benc85 Posted November 6, 2013 Share Posted November 6, 2013 Does anyone else have a problem with the Comm Tech-1's dropping signal?I've setup Reflectron SS-5's for mun and minmus communications, and they are working perfectly with solid signals, but my satellites around Moho and Dres (which are both using Comm Tech-1's) keep loosing then regaining signal every few seconds.I thought it might be an issue with electricity, but I've been sitting with one of the probes that has full charge for a few minutes and the signal just doesn't seem to stick. Link to comment Share on other sites More sharing options...
Ninja_Thomek Posted November 6, 2013 Share Posted November 6, 2013 Hey, my first post here Perhaps a stupid question, but I read through this thread.My problem is simply that I don't have any antennas that can control my rocket from launch, and if I create a little launch module with 1 kerbonaut, the antennas breaks off from earodynamic pressure. Now, I have setup a decent comsat system that works and all that, everything works! I just have to launch every rocket manned, at least until it is outside the atmoshpere..My request:A simple little antenna that would not break off, is pre-activated, and would last until I'm out of the atmoshpere would really make my life as a chief rocket scientist much easier!Otherwise, love your work! Link to comment Share on other sites More sharing options...
Cilph Posted November 6, 2013 Author Share Posted November 6, 2013 Hey, my first post here Perhaps a stupid question, but I read through this thread.My problem is simply that I don't have any antennas that can control my rocket from launch, and if I create a little launch module with 1 kerbonaut, the antennas breaks off from earodynamic pressure. Now, I have setup a decent comsat system that works and all that, everything works! I just have to launch every rocket manned, at least until it is outside the atmoshpere..My request:A simple little antenna that would not break off, is pre-activated, and would last until I'm out of the atmoshpere would really make my life as a chief rocket scientist much easier!Otherwise, love your work!The Dipole Antenna does not break off, is pre-activated and goes to 500km. It's under Flight Control in career. Link to comment Share on other sites More sharing options...
tomato3017 Posted November 6, 2013 Share Posted November 6, 2013 Is it intended that the probes do not have an internal antenna in career mode? It works in sandbox but not in career. Because I have alot of addons I went ahead and made a vanilla copy of ksp and installed just remotetech and got the same issue so I know its not a mod conflict. Link to comment Share on other sites More sharing options...
Cilph Posted November 6, 2013 Author Share Posted November 6, 2013 Is it intended that the probes do not have an internal antenna in career mode? It works in sandbox but not in career. Because I have alot of addons I went ahead and made a vanilla copy of ksp and installed just remotetech and got the same issue so I know its not a mod conflict.It does say "Technology Perk" above it. I wonder what that could mean. Maybe the first post knows! Link to comment Share on other sites More sharing options...
tomato3017 Posted November 6, 2013 Share Posted November 6, 2013 It does say "Technology Perk" above it. I wonder what that could mean. Maybe the first post knows!I misread it, sorry about that. EDIT: I did try my due diligence before posting by testing it against vanilla. Just a simple misunderstanding..... Link to comment Share on other sites More sharing options...
Skoot Posted November 6, 2013 Share Posted November 6, 2013 (edited) My game freezes whenever I go to the command center. I removed just the DLL, and it resolved the issue (I can't remove the whole directory cause most of my ships have antennas or dishes). I got 10 comsats around Kerbin, 3 around the mun and minmus, a bunch of probes on missions everywhere in the solar system, even some ground bases with command modules so there are a LOT of active connections in my save. The game has been running slower and slower before that final issue. With the DLL removed I tried loading my laggiest ships and now they don't lag anymore, so the plugin definitely has a heavy impact on the game performance.Is there any kind of information I could provide you that would help you figure out what's wrong? I love RemoteTech, it's a shame I have to play without it for now.Here's what my log file looks like just as the game freezes:[HighLogic]: =========================== Scene Change : From SPACECENTER to TRACKSTATION =====================(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Unloading 1 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)Unloading 971 unused Assets to reduce memory usage. Loaded Objects now: 108911.Total: 162.260498 ms (FindLiveObjects: 5.209311 ms CreateObjectMapping: 2.239464 ms MarkObjects: 152.131805 ms DeleteObjects: 1.940556 ms)AddonLoader: Instantiating addon component 'ManifestBehaviour' from assembly 'CrewManifest, Version=0.5.5.0, Culture=neutral, PublicKeyToken=null'(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing rect(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing rect(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing rect(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing rect(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing rect(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing bool(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing bool(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing bool(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Unloading 0 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 108910.Total: 186.450745 ms (FindLiveObjects: 5.194344 ms CreateObjectMapping: 3.735292 ms MarkObjects: 176.666290 ms DeleteObjects: 0.170194 ms)Unloading 5 Unused Serialized files (Serialized files now loaded: 0 / Dirty serialized files: 0)Unloading 11 unused Assets to reduce memory usage. Loaded Objects now: 109951.Total: 163.899155 ms (FindLiveObjects: 5.365821 ms CreateObjectMapping: 2.134697 ms MarkObjects: 155.401428 ms DeleteObjects: 0.213384 ms)AddonLoader: Instantiating addon component 'ManifestBehaviour' from assembly 'CrewManifest, Version=0.5.5.0, Culture=neutral, PublicKeyToken=null'(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing rect(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing rect(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing rect(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing rect(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing rect(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing bool(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing bool(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Parsing bool(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)AddonLoader: Instantiating addon component 'RTCoreTracking' from assembly 'RemoteTech2, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)[PlanetariumCamera]: Focus: Kerbin(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)Performing cleanup of PluginData flights (43 flights loaded)...(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54)[PlanetariumCamera]: Focus: Kerbin(Filename: C:/BuildAgent/work/7535de4ca26c26ac/Runtime/ExportGenerated/StandalonePlayer/UnityEngineDebug.cpp Line: 54) Edited November 6, 2013 by Skoot Link to comment Share on other sites More sharing options...
Cilph Posted November 6, 2013 Author Share Posted November 6, 2013 (edited) My game freezes whenever I go to the command center. I removed just the DLL, and it resolved the issue (I can't remove the whole directory cause most of my ships have antennas or dishes). I got 10 comsats around Kerbin, 3 around the mun and minmus, a bunch of probes on missions everywhere in the solar system, even some ground bases with command modules so there are a LOT of active connections in my save. The game has been running slower and slower before that final issue. With the DLL removed I tried loading my laggiest ships and now they don't lag anymore, so the plugin definitely has a heavy impact on the game performance.Is there any kind of information I could provide you that would help you figure out what's wrong? I love RemoteTech, it's a shame I have to play without it for now.PM me the persistence file and KSP_Data/output_log.txt. Seriously. Step one people. Stop having me ask for the same thing every time.EDIT: Don't bloody post the file in plain text on the forum! Sheesh! PM me that persistence.sfs! Edited November 6, 2013 by Cilph Link to comment Share on other sites More sharing options...
sal_vager Posted November 6, 2013 Share Posted November 6, 2013 BlahSkoot, I and others here would appreciate it if you used code tags for stuff like this, like so?[code][/code]I added them this time but in future I might just delete the post as I can get lazy Link to comment Share on other sites More sharing options...
Skoot Posted November 6, 2013 Share Posted November 6, 2013 Sorry about that, didn't know about those tags. Cilph, I've PM'd you my save and full output log. Link to comment Share on other sites More sharing options...
Ventcrawler Posted November 6, 2013 Share Posted November 6, 2013 I have installed remote 2 but cant seem to find parts or use it. Is they a tutorial at all? Link to comment Share on other sites More sharing options...
Cilph Posted November 6, 2013 Author Share Posted November 6, 2013 Sorry about that, didn't know about those tags. Cilph, I've PM'd you my save and full output log.Verified issue with current build of RT2. Does not appear to happen with my own latest version however. Will release when I properly test the flight computer and delay. Quick note on the flight computer. Currently it's integrated with the new stock SAS system and is not as smooth as MechJeb as a result. If you do not have enough control authority and high inertia it might have serious problems locking onto target. Link to comment Share on other sites More sharing options...
TMarkos Posted November 7, 2013 Share Posted November 7, 2013 PM me the crash log. KSP_data/output_log.txt. Ive added antennas with KAS before.Doesn't make a log, actually - it just freezes, forcing me to kill it in the task manager. No error dump is created, or even the crash log folder. Link to comment Share on other sites More sharing options...
Cilph Posted November 7, 2013 Author Share Posted November 7, 2013 Doesn't make a log, actually - it just freezes, forcing me to kill it in the task manager. No error dump is created, or even the crash log folder.I've just attached an antenna with KAS and it worked fine. However I'd like to know how KAS decides what part I can and can not bring in that handy box. Link to comment Share on other sites More sharing options...
molunbun Posted November 7, 2013 Share Posted November 7, 2013 I have installed remote 2 but cant seem to find parts or use it. Is they a tutorial at all?Have you purchased the parts in R&D building? Link to comment Share on other sites More sharing options...
Atragon Posted November 7, 2013 Share Posted November 7, 2013 Verified issue with current build of RT2. Does not appear to happen with my own latest version however. Will release when I properly test the flight computer and delay. Quick note on the flight computer. Currently it's integrated with the new stock SAS system and is not as smooth as MechJeb as a result. If you do not have enough control authority and high inertia it might have serious problems locking onto target.That sounds like a good thing IMHO.I'll look forwards to trying it out once you release it. Link to comment Share on other sites More sharing options...
Sma Posted November 7, 2013 Share Posted November 7, 2013 The satellite in the promo image could fit four in a single 2.5m extended KW fairing. Awesome.That is pretty awesome. I'm building mine using ion engines(just because I like the idea of them), with "L" shaped struts the attach "komm" sats radially. I may change out the dish on the front to the one that folds out. I hadn't found it in the tech tree when I started building these. Right now I'm just doing tests to get my kOS program refined and working. Almost there now, I've got it down so that I can create a node to get my orbital period just right. May add a node first to get the ap at exactly 2,878.75km first though. For the final one that'll actually stay in orbit I may throw on a procedural fairing just for fun. Link to comment Share on other sites More sharing options...
Cilph Posted November 7, 2013 Author Share Posted November 7, 2013 That sounds like a good thing IMHO.I'll look forwards to trying it out once you release it. Not a good thing, because it should be fully capable. It's so underdamped it constantly overshoots for minutes on end because the PID is integrating way too much.Anyhow, little progress report. I'm currently tracking down this bug: https://github.com/Cilph/RemoteTech2/issues/120I'd like to get that fixed before I put out the next version. Link to comment Share on other sites More sharing options...
Ventcrawler Posted November 7, 2013 Share Posted November 7, 2013 Have you purchased the parts in R&D building?no i didn't. im was in sandbox mode Link to comment Share on other sites More sharing options...
Cilph Posted November 7, 2013 Author Share Posted November 7, 2013 I'm sorry guys but the VesselSAS / new SAS is too unstable for autopiloting, so I will not be shipping the next patch with the flight computer. I'm gonna have to work out something from the MechJeb core. Link to comment Share on other sites More sharing options...
p1t1o Posted November 7, 2013 Share Posted November 7, 2013 I've just attached an antenna with KAS and it worked fine. However I'd like to know how KAS decides what part I can and can not bring in that handy box.It lists the parts that are grabbable/storable in "addModule.cfg", you can add your own to the file, following the parameters listed - might take some trial and error getting them in the right position when carried by a Kerbal. Link to comment Share on other sites More sharing options...
Cilph Posted November 7, 2013 Author Share Posted November 7, 2013 Since no one has put a price on my head yet I assume v1.1.0 has no critical bugs? Link to comment Share on other sites More sharing options...
wased89 Posted November 7, 2013 Share Posted November 7, 2013 So I'm assuming that signal delay has been added to the newest version, since it's not on the to-do list? Link to comment Share on other sites More sharing options...
Cilph Posted November 7, 2013 Author Share Posted November 7, 2013 So I'm assuming that signal delay has been added to the newest version, since it's not on the to-do list?See the changelog in the post below? Link to comment Share on other sites More sharing options...
Vrana Posted November 7, 2013 Share Posted November 7, 2013 Since no one has put a price on my head yet I assume v1.1.0 has no critical bugs?Nothing exploded. But its still early. Link to comment Share on other sites More sharing options...
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