Konnor Posted January 9, 2014 Share Posted January 9, 2014 Is there some sort of technique I'm missing out on?Any dish can be set to target an Active Vessel. That way it will automatically target a ship you are currently controlling, so you only have to point one antenna manually. Link to comment Share on other sites More sharing options...
Mecripp Posted January 9, 2014 Share Posted January 9, 2014 You would have to point 1 at KSC also. Link to comment Share on other sites More sharing options...
Umlüx Posted January 9, 2014 Share Posted January 9, 2014 soooo.. if i want to connect kerbin, minmus and the mun... and have longrange comms too:1) get some sats into kerbin orbit. one of the big omis for local communication, one small dish pointed at the mun, one small dish pointed at minmus and a bigger one at active vessel2) some sats in munar/minmus orbit. one big omni for local comm, one small dish pointed at kerbin... would that work?i am currently testing this configuration with 3 sats in munar orbit. but i have yet to unlock the big omnis for the final configuration. Link to comment Share on other sites More sharing options...
sonicsst Posted January 9, 2014 Share Posted January 9, 2014 Be aware of the pitfalls of using Active Vessel, when you switch craft, the old connection will be lost. This has caused problems for more than a few relay networks. Link to comment Share on other sites More sharing options...
sonicsst Posted January 9, 2014 Share Posted January 9, 2014 soooo.. if i want to connect kerbin, minmus and the mun... and have longrange comms too:1) get some sats into kerbin orbit. one of the big omis for local communication, one small dish pointed at the mun, one small dish pointed at minmus and a bigger one at active vessel2) some sats in munar/minmus orbit. one big omni for local comm, one small dish pointed at kerbin... would that work?i am currently testing this configuration with 3 sats in munar orbit. but i have yet to unlock the big omnis for the final configuration.That's pretty much what I'm doing, except with some additional dishes pointed at Eve and Duna. It should work fine. Link to comment Share on other sites More sharing options...
Mecripp Posted January 9, 2014 Share Posted January 9, 2014 If the 1 pointing at kerbin stays in contact and stays in omni with the other sat, if your new to RT2 if u land a manned ship on the side of mun facing kerbin forgot what the dish name was the flat looking stick 1 it has a wide DishAngle of 45 it will cover 1 side of Kerbin at all times, but u would have to keep it in contact with ksc. Link to comment Share on other sites More sharing options...
Umlüx Posted January 9, 2014 Share Posted January 9, 2014 That's pretty much what I'm doing, except with some additional dishes pointed at Eve and Duna. It should work fine.thanks. yeah.. for comms with other planets i'd have to include more dishes. or add one or more new sats into the kerbin network. as long as everything stays in 5Mm omni range, it should be fine. Link to comment Share on other sites More sharing options...
Mecripp Posted January 9, 2014 Share Posted January 9, 2014 If your new to RT2 and have trouble you can try this if you like Telemachus mod has 2 parts, I just took the parts out and put the in ksp/part , and made a cfg to added them to RT2 the 1 antenna as omni range to reach minmus from kerbin you can try.http://forum.kerbalspaceprogram.com/threads/24594-0-23-Telemachus-%E2%80%93-Telemetry-and-Flight-Control-in-the-Web-Browser-%282013-12-18%29and th cfg https://dl.dropboxusercontent.com/u/72893034/RemoteTech_TelemachusAntenna.cfg Link to comment Share on other sites More sharing options...
Umlüx Posted January 9, 2014 Share Posted January 9, 2014 thanks but i think thats a little bit op? Link to comment Share on other sites More sharing options...
J.Random Posted January 9, 2014 Share Posted January 9, 2014 Here is new build (madadam+JDMJ fixes) 1.3.3 fixpack 2:RemoteTech2_2014.01.08.22.30.zipI don't think you need to use my fix suggestion if you're using madadam's fix. I was trying to get this caching feature working as is (it seems that it should be used carefully in border conditions: creation/destruction, load/unload, enabling/disabling physics for vessels, including timewarp), and he just disables it, probably fixing everything in the process. Link to comment Share on other sites More sharing options...
rottielover Posted January 9, 2014 Share Posted January 9, 2014 (edited) I have no idea where to start with this one. I just ran into a nasty little bug.I have 3 IP probes that I'm managing with Alarm Clock. All three have the AIES dish pointed to "kerbin" and I have 3 polar comsats with the same AIES dish pointed at "Active Vessel".When I swapped back to my Moho probe and restored the next manuver node the AIES dish got set back to it's "Deactivated" status with no target assigned. (I know this worked previously because It's executed 2 nodes prior with the dish connection.There is nothing in my outputlog as far as error's go, it simple set the dish to deactivated and of course I can't re-activate it.Update: Figured out how to edit my persistence file to get the dish back on and re-pointed . But this same bug happened again. All I did was multiple switches to different vessels in the map view. I never went back to space center, just vessel to vessel in the map. (switch vessel). I'll try next by swapping by going back to the tracking station each time and see Edited January 9, 2014 by rottielover Link to comment Share on other sites More sharing options...
Mystique Posted January 9, 2014 Share Posted January 9, 2014 Am I the only one experiencing sas/mechjeb unable to completely stabilize craft in space(not mostrous one, small and with sas in CoM) after using that last hotfix dll? It keeps shaking a bit like a pendulum =\ Link to comment Share on other sites More sharing options...
koksny Posted January 9, 2014 Share Posted January 9, 2014 Am I the only one experiencing sas/mechjeb unable to completely stabilize craft in space(not mostrous one, small and with sas in CoM) after using that last hotfix dll? It keeps shaking a bit like a pendulum =\Either download last development version of MechJeb (not that one from main link - one from GitHub i think) or just disable signal latency in RT config, that worked in 0.22 as fix for problems with throttling. Link to comment Share on other sites More sharing options...
Peppe Posted January 9, 2014 Share Posted January 9, 2014 I have no idea where to start with this one. I just ran into a nasty little bug.I have 3 IP probes that I'm managing with Alarm Clock. All three have the AIES dish pointed to "kerbin" and I have 3 polar comsats with the same AIES dish pointed at "Active Vessel".When I swapped back to my Moho probe and restored the next manuver node the AIES dish got set back to it's "Deactivated" status with no target assigned. (I know this worked previously because It's executed 2 nodes prior with the dish connection.There is nothing in my outputlog as far as error's go, it simple set the dish to deactivated and of course I can't re-activate it.Update: Figured out how to edit my persistence file to get the dish back on and re-pointed . But this same bug happened again. All I did was multiple switches to different vessels in the map view. I never went back to space center, just vessel to vessel in the map. (switch vessel). I'll try next by swapping by going back to the tracking station each time and seeWhat mod is AEIS from? Might check that mod... not remotetech 2 dish. Link to comment Share on other sites More sharing options...
NoMrBond Posted January 9, 2014 Share Posted January 9, 2014 (edited) What mod is AEIS from? Might check that mod... not remotetech 2 dish.AIES is its own mod by Carmics, it has a fantastic probe/dish collection and many nice parts. I love the landing laser.There is a ModuleManager.cfg for enabling the dishes for RemoteTech2, not sure if that's been updated though for 1.4.3 though as it sounds like it's giving people some issues. Edited January 9, 2014 by NoMrBond Link to comment Share on other sites More sharing options...
hakan Posted January 9, 2014 Share Posted January 9, 2014 Here is new build (madadam+JDMJ fixes) 1.3.3 fixpack 2:RemoteTech2_2014.01.08.22.30.zipWith this build, my communication satellite network (one Launcher carrying four probes) works fine. Exactly the same save file with the "released" RT2 from spaceport multiplies the probes. Link to comment Share on other sites More sharing options...
starspy Posted January 9, 2014 Share Posted January 9, 2014 I just installed and nothing seems to load on my existing save. There is a red dot over the KSC on the map and the GUI options are there on the bottom right but no new parts were added and I can still control my unmanned vehicles w/o antennas. However when I start up a pre-existing sandbox game the parts do show up.Is there something extra I need to do to get this working?Thanks! Link to comment Share on other sites More sharing options...
Mecripp Posted January 9, 2014 Share Posted January 9, 2014 Starspy sounds like u have a bad install. Link to comment Share on other sites More sharing options...
starspy Posted January 9, 2014 Share Posted January 9, 2014 So I should just delete and re-install the mod? Link to comment Share on other sites More sharing options...
Mecripp Posted January 9, 2014 Share Posted January 9, 2014 (edited) what RT did u install or check to see if u have all the files in the RT2 folder should have like 5 cfg files and 3 folders and make sure u only have 1 ModuleManager_*** in the hole KSP/Gamedate dir.think this is the 1 most are use now http://www./download/dncc8qu44t30a90/RemoteTech2_2014.01.08.22.30.zipshould something like RemoteTech_Antennas.cfg RemoteTech_MechJeb.cfg RemoteTech_Squad_Antennas.cfgRemoteTech_Squad_Probes.cfg RemoteTech_Settings.cfg Edited January 9, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
starspy Posted January 9, 2014 Share Posted January 9, 2014 For some reason I had put the ModuleManager in the root KSP directory - restarting the game now to see if that fixed the problem. Link to comment Share on other sites More sharing options...
macdjord Posted January 9, 2014 Share Posted January 9, 2014 (edited) So, apparently you can no longer retarget or deploy antennae on a craft that is uncontrolled? This is a problem for me, because I have probes that are supposed to aerobrake - I have to retract all their long-range antennae, and I need to be able to redeploy it again.Also, is there documentation anywhere for the config file? There are several options in there that I'm not sure the effects of, such as 'RangeModelType'. Edited January 10, 2014 by macdjord Link to comment Share on other sites More sharing options...
NoMrBond Posted January 10, 2014 Share Posted January 10, 2014 (edited) So, apparently you can no longer retarget or deploy antennae on a craft that is uncontrolled? This is a problem for me, because I have probes that are supposed to aerobrake - I have to retract all their long-range antennae, and I need to be able to redeploy it again.Deploy an orbital relay on the way in and bump its trajectory a bit so it'll remain viable until your main craft has made landfall, remember to include the 500km atmosphere capable dipole/omni on your descent craft to keep connection with the orbital relay until you hit the ground at which point you can deploy the crafts own main antenna before the temporary relay goes out of range (or burns up itself a bit later)[Edit] I don't think the dishes (excluding the GX unfolding one?) break under atmospheric pressure either, so those could work too? Edited January 10, 2014 by NoMrBond Link to comment Share on other sites More sharing options...
Peppe Posted January 10, 2014 Share Posted January 10, 2014 So, apparently you can no longer retarget or deploy antennae on a craft that is uncontrolled? This is a problem for me, because I have probes that are supposed to aerobrake - I have to retract all their long-range antennae, and I need to be able to redeploy it again.There is a 500km omni for comm in atmosphereYou can use the flight computer and with a custom delay to deploy antennas after you land using action groups.There are also dishes at each tier that don't break in atmosphere. Link to comment Share on other sites More sharing options...
Mecripp Posted January 10, 2014 Share Posted January 10, 2014 That can bit but best to set up a network first and for landing a good OmniRange antenna on it. Link to comment Share on other sites More sharing options...
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