mdapol Posted January 8, 2014 Share Posted January 8, 2014 Yes. I have had this problem and I launched my satellites on independent vehicles.For what it's worth, when I was putting up my comsat network I would often forget to rename sats after getting them in orbit. So I would have multiple sats with the same name. Had to go to space center, focus them, and rename them. Very annoying.Each sat was launched individually in it's own launch vehicle, then released. After release the default name was something like <saved name from VAB> Probe. Haven't gotten the bugged space center except when I had too many addons loading. Used reduced res textures and fixed that problem. Never had any crashes or duplicated craft yet. Link to comment Share on other sites More sharing options...
Mecripp Posted January 8, 2014 Share Posted January 8, 2014 and at mdapol no, I have just 1 and i took the MicroSat out of RT1 and put it in RT2 but not all of it was working for me. Link to comment Share on other sites More sharing options...
Mystique Posted January 8, 2014 Share Posted January 8, 2014 It does not crash after every flight, it crashes after decoupling craft with more than two SPUs. You can avoid it by using the version without focus switcher, or just decouple stages without SPUs (like mechjeb or probe cores). If you decouple (or undock) ship with two active SPUs, game will crash/get blue screen in space center/remote tech crafts will get duplicated after one of the vessels reach simulation limit at 2.5km.So manned command module on decoupled rocket should not cause this problem (I use it to deorbit rocket)? Link to comment Share on other sites More sharing options...
mdapol Posted January 8, 2014 Share Posted January 8, 2014 and at mdapol no, I have just 1 and i took the MicroSat out of RT1 and put it in RT2 but not all of it was working for me.Did you check that there were no other ModuleManager dlls -anywhere- in any subdirectory of GameData? Some addons may have them inside their own folders. Link to comment Share on other sites More sharing options...
Mecripp Posted January 8, 2014 Share Posted January 8, 2014 Yes, I have took them all out put 1 in ksp/plugin, have you got it to work ? Link to comment Share on other sites More sharing options...
koksny Posted January 8, 2014 Share Posted January 8, 2014 (edited) So manned command module on decoupled rocket should not cause this problem (I use it to deorbit rocket)?It will cause the problem if the second decoupled part has antenna/spu. It just trigger some exceptions at the point of unloading vessel from simulation, if the unloaded vessel was connected to some other craft (via RT). So as long as the second craft do not have antenna/connection/spu - game will not break. Otherwise, after unloading and going to map screen your connection visualisation lines will be bugged out, and after entering space center Kerbin will be gone. On next load craft will be duplicated.But in fact, i have not encountered any problems with manned missions when using official 1.3.3 version, and none of my manned crafts were duplicated. Any way, it's just too much work with restarting KSP after every undocking to care, especially when "fix" works just fine. Edited January 8, 2014 by koksny Quote Link to comment Share on other sites More sharing options...
AndreyATGB Posted January 8, 2014 Share Posted January 8, 2014 The button that's supposed to allow me to change what non-active vessels' dishes are targeting doesn't work for me. I click it, it focuses on the desired satellite but then I can't use the bottom right button since its always orange regardless what I do. They have an active connection and the dishes are activated, if I switch vessels it targets just fine. Link to comment Share on other sites More sharing options...
NathanKell Posted January 8, 2014 Share Posted January 8, 2014 Yes, I have took them all out put 1 in ksp/plugin, have you got it to work ?No, this is _obsolete_. It's been obsolete since _May_. Do _not_ put mods in those folders like Plugins or Parts in the root KSP folder. _All_ modern mods go in GameData. Exactly according to their install instructions! In particular you should only have _one_ ModuleManager dll and it should be in the root of GameData. Link to comment Share on other sites More sharing options...
Taki117 Posted January 8, 2014 Share Posted January 8, 2014 Interface Question: What do the buttons on the bottom right of the map screen do and what are their settings? Link to comment Share on other sites More sharing options...
illectro Posted January 8, 2014 Share Posted January 8, 2014 It does not crash after every flight, it crashes after decoupling craft with more than two SPUs. You can avoid it by using the version without focus switcher, or just decouple stages without SPUs (like mechjeb or probe cores). If you decouple (or undock) ship with two active SPUs, game will crash/get blue screen in space center/remote tech crafts will get duplicated after one of the vessels reach simulation limit at 2.5km.It sounds like you're describing a different bug to my problem, no decoupling or detaching is involved, just flying. Regardless we'll see how the replacement dll works. Link to comment Share on other sites More sharing options...
Horman Posted January 8, 2014 Share Posted January 8, 2014 Can someone tell me please, how many antennas/dishes do I need for my relay sats? Do I need one for every connection? Or do I link my relay sats via "active vessel"? Link to comment Share on other sites More sharing options...
koksny Posted January 8, 2014 Share Posted January 8, 2014 It sounds like you're describing a different bug to my problem, no decoupling or detaching is involved, just flying. Regardless we'll see how the replacement dll works.After very long and tedious process of seting up every possible addon (finishing yesterday with updated Active Memory Reduction, that allowed it to get past loading screen), i have not encountered any bugs whatsover, other than few critical exceptions when trying to load new versions of mods without the "magic" toolbar API, doing around 6 hours of playthrough, with dozens of undocking/non/atmospheric flights, so at least "it worked for me". And knowing your last problem with duplicated spacestation i guestimate whatever RT is doing in last version, it is doing it wrong. Looking at GitHub there are at least few problems, like with asigning and destroying protovessel. I have tried clean install with only RT2 1.3.3 and same bug with blue space-center/duplication still happens, so it's not due to some incompability. Other than that, game still crashes with out-of-memory exceptions, had some issues with Active Memory Reduction and TextureReplacer fighting over causing game to crash, but looks like 2.9/2.10 of Memory Reduction fixed it. Maybe just while flying near objects with SPU, game loads them and bug occur on unload? I really see the focus manager as culprit of problem. It's too neat future to work fine in just first attempt of implementing... Link to comment Share on other sites More sharing options...
Mystique Posted January 8, 2014 Share Posted January 8, 2014 Saw that after rolling back to earlier mentioned dev build:Also digits in remaining node delta-v (right of navball) started blinking. Anyone else experienced such a thing? Link to comment Share on other sites More sharing options...
KerbMav Posted January 8, 2014 Share Posted January 8, 2014 Can someone tell me please, how many antennas/dishes do I need for my relay sats? Do I need one for every connection? Or do I link my relay sats via "active vessel"?Omni-directional antennas simply must be in range of each other, they cannot/do not have to be targeted at all.Dishes must be pointed at one another and can only target one antenna/craft - they also connect to omnis while in range/sight.Only when targeting a planet/moon the dish will connect with every dish/omni that is in range and pointing at it/its craft - this is also limited by the width the dish's cone.How many you need depends on what you are trying to do.If your crafts/satellites stay close to another, a single omni on each craft will connect them all - connection of one craft to KSC is still needed obviously.Targeting the active vessel is helpful, but brings its own problems. Example: If you send a probe from a mothership in Dunas orbit down to the surface and only have a big dish on the mothership, the probe will not have a connection to KSC while you are flying it, as your comm satellite back home is targeting the active vessel directly and not via other crafts (in this case the mother ship) - here the comm satellite at Kerbin should target the mother ship which then can relay the signal to the probe (by which ever means you choose). Link to comment Share on other sites More sharing options...
koksny Posted January 8, 2014 Share Posted January 8, 2014 There is the GitHub discussion about 1.3.3 problems:https://github.com/Cilph/RemoteTech2/issues/189jdmj commented 2 days agoOK, I think I've found a fix for OutOfRangeException when previous stage with SPU leaves physical range (blizzy's fix seemed kinda intrusive into existing internal logic).In SatelliteManager, RegisterProto:if (mLoadedSpuCache.ContainsKey (vessel.id)) {mLoadedSpuCache.Remove(vessel.id);//return;}blizzy78 commented 4 hours agoI've done it like this: Create a craft that looks like this, from top to bottom: Probe core with 2 antennas (Communotron 32) Lots of batteries Decoupler with lots of Sepratrons attached Lots of batteries Probe core with 2 antennas Put craft into orbit with LoS to KSC Quicksave Stage so that one half of the craft gets separated away Wait for physics unload of the new halfIf this doesn't trigger it already, hold F9 and try again.Hope it helps out folks until author strikes back with official fix. Link to comment Share on other sites More sharing options...
Amazingteknique Posted January 8, 2014 Share Posted January 8, 2014 Anyone else experienced such a thing? Ya I've seen this happen to basically all the text in my game, seems to happen after a streak of alt tabbing though and a reload fixes it everytime. Link to comment Share on other sites More sharing options...
koksny Posted January 8, 2014 Share Posted January 8, 2014 Ya I've seen this happen to basically all the text in my game, seems to happen after a streak of alt tabbing though and a reload fixes it everytime.Isn't it Unity bug? Textures tend to mess up in quite few Unity based games after alt-tabbing. Did not happened to me, so i dont think it relates to RT. Link to comment Share on other sites More sharing options...
Amazingteknique Posted January 8, 2014 Share Posted January 8, 2014 I dunno but Ive had issues with text breaking for quite some time now. It doesnt happen very often and I do alt tab often so I cant really say what causes it. Its not a new issue though thats forsure Link to comment Share on other sites More sharing options...
Mystique Posted January 8, 2014 Share Posted January 8, 2014 Ya I've seen this happen to basically all the text in my game, seems to happen after a streak of alt tabbing though and a reload fixes it everytime.Maybe that's the cause, will try to reload=\Regarding dishes - if I target distant vessel with a dish - will it become controllable (I can't set it on distant one to target closer one unless I control it. And if I control with - what's the point of pointing them at one another?)? Link to comment Share on other sites More sharing options...
Horman Posted January 8, 2014 Share Posted January 8, 2014 Omni-directional antennas simply must be in range of each other, they cannot/do not have to be targeted at all.Dishes must be pointed at one another and can only target one antenna/craft - they also connect to omnis while in range/sight.Only when targeting a planet/moon the dish will connect with every dish/omni that is in range and pointing at it/its craft - this is also limited by the width the dish's cone.How many you need depends on what you are trying to do.If your crafts/satellites stay close to another, a single omni on each craft will connect them all - connection of one craft to KSC is still needed obviously.Targeting the active vessel is helpful, but brings its own problems. Example: If you send a probe from a mothership in Dunas orbit down to the surface and only have a big dish on the mothership, the probe will not have a connection to KSC while you are flying it, as your comm satellite back home is targeting the active vessel directly and not via other crafts (in this case the mother ship) - here the comm satellite at Kerbin should target the mother ship which then can relay the signal to the probe (by which ever means you choose).Well explained, thank you!So, I will have to use dishes a bit longer, till I have the Communotron 32, the C16 has not enough range now... okay, so about 300 more science points to go... thank you Link to comment Share on other sites More sharing options...
mdapol Posted January 8, 2014 Share Posted January 8, 2014 (edited) Yes, I have took them all out put 1 in ksp/plugin, have you got it to work ?Yes, finally two days ago I took out all but Module_Manager_1_5_6.dll and everything now works perfectly.And as someone else mentioned, only one Module_Manager dll and that one only in the GameData folder and no where else. Edited January 8, 2014 by mdapol Link to comment Share on other sites More sharing options...
Peppe Posted January 8, 2014 Share Posted January 8, 2014 I dunno but Ive had issues with text breaking for quite some time now. It doesnt happen very often and I do alt tab often so I cant really say what causes it. Its not a new issue though thats forsureFor the alt-tabbers you might try changing your KSP shortcut to have -popupwindow, like this:KSP.exe -popupwindowDon't recall if you have to change anything in graphics to make it work with that, but it should let you run basically full screen - windowed, which is more tab friendly. Link to comment Share on other sites More sharing options...
ModZero Posted January 9, 2014 Share Posted January 9, 2014 Alt-tabbing during first load tended to ruin most of the textures for me. Link to comment Share on other sites More sharing options...
Cobbertson Posted January 9, 2014 Share Posted January 9, 2014 Me again with a bran new problem..I've been trying to put up a new first network around Kerbin now that I fixed the previous problem, but after I get the third satellite up, and it goes out of contact with the other two satellites, instead of simply disconnecting, the lines on the map that would normally point between the satellites just float there, as if they're their own sprite, separate from the rest of the entities.. When I circle back around and it should connect, it simply doesn't. So I switch to a nearby vessel and I'm met with this screen So, presuming some sort of small scale crash, I exit to the space port to try refreshing some things.I am then met with this screenso I wave my cursor around on that empty screen looking for the invisible tracking station, I click it, and I'm met with this screenAll of my vessels are missing, and the MET seems to be rendering inside the category icons on the upper left.I then close KSP, reopen, proceed as I did last time and it reproduces itself exactly the same every time...I closed KSP again, deleted the mod, reopened KSP and loaded up my save, clicking past all the "vessel can not be loaded due to various missing parts etc", then after loading the space center, I close the game again, reinstall the mod, and start the game back up. I then go to the tracking station and begin where I left off before all of this started, and I'm met with exactly the same error without fault every time T_TMan.. I am NOT having good luck with this mod.. =/ It was all working perfectly until today (aside from the lack of animations problem that I fixed today) Link to comment Share on other sites More sharing options...
Peppe Posted January 9, 2014 Share Posted January 9, 2014 (edited) There is the GitHub discussion about 1.3.3 problems:https://github.com/Cilph/RemoteTech2/issues/189Hope it helps out folks until author strikes back with official fix.Could not find a build of this from jdmj, so downloaded Cilph's last master version and made the change and built it. Passed my test case (deploy satelites from probe core --> exit physics range).Looks to fix the map/return to space center crashes.Fixed 1.3.3 DLL (used jdmj suggested change):edit:Here is new build (madadam+JDMJ fixes) 1.3.3 fixpack 2:http://www./download/dncc8qu44t30a90/RemoteTech2_2014.01.08.22.30.zip Edited January 9, 2014 by Peppe Link to comment Share on other sites More sharing options...
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