Posted June 11, 2014 Last I heard it's up to the kOS developer(s?), as the basic infrastructure for that is there. Search this thread for 'kOS' to find many replies to that very question.The basic API is there and we have some integration but it is far from complete at either end. Once we get RT 1.4.0 out we plan on working a lot on the integration. I seems kOS does not play nice with a couple of other major mods, whatever the reason. It saddens me a bit, as they are almost equally essential to me.Can anyone tell us whether they are usable next to each other?The latest pre-release had a really bad module manager cfg file in it that blew up a lot of stuff. And that was my bad if you remove it things calm right back down. Link to comment Share on other sites More sharing options...
Creat Posted June 12, 2014 Share Posted June 12, 2014 (edited) The basic API is there and we have some integration but it is far from complete at either end. Once we get RT 1.4.0 out we plan on working a lot on the integration.Well, since this is basically managed by the community now, you could probably just check out what kind of API you'd need and simply submit a pull request. Obviously I have no clue how complex this endeavor might be and/or if you even have the time for that But yea, it probably makes little sense to start this before the expected 'big step' of the next version... Edited June 13, 2014 by Creat Link to comment Share on other sites More sharing options...
erendrake Posted June 13, 2014 Share Posted June 13, 2014 Well, since this is basically managed by the community now, you could probably just check out what kind of API you'd need and simply submit a pull request. Obviously I have no clue how complex this endeavor might be and/or if you even have the time for that But yea, it probably makes little sense to start this before the expected 'big step' of the next version...I have already submitted one pull request that adds logging and i plan on being very involved in the API from here on Link to comment Share on other sites More sharing options...
bertibott Posted June 13, 2014 Share Posted June 13, 2014 Hi,not sure if this belongs here. I am using the and I have this rather simple setup:3 Satelites kerbin in stationary orbit one is almost above the KSC and that one has connections to the other two. The all work just fine.Another Satelite is orbitung Mun on an almost polar orbit so it can always see at least one of the other three.And now the problem. I sent a probe into an orbit around the Mun. It get's a connection with the Mun Satelite but not to the KSC -> ergo not control unless I connect it directly to one of the three Kerbin-Satelites. Is this a bug or am I doing something really wrong? Is there a maximum of connections each node can handle? Or A maximum number of nodes a Signal can pass? Link to comment Share on other sites More sharing options...
Starstrider42 Posted June 13, 2014 Share Posted June 13, 2014 (edited) And now the problem. I sent a probe into an orbit around the Mun. It get's a connection with the Mun Satelite but not to the KSC -> ergo not control unless I connect it directly to one of the three Kerbin-Satelites. Is this a bug or am I doing something really wrong? Is there a maximum of connections each node can handle? Or A maximum number of nodes a Signal can pass?There is no limit to the number of connections or the number of nodes. Please make sure your Kerbin satellites have a dish pointed at either the Mun or at your polar relay. If you're relying on Active Vessel in your Kerbin satellites, then you won't be able to use the polar satellite: https://github.com/Cilph/RemoteTech2/wiki/FAQ#why-do-i-lose-my-connection-when-undocking-two-ships (unlike in the example, your two Mun ships were never docked, but the same principle applies) Edited June 13, 2014 by Starstrider42 Link to comment Share on other sites More sharing options...
Cetera Posted June 14, 2014 Share Posted June 14, 2014 Do we have any idea of an estimate for 1.4? This was probably my favorite mod, and I've been completely unsuccessful getting it to work in .23.5. I check this thread with some level of trepidation every week, it seems, hoping that it is coming along, and fearing that everyone has quit on it. I'm not expecting dates, or anything. I'm completely torn between desiring info and not being needy. Maybe just a little bit of progress updates? Is the current thinking that 1.4 ETA will be measured in days, weeks, or months? Link to comment Share on other sites More sharing options...
Starstrider42 Posted June 15, 2014 Share Posted June 15, 2014 (edited) I now feel safe saying it will be released some time next week. We certainly haven't quit on it; if the release has been delayed, it's because we wanted to make sure everything worked first. Edited June 15, 2014 by Starstrider42 Link to comment Share on other sites More sharing options...
KAO Posted June 15, 2014 Share Posted June 15, 2014 can somebody help me out? idk why the connection on this sat isn't arcing through the one being launched to the KSC? It's very well in range Link to comment Share on other sites More sharing options...
Starstrider42 Posted June 15, 2014 Share Posted June 15, 2014 can somebody help me out? idk why the connection on this sat isn't arcing through the one being launched to the KSC? It's very well in rangehttp://i.imgur.com/iF3FRrw.pngAre you using dishes? If so, what are their targets?Also, looking at TelstarC-1's altitude I assume you're using RSS. Have the antenna ranges been boosted appropriately? Link to comment Share on other sites More sharing options...
okbillybunnyface Posted June 15, 2014 Share Posted June 15, 2014 This was probably my favorite mod, Second! This mod is amazing, and is as necessary for a full KSP experience as are FAR and Kethane. Keep up the good work. I wish I had the time to help y'all code it. If it stays a community project, perhaps I'll be able to contribute someday. Link to comment Share on other sites More sharing options...
Ghost13 Posted June 16, 2014 Share Posted June 16, 2014 is as necessary for a full KSP experience as are FAR and KethaneI agree for FAR and DealyReentry and life support but Kethane maybe it is little bit too streched. Link to comment Share on other sites More sharing options...
JT2227 Posted June 16, 2014 Share Posted June 16, 2014 I try using this mod, but all I get are pink boxes around just about everything that should be related to Remote Tech 2, any help? Link to comment Share on other sites More sharing options...
Starstrider42 Posted June 16, 2014 Share Posted June 16, 2014 I try using this mod, but all I get are pink boxes around just about everything that should be related to Remote Tech 2, any help?This usually happens if you download the DLL (e.g., from the community hotfix) but none of the parts or textures. Try downloading the file at https://github.com/RemoteTechnologiesGroup/RemoteTech/releases/tag/v1.3.3, and THEN apply the hotfix on top of that. Link to comment Share on other sites More sharing options...
Mecripp Posted June 16, 2014 Share Posted June 16, 2014 I try using this mod, but all I get are pink boxes around just about everything that should be related to Remote Tech 2, any help?That's a bad install or missing file do you at less 1 ModuleManager *.*.* installed ? Link to comment Share on other sites More sharing options...
JT2227 Posted June 16, 2014 Share Posted June 16, 2014 (edited) Thanks, I'll see if this works now. Fast response by the way!EDIT: Bingo! It works!!! Except... the tracking station is in the center of Northern South America. (I'm using the realism overhaul mod.) Could someone instruct me how to fix this? Edited June 16, 2014 by JT2227 Link to comment Share on other sites More sharing options...
Starstrider42 Posted June 16, 2014 Share Posted June 16, 2014 Thanks, I'll see if this works now. Fast response by the way!EDIT: Bingo! It works!!! Except... the tracking station is in the center of Northern South America. (I'm using the realism overhaul mod.) Could someone instruct me how to fix this?The tracking station coordinates are set in GameData\RemoteTech2\RemoteTech_Settings.cfg. However, you might ask around on the RSS thread; I think NathanKell mentioned that somebody was working on configs that would define real-world ground stations for RSS+RT games. Link to comment Share on other sites More sharing options...
Mecripp Posted June 16, 2014 Share Posted June 16, 2014 (edited) Thanks, I'll see if this works now. Fast response by the way!EDIT: Bingo! It works!!! Except... the tracking station is in the center of Northern South America. (I'm using the realism overhaul mod.) Could someone instruct me how to fix this?You using RSS 6.2 ?Edit- For RSS 6.2 https://dl.dropboxusercontent.com/u/72893034/RT2_RSS.zip Edited June 16, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
Dielos Posted June 16, 2014 Share Posted June 16, 2014 Hi, I just reinstalled RemoteTech2 1.3.3, plus the community hotfix. Wasn't the DP-10 antenna supposed to be under the Flight Control research node, along the Stayputnik Mk. 1? It doesn't appear in my research tree there, and I'm not sure if I did something wrong with my installation, or if it's somewhere else...I'm using the stock TechTree... Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 16, 2014 Share Posted June 16, 2014 Wasn't the DP-10 antenna supposed to be under the Flight Control research node...Yup, that's correct. However it's placed there via a Module Manager config, not in the actual part file so make sure MM is installed and working. Other than that, make sure you installed RT2 correctly as well, \GameData\RemoteTech2\Parts\ShortAntenna1 is where the part file should be Link to comment Share on other sites More sharing options...
Dielos Posted June 16, 2014 Share Posted June 16, 2014 Thank you for the fast answer, Gaiiden. Your hint solved the problem. I had two Module Manager dll's installed, and deleting the older one caused everything to work correctly. Link to comment Share on other sites More sharing options...
Recommended Posts