Cilph Posted November 21, 2013 Author Share Posted November 21, 2013 He may be talking about something Cilph said a while back, there are parts in RT2 that are depreciated now, they're still there but not needed/being replaced by newer versions. Reason for keeping them in is to avoid breaking ships/vessels/probes that use them. I could be wrong though it's been known to happen. Nah, you're correct. SS-5 / LL-5 are deprecated and replaced by KR-7 / KR-14. Link to comment Share on other sites More sharing options...
KerbMav Posted November 21, 2013 Share Posted November 21, 2013 ShortDish1, LongDish1 - into the abyss with thee! Link to comment Share on other sites More sharing options...
HoneyFox Posted November 21, 2013 Share Posted November 21, 2013 First of all, I wanted to congratulate - this mod together with some probe parts (I use Near Future mod by Nertea) gives splendind results, as my Voyager I mission clearly shows (I changed the skybox during the mission):The key is the retrograde orbit - I'm moving too fast to be captured and fast enough to use gravity assists However, there is one thing which could be improved - could you please modify the window for the delay signal so that it shows minutes, not only seconds? It's a small thing, but using the mod would be sligtly more comfortable Hmmm... that will be handy. And one thing more is, currently the delay doesn't support "d" - day unit... so i have to manually multiple that with 24 to get a correct delay time, otherwise that part will be just ignored. Link to comment Share on other sites More sharing options...
KerbMav Posted November 21, 2013 Share Posted November 21, 2013 ShortDish1, LongDish1 - into the abyss with thee!How the Kerb did I manage to put them on my crafts??Game would not load two probes with these two deleted. Link to comment Share on other sites More sharing options...
Traches Posted November 21, 2013 Share Posted November 21, 2013 However, there is one thing which could be improved - could you please modify the window for the delay signal so that it shows minutes, not only seconds? It's a small thing, but using the mod would be sligtly more comfortable Seconding this, as well as for the queue window. It's tough to sanity check the burn I have set up 3 days from now when the countdown is given in seconds! Link to comment Share on other sites More sharing options...
Traches Posted November 21, 2013 Share Posted November 21, 2013 So, the flight computer as of now works similar to Smart A.S.S., but it can also queue commands for later, like burn at x% for ys / zm/s and I read somewhere it could stage.Can it also make use of action groups?It seems like it can only comprehend one maneuver node?The node could be left for KAC to safe as an event, are the commands saved when switching the vessel/going EVA?And what about a whole flight plan with several nodes?Also: Which were the legacy antennas that could be deleted? I am currently suffering from MIRF. (Memory Imprint Reduction Frenzy)Haha I think I'm always on a MIRF. I keep the task manager open on a second monitor; if I am frequently above 2,500 Mb something's gotta go...Anyway after doing a 4 probe + interplanetary relay exploration of eve with 90-150s of signal delay, here's what I've figured out: Open the flight computer, hit the Q (queue) button. Everything you do will show up in that window-- action groups, staging, flight computer inputs, right click on a part -> anything, even canceling a previous command, along with a countdown to when that command will actually execute. In the bottom of this you can set a "total delay", either in seconds, or in xxh yym zzs format (it won't take days, but >24 hours works). Remember to hit enter for it to apply, and it's easy to forget that you have a delay plugged in!The attitude control works pretty much like mechjeb's S.A.S.S., but I haven't figured out how to switch to say surface retrograde without first sending a surface prograde command. The throttle slider is obvious, but it defaults to 0 which means it's easy to accidentally command a burn with a 0% throttle setting. The window below the throttle lets you plug in either a burn duration, or a dV value by typing "m/s" (without quotes) after. If you don't give units, it defaults to seconds duration. (I'd prefer it defaulted to m/s, since it's usually far more precise!)Example problem: Say I've got a 1 minute burn I want to execute in 2 hours time. I'll usually pull up the navball and look at the maneuver details next to it, paying attention to the countdown. I'll set my delay to 1h 59m, and send either a "node" command (click the node button) or just a prograde/retrograde/etc. command if applicable. (The advantage to using a relative direction rather than the node is that it won't get confused if the node gets deleted, and it won't get squirrely towards the end of the burn.) This way, the craft has a bit of time to align itself for the burn but it doesn't try to point itself that direction for the entire time up till then. After that, I'll pick a throttle setting and enter the dV value in the box (don't forget "m/s" after!) Once the countdown hits 1h 59m 30s (1 minute burn, so we'll shoot for 30s on either side. Sometimes you've gotta take a WAG here on account of the sketchy burn duration numbers you'll get from maneuver nodes), I'll hit the "burn" button, and then sanity check the commands in the queue window. Then it doesn't hurt to zero out your delay, and time warp. The computer should automatically stop time warp and execute the burn as scheduled. Link to comment Share on other sites More sharing options...
Cilph Posted November 21, 2013 Author Share Posted November 21, 2013 (edited) How the Kerb did I manage to put them on my crafts??Game would not load two probes with these two deleted.Eh? They're still in the game so that existing craft are fine. They're just invisible in the VAB. I didn't add them till 1.2.0 I think.---What would be a good way to execute a node that does not freak out the last few seconds? Enable killrot once we reach 5%? The reason the node freaks out is because we can never perfectly burn on the vector, so there will always be an error vector that becomes dominant when 99% of the burn is done. Edited November 21, 2013 by Cilph Link to comment Share on other sites More sharing options...
MaxP Posted November 21, 2013 Share Posted November 21, 2013 Why signal delay sometimes (and often) is not showing?It is in "local control" status, but no kerbaman inside... Link to comment Share on other sites More sharing options...
Cilph Posted November 21, 2013 Author Share Posted November 21, 2013 Why signal delay sometimes (and often) is not showing?It is in "local control" status, but no kerbaman inside...In some previous versions it said Local Control when there was no satellite control functionality whatsoever. Now it says N/A instead. It should say Local Control if there is any ModuleCommand on board without an associated ModuleSPU. Link to comment Share on other sites More sharing options...
milint33w Posted November 21, 2013 Share Posted November 21, 2013 Is there a max range on mission control? I am using one of the gigameter satellites and as soon as I got past minmus, or into orbit, not sire exactly when... I could no longer communicate with mission control.Yes it was in line of sight, no other objects abstructing path. I warped a few rotations just to be sure. So do I have to put a long range satallite in orbit? If so, what us the max range of mission control itself? Seems like it should be unlimited considering they are huge on land satallites.Also, is there an override setting window in game similar to the the cheat window? Link to comment Share on other sites More sharing options...
Sma Posted November 21, 2013 Share Posted November 21, 2013 (edited) Is there a max range on mission control? I am using one of the gigameter satellites and as soon as I got past minmus, or into orbit, not sire exactly when... I could no longer communicate with mission control.Yes it was in line of sight, no other objects abstructing path. I warped a few rotations just to be sure. So do I have to put a long range satallite in orbit? If so, what us the max range of mission control itself? Seems like it should be unlimited considering they are huge on land satallites.Also, is there an override setting window in game similar to the the cheat window?THe range to/from mission control I believe is based on the range of the dish/antenna you are using. Maybe you already did this but just to be sure (as we all do, or don't do this rather, from time to time) the dishes have to be activated and targeted to something (KSC in this case). There are antennas built in that give a specific range without having anything deployed/active as they are activated at launch automatically, so maybe it was running from that to begin with.Also another point which I think some people have missed before is that these dishes and antenna use up a certain amount of power, though I would imagine that's not the problem in this case.Could always be some sort of strange bug though. Edited November 21, 2013 by Sma Link to comment Share on other sites More sharing options...
AngelLestat Posted November 21, 2013 Share Posted November 21, 2013 (edited) mind sharing some of those .craft files? look great!Write me a PM with your mail adress and I will send you the craft files, also if you want the save with the network.But you need to take into account that I use mods, there are mentioned in the same post.Cilph: Allow me a suggestion if you dont mind maybe to be concidered in a future.Some times we lose a mision just for pointing a dish to a satellite out of range. (of course not right know thanks to the bug).But it will be nice to have a confirmation system to ask if we have contact, if we dont press "yes" in the next 10 seconds it will automatic turn back to the last target.Take it like the question that you receive when you change the resolution of your monitor.I am pretty sure that real sats had a similar secure system. If the question present problems with the light speed delay, then a way to change target in a secure way using the remotetech computer, -----------Well this is my network finish. (Continue from this post)Now I can go to any place without fear of conection lost.I really break my head to see how it was the best way to link all ComSats.I have 3 big geo comsats in kerbin.Small ones: 2 extra to cover the polar region, 2 in the moon, 1 in minmusThen I have big comsats (different from geo-comsats) in each planet.To set up all I turn off the delay.. now I turn on again. Becouse is a pain in the ass try to set perfect orbits with light speed delay.But for missions are not necesary perfect orbits. So it will be fun. Edited November 21, 2013 by AngelLestat Link to comment Share on other sites More sharing options...
Cilph Posted November 21, 2013 Author Share Posted November 21, 2013 You know, at that point you might wanna turn off your connection indicators and use just the active path. Big mess. Link to comment Share on other sites More sharing options...
KerbMav Posted November 21, 2013 Share Posted November 21, 2013 Eh? They're still in the game so that existing craft are fine. They're just invisible in the VAB. I didn't add them till 1.2.0 I think.---What would be a good way to execute a node that does not freak out the last few seconds? Enable killrot once we reach 5%? The reason the node freaks out is because we can never perfectly burn on the vector, so there will always be an error vector that becomes dominant when 99% of the burn is done.Somehow I managed to get two SS-5s on one of my probes though ...Sounds good to me, but havent played with the flight computer that much really yet. Link to comment Share on other sites More sharing options...
easterbran Posted November 21, 2013 Share Posted November 21, 2013 I have the newest version of KSP and just installed this mod. It's tons of fun, but I have a small pink square where the red dot at the KSC should be. I also have the same pink color on the mission timer. Any ideas? Link to comment Share on other sites More sharing options...
milint33w Posted November 22, 2013 Share Posted November 22, 2013 Note the satellite range, active, and targeting mission control.Note plenty of electricity and a clear line of site to Kerbin...Why am I not able to connect? I lost connection around the time I left Kerbin orbit.I have tried general troubleshooting like restarting, time warping a few days, etc. Does mission control have a range limit in itself thus requiring a long range relay in orbit? If so, how do I change that, because a ground based satellite should be powerful enough to range anywhere in the solar system.Thanks! Link to comment Share on other sites More sharing options...
HoneyFox Posted November 22, 2013 Share Posted November 22, 2013 I have tried general troubleshooting like restarting, time warping a few days, etc. Does mission control have a range limit in itself thus requiring a long range relay in orbit? If so, how do I change that, because a ground based satellite should be powerful enough to range anywhere in the solar system.I second that. There's no dish on our vessel bigger than those at KSC tracking station. So with more realistic communication distance/signal gain implemented, the tracking station should have a much bigger signal power which means, you should be able to establish a direct link to KSC with current antenna/dish performance without the need of relay satellite when you are doing interplanetary missions. Also, the maximum distance may be farther because KSC ground station should have more powerful dishes for communication than comm-satellites in orbit, though there's ionosphere factor, etc. Link to comment Share on other sites More sharing options...
Brilliance Posted November 22, 2013 Share Posted November 22, 2013 (edited) Note the satellite range, active, and targeting mission control.Note plenty of electricity and a clear line of site to Kerbin...Why am I not able to connect? I lost connection around the time I left Kerbin orbit.Out of range I believe. From the mod description in the first post: 'Mission Control at the Kerbal Space Center delivers a vast omnidirectional antenna that will reach your vessels up to and slightly beyond Minmus.' You're supposed to build a comsat network before going interplanetary .Also, your line of sight to Kerbin mission control / any satellite you may put up can be occluded by the planet, so remember to take that into account when you find yourself (possibly temporarily) disconnected.As to the point that mission control should have a longer range, that's probably true. But even so, the rotation of the planet would make a relay the most reliable option. Edited November 22, 2013 by Brilliance Link to comment Share on other sites More sharing options...
milint33w Posted November 22, 2013 Share Posted November 22, 2013 so are you saying that there IS a max range on mission control? Im searching the config files right now to change it but haven't found one pertaining to mission control yet. Link to comment Share on other sites More sharing options...
BigD145 Posted November 22, 2013 Share Posted November 22, 2013 You could always launch a rover with the biggest dishes next to kerbsat. Link to comment Share on other sites More sharing options...
Pineapple Frenzy Posted November 22, 2013 Share Posted November 22, 2013 I'm not sure, but I think there are some meshes missing. The long antenna isn't showing up in my science bin. Any tips? Link to comment Share on other sites More sharing options...
NathanKell Posted November 22, 2013 Share Posted November 22, 2013 (edited) But there isn't, and you can't launch, a 70m dish (Like DSN)Yes, there is a max range on MC. 5,000,000m for default RT2 unless you've edited the RemoteTech_Settings.cfg file. It's in there at the top. Edited November 22, 2013 by NathanKell Link to comment Share on other sites More sharing options...
JDP Posted November 22, 2013 Share Posted November 22, 2013 so are you saying that there IS a max range on mission control? Im searching the config files right now to change it but haven't found one pertaining to mission control yet.In GameData\RemoteTech2 you can find the global config file for the plugin; RemoteTech_Settings.cfgWithin the config you can modify the omni range of mission controlMissionControlRange = 7.5E+07 Link to comment Share on other sites More sharing options...
milint33w Posted November 22, 2013 Share Posted November 22, 2013 (edited) Ya I found it and was about to post solution. This should be listed clearly somewhere in game. Maybe under earth info in tracking station or just right on the screen in tracking station. Also, that value should be way higher. I turned it up to the 12 power. I don't care if you are going through atmosphere, the only limitation relative to a satellite in space should be angular coverage and line of site, not range. Ground satellites have access to much more power and size that for communication purpose makes atmosphere negligible. Thanks JDP. I realize now that mod cfg files are pretty easy to go through most of the time.Edit:List the range of mission control on hover over red dot in map view. Problem solved. Edited November 22, 2013 by milint33w idea Link to comment Share on other sites More sharing options...
MaxP Posted November 22, 2013 Share Posted November 22, 2013 In some previous versions it said Local Control when there was no satellite control functionality whatsoever. Now it says N/A instead. It should say Local Control if there is any ModuleCommand on board without an associated ModuleSPU.Yes, vessel has no probe core with SPU, only antennas with SPUPassive, but... Why is it contollable that way? Is it normal? Link to comment Share on other sites More sharing options...
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