Athlonic Posted December 19, 2013 Share Posted December 19, 2013 This is intended.You don't wan't these thin antennas to resist air pressure, would you ? Link to comment Share on other sites More sharing options...
aleks Posted December 19, 2013 Share Posted December 19, 2013 Linux Mint up-to-date latest version; aborting on initial load; in the log file everything loads correctly until this:UPDATE: I can get it to load with RemoteTech if "ModuleManager_1_5.dll" isn't in the GameData dir. However trying to switch to the tracking station causes an abort.I can confirm the exact same behaviour on Debian (though Mint is a Debian derivative, so go figure.) Seems there's something going in Linux installs. This is using the experimental build. Link to comment Share on other sites More sharing options...
frencrs Posted December 19, 2013 Share Posted December 19, 2013 (edited) Okay I have been able to get the 0.23 dev RemoteTech2 running without crashing on Linux by copying the file "RemoteTech_Settings.cfg" from an archive of my 0.22 dir. into the dir. "[mainkerbaldir]/GameData/RemoteTech2". I'm testing out the functionality now.UPDATE: It seems to be working as far as I can tell, I'll have to put up a couple of relay sats. to fully test everything though.UPDATE2: Okay, first bug: The first three lower right-hand gui buttons don't work and cause an abort if pressed in tracking station mode or in map view on a flight. The fourth lower right-hand gui button for setting relay targets works correctly, the target menu works correctly and targets can be set.Lines are displayed on the map correctly by default, but trying to change the settings for what lines to display causes a crash. Edited December 20, 2013 by frencrs Link to comment Share on other sites More sharing options...
ArkaelDren Posted December 20, 2013 Share Posted December 20, 2013 Ok Cilph, first I would like to thank you for putting up with squads lack of direct informational loops with the greater modding community... we all know why they stopped doing this, those of you hiding your heads, thx a ton. Anywho, please give us a way to include the jet glider(.22 would be great I am not switching till hell freezes) as it was a supreme way of terrain checking for future base landing and mining ops sites. I have tried to edit the cgf's but have issues with loading and wing mirror placement. I'm sorry but I build LSA aircraft for a living and computer language is a direct brain tumor for my old ass.Thx again for all your great work bud. As always much thx from Oregon Link to comment Share on other sites More sharing options...
BigDog Posted December 20, 2013 Share Posted December 20, 2013 Any one else getting the time acceleration going purple bug just wondering. If so any way to fix.I am getting this as well. Link to comment Share on other sites More sharing options...
Rabble Posted December 20, 2013 Share Posted December 20, 2013 Ok Cilph, first I would like to thank you for putting up with squads lack of direct informational loops with the greater modding community... we all know why they stopped doing this, those of you hiding your heads, thx a ton.What happened there? Link to comment Share on other sites More sharing options...
frencrs Posted December 20, 2013 Share Posted December 20, 2013 What happened there?I'm new to the kerbal community but I'm guessing as the popularity of kerbal rose spammers took advantage of the community having access to a lot the program's inner functionality and created mods that install malware, corrupt players games, etc. or used the access to try to create a knock-off game to sell themselves. Some people are just crappy people that'll take advantage of anything I guess. Link to comment Share on other sites More sharing options...
Cilph Posted December 20, 2013 Author Share Posted December 20, 2013 What happened there?What?I'm new to the kerbal community but I'm guessing as the popularity of kerbal rose spammers took advantage of the community having access to a lot the program's inner functionality and created mods that install malware, corrupt players games, etc. or used the access to try to create a knock-off game to sell themselves. Some people are just crappy people that'll take advantage of anything I guess.Naww. Link to comment Share on other sites More sharing options...
Spooks Posted December 20, 2013 Share Posted December 20, 2013 the mod is stil broken right ?if not any info the mod removes all my parts Link to comment Share on other sites More sharing options...
BananaDealer Posted December 20, 2013 Share Posted December 20, 2013 Yeah, the mod makes anything that works with it to get stuck on game loading... Link to comment Share on other sites More sharing options...
Rayder Posted December 20, 2013 Share Posted December 20, 2013 There's an experimental build on page 142. It was barely updated to make it run in 0.23 and I'm unsure of any bugs or issues with it. Link to comment Share on other sites More sharing options...
Cilph Posted December 20, 2013 Author Share Posted December 20, 2013 If you go back a few pages I posted a link to a 0.23 experimental that at the very least booted. Squad however botched something with ConfigNodes so the savefile stopped working, Ill fix that in the next release.The way RemoteTech is structured however, you can just delete the plugin and modulemanager files and all the parts remain to build with. Just install the Parts folder. Link to comment Share on other sites More sharing options...
kalizec Posted December 20, 2013 Share Posted December 20, 2013 (edited) The experimental 0.23 seems to work fine for me. I started a new game upon 0.23 and already have a working CommSat constellation containing 6 satellites in different orbits with both omni- and directional antenna's.The only bug I've seen so far is that in map view the lines of communication weren't always visible (haven't seen this repeatedly though).P.S. I'm using this mod in combination with the following mods (just to show there's no incompatibilities):Toolbar PluginB9 Aerospace with Text Reduction PackBoulderCo Texture CompressorCrewManifestDeadlyReentryDockingStrutEditorExtensionsKerbal Engineer ReduxEnhancedNavBallFerramAerospaceResearchHaystackKeramzit Procedural FairingsKerbalJointReinforcementKSPXKWRocketry with Text Reduction PackMechJeb2MultipleSavesDANavyFishPreciseNodeRealChuteRLA_StockalikeSelectRootTACLifeSupportKerbal Alarm ClockKSPInterstellarSquad Texture Reduction Pack Edited December 20, 2013 by kalizec Link to comment Share on other sites More sharing options...
drtedastro Posted December 20, 2013 Share Posted December 20, 2013 So far, the experimental has been working for me. I have not used the computer, just the normal communications methods.... But, looking good....... Link to comment Share on other sites More sharing options...
BananaDealer Posted December 20, 2013 Share Posted December 20, 2013 If you go back a few pages I posted a link to a 0.23 experimental that at the very least booted. Squad however botched something with ConfigNodes so the savefile stopped working, Ill fix that in the next release.The way RemoteTech is structured however, you can just delete the plugin and modulemanager files and all the parts remain to build with. Just install the Parts folder.Ah... Must've missed that... Link to comment Share on other sites More sharing options...
J.Random Posted December 20, 2013 Share Posted December 20, 2013 Well I've had a problem with staging ceasing to work mid-flight, but I'm not 100% sure it's RT's bug, wasn't able to track it down yet. Link to comment Share on other sites More sharing options...
Sma Posted December 20, 2013 Share Posted December 20, 2013 Well I've had a problem with staging ceasing to work mid-flight, but I'm not 100% sure it's RT's bug, wasn't able to track it down yet.Is this happening at around 3000m, and are you using probes, or a kerbaled pod? I've been doing a career mode with the experimental RT2 Cilph posted and have gotten into orbit with it (with a kerbal under control of course). Link to comment Share on other sites More sharing options...
J.Random Posted December 20, 2013 Share Posted December 20, 2013 Is this happening at around 3000m, and are you using probes, or a kerbaled pod? I've been doing a career mode with the experimental RT2 Cilph posted and have gotten into orbit with it (with a kerbal under control of course).Thank you, but I'm not new to RemoteTech or RT2. By "wasn't able to track down" I meant "couldn't reproduce it in stripped to bare minimum environment", so it may be some mod interop issue which will be a pain in the arse to track. Link to comment Share on other sites More sharing options...
Sma Posted December 20, 2013 Share Posted December 20, 2013 Thank you, but I'm not new to RemoteTech or RT2. By "wasn't able to track down" I meant "couldn't reproduce it in stripped to bare minimum environment", so it may be some mod interop issue which will be a pain in the arse to track.Ahh gotcha. Sorry didn't mean any offense by it. (like the image in your signature by the way lol)So far I've got: toolbar plugin (as required by some other mods I have) quantum struts kerbal engineer (as well as the all parts plugin) enhanced navabll KAS procedural fairings sensor reporter for kOS KAC KerbCam Kethane kOS docking port alignment tool (by navyfish) and obviously RT2I haven't tested them all yet, but so far I haven't had any problems, after getting the ones that have updated anyway. Link to comment Share on other sites More sharing options...
Alvargon Posted December 20, 2013 Share Posted December 20, 2013 Any temporal solution for make RT2 work at KSP .23? Link to comment Share on other sites More sharing options...
Mulbin Posted December 20, 2013 Share Posted December 20, 2013 This is the only mod I have, and the game still doesn't load parts. Any fixes?Yeah, the mod makes anything that works with it to get stuck on game loading...If you go back a few pages I posted a link to a 0.23 experimental that at the very least booted.Its not working for me, installed the experimental, starts loading (squad screen) and just stops at about 3%.I did have the hotfix that someone put together working... except it was causing strange collision mesh bugs where bits of rocket floated through other bits! Link to comment Share on other sites More sharing options...
drtedastro Posted December 20, 2013 Share Posted December 20, 2013 I am running the experimental, with all of my 'other' mods, and all is working as expected. Link to comment Share on other sites More sharing options...
Mulbin Posted December 20, 2013 Share Posted December 20, 2013 Strange that the experimental only works on some copies of KSP... is the link on page 142 definitely the right version? Link to comment Share on other sites More sharing options...
drtedastro Posted December 20, 2013 Share Posted December 20, 2013 Post #1418 is the one that is working just fine for me. Link to comment Share on other sites More sharing options...
Cilph Posted December 20, 2013 Author Share Posted December 20, 2013 I'll send out a test build tomorrow (probably) with the focus switching and some tweaks to fix saving. Maybe more Tweakable support. Link to comment Share on other sites More sharing options...
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