SergeantBlueforce Posted December 17, 2013 Share Posted December 17, 2013 (edited) I also assume that probes added by mods don't work?And what does the config file mechjeb do? Edited December 17, 2013 by SergeantBlueforce Link to comment Share on other sites More sharing options...
Mecripp Posted December 17, 2013 Share Posted December 17, 2013 (edited) U can fine edited cfg file around that add Aies and LLL for 1 look at the top of this page for the aies and its not hard to edit them if u dont know open the *.cfg files with notepad have a look see what makes them tic Edited December 17, 2013 by Mecripp2 Link to comment Share on other sites More sharing options...
SergeantBlueforce Posted December 17, 2013 Share Posted December 17, 2013 it wasnt at first as u can see it says 1.2.6 and the new 1 is 1.2.7 if u look at your RemoteTech_Settings.cfg u see MissionControlRange = 7.5E+07MissionControlPosition = -0.1313315,-74.59484,75MissionControlGuid = 5105f5a9d62841c6ad4b21154e8fc488ActiveVesselGuid = 35b89a0d664c43c6bec8d0840afc97b2MissionControlBody = 1ConsumptionMultiplier = 1RangeMultiplier = 1SpeedOfLight = 3E+08MapFilter = Omni, Dish, Planet, PathEnableSignalDelay = TrueRangeModelType = StandardNathanKell_MultipleAntennaSupport = FalseThrottleTimeWarp = Trueif u need or want to u can change EnableSignalDelay = False to turn delay offThere is no config file of that name. Link to comment Share on other sites More sharing options...
Mecripp Posted December 17, 2013 Share Posted December 17, 2013 (edited) u dont have RemoteTech_settings.cfg ? or u looking for parts ? u should have around 5 *.cfg files in RT RemoteTech_Antennas.cfgRemoteTech_MechJeb.cfgRemoteTech_Settings.cfgRemoteTech_Squad_Antennas.cfgRemoteTech_Squad_Probes .cfghttp://forum.kerbalspaceprogram.com/threads/35383-0-21-1-AIES-Aerospace-v1-4-2/page50 Edited December 17, 2013 by Mecripp2 Link to comment Share on other sites More sharing options...
Carcharhinidae Posted December 17, 2013 Share Posted December 17, 2013 I assume that file is generated when you first start the game with 1.2.7 installed. Since the settings.cfg file is not contained in the download. Link to comment Share on other sites More sharing options...
likke_A_boss Posted December 17, 2013 Share Posted December 17, 2013 So would anyone mind posting a tutorial on how to edit other probe cores and communication deices from mods to make them work with this mod? Link to comment Share on other sites More sharing options...
Mecripp Posted December 17, 2013 Share Posted December 17, 2013 (edited) yep i forgot about that 1 is there a part u guys have in mind ? ill try to take the Hermes Deep Space Probe nice little mad good sat but u want to use it in RT first we need to fine the name of the part so open Lionhead_Aerospace_Inc\Hermes Deep Space Probe\ here i see 3 files but i just want to edit the pod so Lionhead_Aerospace_Inc\Hermes Deep Space Probe\pod there look for the part.cfg open it with notepad and u see all this PART{// --- general parameters ---name = LH_Hermesmodule = CommandPodauthor = Yogui// --- asset parameters ---mesh = model.muscale = 1rescaleFactor = 0.5// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Znode_stack_top = 0.0, 3.65, 0.0, 0, 1, 0, 1node_stack_top2 = 0.0, 3.65, 0.0, 0, 1, 0, 1node_stack_engine = 0.0, -0.7, 0.0, 0, 1, 0, 1node_stack_bottom = 0.0, -2.3, 0.0, 0, 1, 0, 2// --- editor parameters ---cost = 600category = Podssubcategory = 0title = Hermes deep space probemanufacturer = Lionhead Aerospace Inc.description = A scientific probe made for one way intersideral travel.// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,0,1,1,1// --- standard part parameters ---mass = 0.5dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.15angularDrag = 2crashTolerance = 12maxTemp = 3400stagingIcon = COMMAND_POD// --- pod/rcs parameters ---vesselType = ProbeCrewCapacity = 0MODULE{name = ModuleCommandminimumCrew = 0}// --- SAS parameters ---MODULE{ name = ModuleReactionWheel PitchTorque = 5 YawTorque = 5 RollTorque = 5 RESOURCE { name = ElectricCharge rate = 0.3 }}MODULE{ name = ModuleSAS}//--- Animation ---MODULE{name = ModuleAnimateGenericanimationName = deploystartEventGUIName = Deploy antennasendEventGUIName = Undeploy antennasisOneShot = true}// --- Sensors ---MODULE{ name = ModuleEnviroSensor sensorType = ACCu could just edit this file and be done but i like to just add new file so at anytime i can just take them out.but im just looking to make a file not edit there parts so look for name = LH_Hermes now with with new open notepad i made this @PART[LH_Hermes]{ MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 60000000000 EnergyCost = 0.93 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } }}and save it made sure you rename the *.txt change the TXT to *.cfgthere u have a 60 gm omni satis u used LLL mod and u still want 60 gm change @PART[LLLAttchDishSmall] or @PART[Commtow] or @PART[LLLRadar] or @PART[LLLRotDish] or @PART[LLLRotDish2-5] thats all i think hope help change the range what ever good luck Edited December 17, 2013 by Mecripp2 Link to comment Share on other sites More sharing options...
Boamere Posted December 17, 2013 Share Posted December 17, 2013 "After about 1 hour of game time, I have concluded that that's awnser is either MOAR SRUTS, MOAR BOOSTERS, or MOAR FLAPS!"?XD have you thought about asparagus staging? Link to comment Share on other sites More sharing options...
vardicd Posted December 17, 2013 Share Posted December 17, 2013 It seems this mod is broken in .23? Anyone getting it to work? Link to comment Share on other sites More sharing options...
Resender Posted December 17, 2013 Share Posted December 17, 2013 (edited) It seems this mod is broken in .23? Anyone getting it to work?Nope consider it broken for now Edited December 17, 2013 by Resender Link to comment Share on other sites More sharing options...
Sma Posted December 17, 2013 Share Posted December 17, 2013 (edited) I haven't gotten into it much yet (looking into it now) but I'm guessing (and it may be a far fetched/half brained guess) it maybe due in part to module manager. I had Kerbal Engineer all pods installed, and earlier in 0.22 it had similar graphics display issues (parts of the KE interface messed up/solid colors). Same thing happened in 0.23, and RT2 shows "N/A" which happens when module manager isn't installed correctly or there is a issue with the current version installed.Link to the Module Manager thread, just in case: http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-%28Nov-11%29 Not updated just yet, but 0.23 only came out a few hours ago, and as much as we'd like the devs to drop everything and update their mods, they do have a life out of KSP, shocking as it may seem. I've updated a few of my mods (Kethane and KAS so far are the only ones I use that have been updated). I guess I'll give it a go and see if it's still as broken lol. Edited December 17, 2013 by Sma Link to comment Share on other sites More sharing options...
silverdragon41 Posted December 17, 2013 Share Posted December 17, 2013 Have to wait for the mod to update to be compatible with the .23 release of KSP. Link to comment Share on other sites More sharing options...
jrandom Posted December 17, 2013 Share Posted December 17, 2013 (edited) Aw drat. Every single time I finally go to build an RT2 comms network, KSP updates and breaks RT. Edited December 17, 2013 by jrandom Link to comment Share on other sites More sharing options...
Sma Posted December 17, 2013 Share Posted December 17, 2013 Aw drat. Every single time I finally go to build an RT2 comms network, KSP update and breaks RT.lol yep, know what you mean. Though in my case I'm being stubborn and trying to make it using kOS to automatically deploy the komm sats. Link to comment Share on other sites More sharing options...
thecoshman Posted December 18, 2013 Share Posted December 18, 2013 Yeah, does indeed look like Remote Tech is not happy about .23 I don't think is module manager it self... unless remote tech is using something special in there, as FAR uses the same module manager just fine.At least for now, I can do stuff with live kerbals and when an update lets me, I can start using remote tech again. Link to comment Share on other sites More sharing options...
therealcrow999 Posted December 18, 2013 Share Posted December 18, 2013 In vanilla 0.23, I had communitron 16 on a craft that I loaded up on VAB. When I checked action group with that part it didn't show up, I had to delete it and put a new communitron 16 back on for it to work. I had other problems with saved craft files, I found it best to start all over and make new craft from scratch. Link to comment Share on other sites More sharing options...
arsenic87 Posted December 18, 2013 Share Posted December 18, 2013 (edited) Tried to make a .23 quickfix.It seems to have fixed the "root" issue But havn't checked it THAT much yet...Have a go if you want:-removed link-(Install the latest RemoteTech, and replace the DLL file in RemoteTech2/Plugin folder)EDIT:This is just a compile of the sourcecode that follows the mod, with the errors changed to new KSP code.The source is availible as a fork in GitHub (reelgood).I do not own, or have not created this mod. The dropbox entry will be removed once a patch is officially released, or if the devs request I remove it. Edited December 19, 2013 by arsenic87 removed link Link to comment Share on other sites More sharing options...
jrandom Posted December 18, 2013 Share Posted December 18, 2013 So if we remove antennas from existing craft and re-add them, RT2 works in .23? Link to comment Share on other sites More sharing options...
Hodo Posted December 18, 2013 Share Posted December 18, 2013 Tried to make a .23 quickfix.It seems to have fixed the "root" issue Byt havn't checked it THAT much yet...Have a go if you want:https://www.dropbox.com/s/5ocet1fybg7h3gm/RemoteTech2.zip(Install the latest RemoteTech, and replace the DLL file in RemoteTech2/Plugin folder)You are quickly becoming the hero of KSP modworld! Link to comment Share on other sites More sharing options...
Ashery Posted December 18, 2013 Share Posted December 18, 2013 (edited) Man, at the rate you're going I'll be running my full suite of mods in an hour or so, arsenic. Edited December 18, 2013 by Ashery Link to comment Share on other sites More sharing options...
arsenic87 Posted December 18, 2013 Share Posted December 18, 2013 Man, at the rate you're going I'll be running my full suite of mods in an hour or so, arsenic.Hehe, just trying to help you guys out Link to comment Share on other sites More sharing options...
Sma Posted December 18, 2013 Share Posted December 18, 2013 Yeah, does indeed look like Remote Tech is not happy about .23 I don't think is module manager it self... unless remote tech is using something special in there, as FAR uses the same module manager just fine.At least for now, I can do stuff with live kerbals and when an update lets me, I can start using remote tech again.I "removed" module manage (renamed the dll to dl) and my problem seems to have gone away. I was able to launch a rocket with out it going crazy (rocket noise starts as soon as launch pad loads and screen zooms out to the rocket engine burning way above the ground). Though I guess that's not exactly proof that is is MM, could be something RT2 is calling in MM. Though from the looks of it someone has "fixed" RT2. Although I think I'll wait until its official. No offense. Link to comment Share on other sites More sharing options...
Hodo Posted December 18, 2013 Share Posted December 18, 2013 (edited) Hehe, just trying to help you guys out Nevermind... I am blind. Edited December 18, 2013 by Hodo Link to comment Share on other sites More sharing options...
arsenic87 Posted December 18, 2013 Share Posted December 18, 2013 I "removed" module manage (renamed the dll to dl) and my problem seems to have gone away. I was able to launch a rocket with out it going crazy (rocket noise starts as soon as launch pad loads and screen zooms out to the rocket engine burning way above the ground). Though I guess that's not exactly proof that is is MM, could be something RT2 is calling in MM. Though from the looks of it someone has "fixed" RT2. Although I think I'll wait until its official. No offense. None taken The source I have changed is availible as a fork in github if you want to check which changes are made. Link to comment Share on other sites More sharing options...
arsenic87 Posted December 18, 2013 Share Posted December 18, 2013 (edited) Infernal Robotics is another mod that isn't working... Edited December 18, 2013 by arsenic87 way to big picture Link to comment Share on other sites More sharing options...
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