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Cilph

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What is the overall cost in memory and performance (just guess) for each craft using the RT2? I have built great network around Kerbin, Mun, Minmus and wanting to keep pushing on, but, am I going to byte myself in the butt with all of these sats????

thanks.

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Have'nt noticed any perfomance drop for connected sats. You'll get it with such number of vessels, not the mod.

But you'll get big lags without SPU module on active vessel (yellow "No control" on unmanned ones), and may be, for others.

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SPU module is needed to remotely control your vessel. Without it you can control the vessel without signal delay - you'll see "Local control" in yellow at the top of the screen. And you'll get a large perfomance drop.

SPU module in RT2 is installed in stock probes (Command section, look for "Remote Control/Command capable") and in the AR202 part (MechJeb2), so you need to install at least one of these parts.

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I was doing some testing with a satellite near Moho and I ran across something interesting...

2013-12-02_00008_zpsa2caa176.jpg

The signal also seems to travel through Kerbol. Could it just be a calculating error, where there is no LoS but because of the distance the mod thinks there is?

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The only performance drop I notice, is whenever I activate the map from SCANsat and every deployed mapping satellite resumes scanning. But I never noticed anything like you describe until now.

Can anyone offer a second opinion/further insight?

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Thanks, any info would be appreciated...

I will make backups tomorrow and start removing constellations and see if that alone brings back fps, and to what degree. After that I will dissable RT2 (.dll's only) and see if same. Try to narrow down if just number of craft or something else.

Thanks...

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I'd really like to see some KOS-like features added to the flight computer. KOS is a bit too advanced for what I want to use it for. I have two frequently encountered examples (at least for me) where the Flight Computer could potentially get some love:

1.

Landing a probe that will lose contact before splashdown. Currently we have to guesstimate the number of seconds in delay before staging the chutes or DRE will burn them off/the probe will get pulled to pieces opening the chute too late.

Solution: Add "Wait until" option with "Speed m/s" "Alt m ASL/AGL" and potentially other parameters. Perhaps limit these to the presence and function of a secondary instrument, e.g. requiring a powered tachometer/barometer.

2.

Adding multiple stages to ditched equipment. For instance, ditching boosters with chutes on them requires all of the chutes to be grouped with the seperatrons/decouplers, potentially causing collisions when the separation motors interact with the chutes.

Solution: Duplicate and maintain flight computer queue for all ditched objects with powered SPU on-board. E.g., Setting a "Stage, Stage after 5s, Stage at 500m ASL" queue for boosters to decouple and fire motors immediately, then wait to deploy drogue and main chutes correspondingly. Naturally this feature would be optional and limited to vessels in load range.

Thanks for reading!

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Hi Everyone!

First of all, sorry for my mistakes... english is not my native language! Sorry also... if this question has already been answered...

BUT!

I recently restarted a career (.22) game... with Remote Tech 2. All my scientific, diabolic and spcial experiences went fine within Kerbin SOI. But when I leave Kerbin SOI, going further than DUNA... I can't send any science back... I always have the message: NO COM DEVICE on this Vessel..

And... it troubles me... because:

I have 3 geo-stationnary satellites orbiting Kerbin. According to the map, they works. Two of them have direct contact with KSC. Each satellite has one of the biggest dish... targetting "active vessel".

My rocket has an antenna (working within Kerbin SOI) and two dishes (one medium and a large one).

All dishes are active... the one from my ship pointing to Kerbin. The ones of my satellites pointing "active vessel".

But no... I can't send science.

I am totally K©razy? Have I inherited the stupidity of Jeb?

Could any Kerbalnaut help me? I thank you very much!

Cheers !

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I was doing some testing with a satellite near Moho and I ran across something interesting...

The signal also seems to travel through Kerbol. Could it just be a calculating error, where there is no LoS but because of the distance the mod thinks there is?

Do you have Infinite EVA fuel on? Someone reported a few pages back that having it on made LoS not matter.

[edit] Found it:

http://forum.kerbalspaceprogram.com/showthread.php?p=807854#post807854

OK, I don't want to dig through forums to find this and I am new to RT2, but what do the 4 icons on bottom right of screen do?

http://forum.kerbalspaceprogram.com/threads/56399-0-22-RemoteTech-2-v1-2-6-November-16-Flight-Computer!?p=807851&viewfull=1#post807851

Edited by Sacred Aardvark
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What does this mod do to transmission parts added by other mods; do they still require the ship to be in range of a relay network to Kerbin on order to transmit?

Also what does the D+ timer represent?

As far as I know, modded antennas won't work unless you configure them. I think you'll just get "no comms devices on this vessel" just like you do when you don't have a connection.

D+ is delay in seconds. The further you go, the more it gets (it's about 400s at Jool).

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I was doing some testing with a satellite near Moho and I ran across something interesting...

The signal also seems to travel through Kerbol. Could it just be a calculating error, where there is no LoS but because of the distance the mod thinks there is?

Indeed, as Sacred Aardvark pointed out, infinite eva fuel does indeed override LoS checking (proof here).

It also stands to reason that the signal would relay through a satellite, since KSC does not have the needed range to reach Moho. It could however seem like there isn't a connection between the relay sat and KSC... hmm... maybe the sat is somehow registering as a command station, AFAIK there are still a couple of bugs with command stations.

Back to the LoS issue. If you don't have infinite EVA fuel enabled, it might very well be due to some rounding issue. Since KrakensBane keeps the coordinates of the active vessel at (0,0,0), moving the rest of the universe around it (think: Futurama), the coordinates for Kerbin would contain a couple of very large numbers, and would be traveling at very high speeds. So there might very well be the possibility of all sorts of rounding errors.

Edit:

Having infinite EVA fuel disable LoS checks has been in RT since the very old days of RT1. I put it in specifically for testing (and cheating :)), since infinite EVA fuel effectively does nothing while controlling a ship.

Edited by JDP
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I have been having some serious problems with this mod... When I try to launch my sattelite, i point the antenna at KSC and proceed with the lauch, but the thrust is uncontrollable! It keeps going up and down all the time, turning my trip into an horrendous and inaccurate orbit. I have tested it with and without mechjeb, it does the same...

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-snip-

My rocket has an antenna (working within Kerbin SOI) and two dishes (one medium and a large one).

All dishes are active... the one from my ship pointing to Kerbin. The ones of my satellites pointing "active vessel".

But no... I can't send science.

Okay, couple things to make sure of here. I ran into a similar problem with a Duna Recon Satellite I sent up a couple of days ago after first trying out RT2.

Having your geo-sats around kerbin direct a dish to "Active Vessel" is good, but make sure that the dish pointing to active vessel has enough transmission range to reach you. The 60GM dish should be sufficient for Duna area. On your own satellite that is doing the science around or past Duna, make sure that you also have a similarly long range dish and that it is directed to Kerbin. Depending on the transmission cone (0.04 degrees, 0.06 degrees, etc) it might not be transmitting at a large enough cone to reach one of your geo-sats.

In map view, have your long range dish target Kerbin and then zoom out and look at kerbin. You should see a thin white line extending from your science satellite to the Kerbin area and surrounding the planet with 2 lines, a transmission cone. You should be able to link up with a kerbin satellite if they are in range of that cone. More importantly, both your science satellite and your kerbin communication satellites need to have antenna/dishes with adequate range. If you're 55GM away, both your science sat and the comm-sat you want to link up with need to have an antenna of at least that range, and be pointing to each other either directly or to a planet and be in range of the signal cone. Your ship has a large antenna dish - make sure that is the one pointing back to kerbin. If that fails, try making the large dish target the a communication satellite instead of kerbin. Also make sure that those satellites have Line of Sight to the science satellite you have. If your satellite with a long range dish targeting active vessel is being blocked by a moon, it will break contact.

If all is good, in map view, you should have a solid green/yellow line connecting your satellite to Mission Control back on Kerbin, hooping through a few satellites to make the link-up.

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I have been having some serious problems with this mod... When I try to launch my sattelite, i point the antenna at KSC and proceed with the lauch, but the thrust is uncontrollable! It keeps going up and down all the time, turning my trip into an horrendous and inaccurate orbit. I have tested it with and without mechjeb, it does the same...

You're using MechJeb, and this is a known issue.

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Only workaround I know of at the moment for jittery throttle in mechjeb is to disable signal delay in the cfg file for RemoteTech. After that the throttle works fine with mechjeb. It then changes the numerical delay amount in the top left corner to just "connected".

Makes sense to link LoS disable to EVA since it doesn't really affect much. Both ships were manned craft which had 40Gm dishes pointed at each other, which is probably why a connection was established but not to KSC. Ill do some more testing when I gethome tonight.

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Only workaround I know of at the moment for jittery throttle in mechjeb is to disable signal delay in the cfg file for RemoteTech. After that the throttle works fine with mechjeb. It then changes the numerical delay amount in the top left corner to just "connected".

Makes sense to link LoS disable to EVA since it doesn't really affect much. Both ships were manned craft which had 40Gm dishes pointed at each other, which is probably why a connection was established but not to KSC. Ill do some more testing when I gethome tonight.

I had the same problem, if you look back to the last 1-2 pages on this thread. The current release of mechjeb conflicts with RT2, and the problem is in MJ's code, not RT2's. If you download the latest dev-build of MJ it seems to fix the problem - I am using MechJeb2-2.1.0.0-118 instead of the release version and am having no more problems with throttle jitter, and you don't need to turn off signal delay. MechJeb simply ignores the signal delay though, which is kind of bummer.

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Tomorrow I hear if I can start in the wonderful world of java web applications.

Back to work on RT for now, I guess ^^?

Trying to add the focus switching to the regular map view.

Edited by Cilph
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Tomorrow I hear if I can start in the wonderful world of java web applications.

Good to hear! :)

(It is, is it not? :wink: )

What would I have to do to enable the small dish in this mods science tank to make use of RT? The tricky part I see is that it is extendable and I hit a brick wall in my head trying to come up with a MM.cfg ... :confused:

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Good to hear! :)

(It is, is it not? :wink: )

What would I have to do to enable the small dish in this mods science tank to make use of RT? The tricky part I see is that it is extendable and I hit a brick wall in my head trying to come up with a MM.cfg ... :confused:

Stick a ModuleAnimateGeneric on it with the proper animation name then pass the index (0) to ModuleRTAntenna.

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