synik4l Posted November 4, 2013 Share Posted November 4, 2013 Great work on getting this going again. Im super hyped about it. One question though. I sent a couple sats up last night. One of which went to the mun. For some reason when I go behind the mun. I dont lose control of it like I used to. It still says local control up top. Did something change with that? And yes it was unmanned. Link to comment Share on other sites More sharing options...
Cilph Posted November 4, 2013 Author Share Posted November 4, 2013 Great work on getting this going again. Im super hyped about it. One question though. I sent a couple sats up last night. One of which went to the mun. For some reason when I go behind the mun. I dont lose control of it like I used to. It still says local control up top. Did something change with that? And yes it was unmanned.Are you using mod parts? Mod parts need to be given a ModuleSPU manually. It's a battle I can't win because if I assign one to all ModuleCommand without crew the other half of the playerbase starts whining as well. Link to comment Share on other sites More sharing options...
synik4l Posted November 4, 2013 Share Posted November 4, 2013 (edited) Oooh ya. That must be it... I added a remote control module that isnt stock. Can I use module manager to add that to those parts? If so do you have an example?edit: nvm I found the config file I would add them to. Really I think I should just relaunch those couple with the right probe. Edited November 4, 2013 by synik4l Link to comment Share on other sites More sharing options...
Sma Posted November 4, 2013 Share Posted November 4, 2013 Awesome! Guess I'm gonna have to check out my tech tree and maybe put science on hold, then get to building a network. Hope I can come up with a design where I can launch 3 commsats on the same rocket with out part count issues. Link to comment Share on other sites More sharing options...
Cilph Posted November 4, 2013 Author Share Posted November 4, 2013 Awesome! Guess I'm gonna have to check out my tech tree and maybe put science on hold, then get to building a network. Hope I can come up with a design where I can launch 3 commsats on the same rocket with out part count issues. The satellite in the promo image could fit four in a single 2.5m extended KW fairing. Awesome. Link to comment Share on other sites More sharing options...
ecoli360 Posted November 4, 2013 Share Posted November 4, 2013 Hi Cilph mod looks great But I just can´t get it to work. 1; I build 4 Sats with a dish and antenna and powe supply. 2: Bring them in a nice orbit around kerbin. (make sure theres is antenna connection i map mode)3: Activate dishes and point them at the Mün4: Build some "Mün Sats" with antennas and dishes ect (do the need dishes?)5: Put Mün sats in orbit around the Mün. But no contact!!!I got contact once but when I reloaded thr game again alle dishes was set to "no target". Have I missed a "save buttom" when you choose a target?Can someone maket a turtoriel Link to comment Share on other sites More sharing options...
Borisbee Posted November 4, 2013 Share Posted November 4, 2013 I'm using Modular multiwheel and omniwheel mod and I found that even if I try to add the ModuleSPU to the wheels/engines, I'm still able to control them regardless if I have them connected to the network or not. I'd really like if there was a way to fix this as making sure your rovers are controllable via a proper satellite link seems like good fun. Link to comment Share on other sites More sharing options...
Cilph Posted November 4, 2013 Author Share Posted November 4, 2013 (edited) Hi Cilph mod looks great But I just can´t get it to work. 1; I build 4 Sats with a dish and antenna and powe supply. 2: Bring them in a nice orbit around kerbin. (make sure theres is antenna connection i map mode)3: Activate dishes and point them at the Mün4: Build some "Mün Sats" with antennas and dishes ect (do the need dishes?)5: Put Mün sats in orbit around the Mün. But no contact!!!I got contact once but when I reloaded thr game again alle dishes was set to "no target". Have I missed a "save buttom" when you choose a target?Can someone maket a turtorielDishes need to point both ways, or you need an omnidirectional antenna that can reach far enough. (None of them do for the Mun). It states this in the first post under Connection.I'm using Modular multiwheel and omniwheel mod and I found that even if I try to add the ModuleSPU to the wheels/engines, I'm still able to control them regardless if I have them connected to the network or not. I'd really like if there was a way to fix this as making sure your rovers are controllable via a proper satellite link seems like good fun.Add a ModuleSPU to -anything- that has a ModuleCommand (but nothing else). Edited November 4, 2013 by Cilph Link to comment Share on other sites More sharing options...
balu0 Posted November 4, 2013 Share Posted November 4, 2013 Cool!Maybe kOS compatiblility?Would be fun to "upload" control scripts for probes and rovers. Link to comment Share on other sites More sharing options...
Cilph Posted November 4, 2013 Author Share Posted November 4, 2013 Cool!Maybe kOS compatiblility?Would be fun to "upload" control scripts for probes and rovers.It's coming, but most of the work needs to come from the kOS side. Tell them to contact me with their demands. Link to comment Share on other sites More sharing options...
123nick Posted November 4, 2013 Share Posted November 4, 2013 Can you re-add the aeroprobe to the mod? the way it flew was fascinating, spectacular, excelent, and i want to use it again! Link to comment Share on other sites More sharing options...
Cilph Posted November 4, 2013 Author Share Posted November 4, 2013 Can you re-add the aeroprobe to the mod? the way it flew was fascinating, spectacular, excelent, and i want to use it again!It's being redone by JDP. Link to comment Share on other sites More sharing options...
synik4l Posted November 5, 2013 Share Posted November 5, 2013 Are you using mod parts? Mod parts need to be given a ModuleSPU manually. It's a battle I can't win because if I assign one to all ModuleCommand without crew the other half of the playerbase starts whining as well.Well upon further inspection. Turns out the remote guidance unit is stock. I thought kspx screwed with it. But it doesnt. its the probestacksmall that im using. Here is also a list of currently installed mods. I'm guessing I have a conflict here somewhere. Unless i'm just retarded somehow. extraplantary launchpadskethanekspxb9engineer reduxKASmechjebnova punchproc fairingspwbfuel balancerTAL Spherical fuel tanksand remote tech Link to comment Share on other sites More sharing options...
Vrana Posted November 5, 2013 Share Posted November 5, 2013 Well upon further inspection. Turns out the remote guidance unit is stock. I thought kspx screwed with it. But it doesnt. its the probestacksmall that im using. Here is also a list of currently installed mods. I'm guessing I have a conflict here somewhere. Unless i'm just retarded somehow. extraplantary launchpadskethanekspxb9engineer reduxKASmechjebnova punchproc fairingspwbfuel balancerTAL Spherical fuel tanksand remote techSince release i have been using RT in my heavy modded install so i can help you narrow down that list a bit. From my expirience the following mods you have installed are NOT causing any problems with stock probe cores under RT:b9engineer reduxKASnova punchproc fairingsTAL Spherical fuel tanks Link to comment Share on other sites More sharing options...
Camacha Posted November 5, 2013 Share Posted November 5, 2013 Regarding the person who asked about using this on rescaled Kerbin, I've been testing a fork that allows specifying Mission Control's position and antenna range via CFG. When it's solid, Cilph, I'll add it as a pull request.This was pretty much exactely what I was looking for. Link to comment Share on other sites More sharing options...
TMarkos Posted November 5, 2013 Share Posted November 5, 2013 So, odd issue I found. Looks like attaching antennas using KAS (the Communotron 16 is the attachable one) causes an instant freeze and crash. Link to comment Share on other sites More sharing options...
reemer30 Posted November 5, 2013 Share Posted November 5, 2013 Does it currently require a satellite uplink to transmit data? Link to comment Share on other sites More sharing options...
Cilph Posted November 5, 2013 Author Share Posted November 5, 2013 So, odd issue I found. Looks like attaching antennas using KAS (the Communotron 16 is the attachable one) causes an instant freeze and crash.PM me the crash log. KSP_data/output_log.txt. Ive added antennas with KAS before. Link to comment Share on other sites More sharing options...
sonicsst Posted November 5, 2013 Share Posted November 5, 2013 Great work with this mod! I noticed one small bug:Sometimes when you set targets from KSC it doesn't 'stick' and reverts back to No Target. Link to comment Share on other sites More sharing options...
sonicsst Posted November 5, 2013 Share Posted November 5, 2013 (edited) Just tested this a bit. It occurs with no other mods loaded and affects different modules. Neither target changes nor name changes done in KSC will stick.Great work with this mod! I noticed one small bug:Sometimes when you set targets from KSC it doesn't 'stick' and reverts back to No Target. Edited November 5, 2013 by sonicsst Link to comment Share on other sites More sharing options...
Mokmo Posted November 5, 2013 Share Posted November 5, 2013 Mini Bug report:My only problem at this moment is that when i decouple a probe from a ship, said probe will not make a connection through the ship unless i unload both. So i went around it by making sure i had some other antenna in range, which would sometime go probe -> ship outta range -> original ship -> rest of path to command.I have your recent version (per the MechJeb thing we talked here a day or two ago). Link to comment Share on other sites More sharing options...
ecoli360 Posted November 5, 2013 Share Posted November 5, 2013 Dishes need to point both ways, or you need an omnidirectional antenna that can reach far enough. (None of them do for the Mun). It states this in the first post under Connection.Sorry to be a painIf I have 4 sats i orbit around Kerbin and 4 around the MünThe 4 Kerbin sats have the Mün as targetsThe Mün sats have Kerbin as targets= no connectionI did have connection if the 4 Mün sats have Kerbin mission controle as a target, but only when the was line of sight. That makes sense but my first setup worked in RT 1 Link to comment Share on other sites More sharing options...
anarkhon Posted November 5, 2013 Share Posted November 5, 2013 Bugreport:In the VAB:[LOG 11:51:17.593] RTGigaDish1(Clone) added to ship - part count: 24[LOG 11:51:17.609] stage count is: 0[LOG 11:51:17.609] RTGigaDish1(Clone)(Clone) added to ship - part count: 25[LOG 11:51:17.609] stage count is: 0[LOG 11:51:17.609] Removing undo list (27, 3)[EXC 11:51:17.640] NullReferenceException: Object reference not set to an instance of an object[EXC 11:51:17.640] NullReferenceException: Object reference not set to an instance of an object[EXC 11:51:17.640] NullReferenceException: Object reference not set to an instance of an object........Hogging and slowing the whole game until i remove the dish (or every parts that belongs remotetech) from the ship. Link to comment Share on other sites More sharing options...
FellipeC Posted November 5, 2013 Share Posted November 5, 2013 This new RemoteTech is sweet, loved it but...It's back! Been looking forward to this day.Aside from:anybody know how well it works with kOS?I don't use kOS but someone complained to me that kOS has an ingame editor thingy. Pressing the number buttons or space will activate your groups and does not get blocked.It's very frustrating can't use both together because of this. Any workarounds guys? I can edit scripts in other program, but as son I open KOS and type RUN SCRIPT, the space make my rocket stage Link to comment Share on other sites More sharing options...
balu0 Posted November 5, 2013 Share Posted November 5, 2013 This new RemoteTech is sweet, loved it but...It's very frustrating can't use both together because of this. Any workarounds guys? I can edit scripts in other program, but as son I open KOS and type RUN SCRIPT, the space make my rocket stage Ye this is the main problem (and the only one so far I found) with RT2 adn kOS. Link to comment Share on other sites More sharing options...
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