somnambulist Posted January 13, 2014 Share Posted January 13, 2014 Yes some it can add the stock parts and stuff.More than that. Without MM RemoteTech can't impose connection requirements on the stock probe cores. Without MM you're basically playing stock with yellow lines in the map screen. Link to comment Share on other sites More sharing options...
Mecripp Posted January 13, 2014 Share Posted January 13, 2014 Thats why i said and stuff sorry, I didn't make that clear. Link to comment Share on other sites More sharing options...
DerekL1963 Posted January 13, 2014 Share Posted January 13, 2014 I think RT2 may have a problem with how the names change when you split ships into multiple satellites while they are connected into the network.Hmm... you may have a point there, that's the point where my games went all pear shaped - when I separated a lander from it's carrier. Link to comment Share on other sites More sharing options...
Ascension Islander Posted January 14, 2014 Share Posted January 14, 2014 9000 hours in MS paintThis should help alleviate some newbie questions. Anybody with time on their hands is free to add upon/improve this to help address all of the most common complaints. Link to comment Share on other sites More sharing options...
Kaa253 Posted January 14, 2014 Share Posted January 14, 2014 Excellent work! This would have saved me a lot of trouble as I was too stupid to grasp the mechanism of case 9 for a time. Probably the figure could have numbers to indicate Cases 1 through to 11 (top to bottom)? Is there something wrong in the figure for cases 10 and 11? (wrong labels against Comsat 1 perhaps?). Or maybe I am still missing something in my comprehension.Well done! Link to comment Share on other sites More sharing options...
Ascension Islander Posted January 14, 2014 Share Posted January 14, 2014 Is there something wrong in the figure for cases 10 and 11? (wrong labels against Comsat 1 perhaps?). Or maybe I am still missing something in my comprehension.Duna is in the way Thanks though, most of these cases were from my own experience. Link to comment Share on other sites More sharing options...
TheChinaMan Posted January 14, 2014 Share Posted January 14, 2014 (edited) Hey, I forked cilph's code so we can changed the number of Kerbals required for remote command station, could someone who knows how to compile unity help check if this works?https://github.com/Cilph/RemoteTech2/pull/204 Edited January 14, 2014 by TheChinaMan Link to comment Share on other sites More sharing options...
oktav Posted January 14, 2014 Share Posted January 14, 2014 Is there a way to keep the commands sent to the remote computer between ships switches? I am sendin some probes to other planets, but it happends that when i switched back the program was gone and there was no connection... so no way to enter a stable orbit around the body :s Link to comment Share on other sites More sharing options...
Umlüx Posted January 14, 2014 Share Posted January 14, 2014 This should help alleviate some newbie questions. Anybody with time on their hands is free to add upon/improve this to help address all of the most common complaints.excellent. this should be in the opening post!i had several problems in understanding the basics too. this would have helped me a great deal! Link to comment Share on other sites More sharing options...
Lanzecki Posted January 14, 2014 Share Posted January 14, 2014 Hi, I've looked for help for my problem, but as yet I've not found anything similar :For a title : Moving Satellites.I have 6 keostationary satellites. They are (almost) in the obvious positions IE phased around the Kerbin every 60 degrees or so. They've moved a few times. Not over time, but on loading the game. I currently have 4 probes within 10 dgrees and 2 probes hugging each other on the other side of Kerbin. Other Satellites such as Minmus and the Mun have moved, but this is less of a problem as I saturated the moon's with satellites. As of now, I'm unable to ensure coverage for where I want to go. Apart from changing the save file, can anyone help? To be honest I suspect this is a game problem, not hte mod. Maybe I should test a vanilla install.This is a vid of the first time it happened when I only had 3 probes. This time it's worse http://youtu.be/mXoiSDf0D5c Link to comment Share on other sites More sharing options...
Atragon Posted January 14, 2014 Share Posted January 14, 2014 Hi, I've looked for help for my problem, but as yet I've not found anything similar :For a title : Moving Satellites.I have 6 keostationary satellites. They are (almost) in the obvious positions IE phased around the Kerbin every 60 degrees or so. They've moved a few times. Not over time, but on loading the game. I currently have 4 probes within 10 dgrees and 2 probes hugging each other on the other side of Kerbin. Other Satellites such as Minmus and the Mun have moved, but this is less of a problem as I saturated the moon's with satellites. As of now, I'm unable to ensure coverage for where I want to go. Apart from changing the save file, can anyone help? To be honest I suspect this is a game problem, not hte mod. Maybe I should test a vanilla install.This is a vid of the first time it happened when I only had 3 probes. This time it's worse http://youtu.be/mXoiSDf0D5cAssuming you still have fuel and an engine on the satellites, you can move a satellite "forwards" in orbit by burning retrograde at apoapsis to lower the periapsis (and shorten the orbital period), waiting for it to cycle around a few times to reach the desired position at apoapsis, and then burning prograde to raise periapsis back to the desired value, or "backwards" by performing the opposite procedure (burn prograde at Pe to raise Ap thus increasing period, wait, burn retrograde at Pe to lower Ap back down).To avoid drift, the satellites should all have a 6 hour period as exactly as possible, i.e. 6:00:00.00Hope this helps. Link to comment Share on other sites More sharing options...
kalizec Posted January 14, 2014 Share Posted January 14, 2014 (edited) Hopefully you guys saw a couple pages back a fix we have been using to these issues while Cilph is away.Since updating the DLL, I haven't had RT issues in my game and think others have had similar success.Credit to madadam+JDMJ for fixes to issue 189 on the github, I call this 1.3.3 fixpack 2:RemoteTech2_2014.01.08.22.30.zipHadn't seen that update (maybe put a hint in the first page). Thanks, it seems to have fixed the problems I was having.P.S. the undocking bug isn't entirely gone. It is seriously reduced in frequency though. Edited January 14, 2014 by kalizec Link to comment Share on other sites More sharing options...
Cilph Posted January 14, 2014 Author Share Posted January 14, 2014 Resuming some work tonight. 0.23 broke a lot of unexpected stuff I didn't want to see break, so I will be going over every bit of code and functionality. Along the way I'll refactor it, and make it more robust as well. For example, I intend on removing all the OnVesselModified/OnPartUndock events and just force checking it every physics update. This should fix a lot of the decouple/docking issues that keep popping up. It'll somewhat decrease performance, but not an awful lot.For testing, I will create an excel sheet listing every bit of functionality, so that the 'testing team' has an easier time. I don't want a repeat of the 0.23 version that was technically cleared despite so many bugs. Link to comment Share on other sites More sharing options...
Lanzecki Posted January 14, 2014 Share Posted January 14, 2014 Assuming you still have fuel and an engine on the satellites, you can move a satellite "forwards" in orbit by burning retrograde at apoapsis to lower the periapsis (and shorten the orbital period), waiting for it to cycle around a few times to reach the desired position at apoapsis, and then burning prograde to raise periapsis back to the desired value, or "backwards" by performing the opposite procedure (burn prograde at Pe to raise Ap thus increasing period, wait, burn retrograde at Pe to lower Ap back down).To avoid drift, the satellites should all have a 6 hour period as exactly as possible, i.e. 6:00:00.00Hope this helps.Thanks, I'd expect drift and have 3k Delta-V on most of the sats (Don't ask) while I've had to move a few before, these sats are in the right place as I shutdown, and when I reload they are all over the place. It's instantanious, not drift over time. That I can accept as my fault.http://youtu.be/MBtqDT_qOAo is what they were like a day ago https://dl.dropboxusercontent.com/u/4402868/screenshot13.png Is how they are now. Remember this was after starting KSP. No problems whuttingdown or crashes etc. Link to comment Share on other sites More sharing options...
Awesome_Guy Posted January 14, 2014 Share Posted January 14, 2014 When I upgraded to .23 my whole relay was destroyed by one part missing or something or other, and even after finding the part the satellites themselves refused to function.does someone have a .sfs with a sat relay already set upi want to get back into it, but setting up a com relay is a little annoying when i have other things i really want to get to Link to comment Share on other sites More sharing options...
notyourtypical Posted January 14, 2014 Share Posted January 14, 2014 This is a great mod, and I've had a great time with it, so it is with humility that I have a small idea/request: Would it be possible to make vessel renaming/type declaration not dependent on a communication link? Or at least the option for it? It seems to me this is entirely a "ground control" operation, naming and assigning a type, and shouldn't require an active comms like. It would be nice to be able to clear dead/useless probes without deleting them completely or save file editing the type to Debris.Also, I've found that switching vessels via space center -> tracking station avoids the 1.3.3 bug. It takes longer, but not as long as a restart of KSP does. Link to comment Share on other sites More sharing options...
AndreyATGB Posted January 14, 2014 Share Posted January 14, 2014 When I upgraded to .23 my whole relay was destroyed by one part missing or something or other, and even after finding the part the satellites themselves refused to function.does someone have a .sfs with a sat relay already set upi want to get back into it, but setting up a com relay is a little annoying when i have other things i really want to get toUse MechJeb, you should be done in 1 hour or so. Make a good launcher and it won't be a pain. Obviously this isn't permanent, you're gonna need to adjust them but it's gonna get you a functional network. Link to comment Share on other sites More sharing options...
hedzup456 Posted January 14, 2014 Share Posted January 14, 2014 Hey there! Wondering if anyone could help me?With this satellite in this orbit, does anyone know why my dishes are not connecting? they are aimed at each other! KSP .23Cheers in advance,H Link to comment Share on other sites More sharing options...
Awesome_Guy Posted January 14, 2014 Share Posted January 14, 2014 Use MechJeb, you should be done in 1 hour or so. Make a good launcher and it won't be a pain. Obviously this isn't permanent, you're gonna need to adjust them but it's gonna get you a functional network.meh okay, i know its not to badthanks though Link to comment Share on other sites More sharing options...
Bentley Posted January 14, 2014 Share Posted January 14, 2014 I have seen this before, I believe you re-loaded a game or engaged the physics engine with 'HACK GRAVITY' enabled. You need to turn that off before you quickload or relaunch or bizzare things seem to happen to your orbits. Enabling Hack Gravity won't disturb anything once the physics engine has loaded from what I can tell, but any reload before disabling it seems to be the cause of the altered location of the RT sats.Hi, I've looked for help for my problem, but as yet I've not found anything similar :For a title : Moving Satellites.I have 6 keostationary satellites. They are (almost) in the obvious positions IE phased around the Kerbin every 60 degrees or so. They've moved a few times. Not over time, but on loading the game. I currently have 4 probes within 10 dgrees and 2 probes hugging each other on the other side of Kerbin. Other Satellites such as Minmus and the Mun have moved, but this is less of a problem as I saturated the moon's with satellites. As of now, I'm unable to ensure coverage for where I want to go. Apart from changing the save file, can anyone help? To be honest I suspect this is a game problem, not hte mod. Maybe I should test a vanilla install.This is a vid of the first time it happened when I only had 3 probes. This time it's worse http://youtu.be/mXoiSDf0D5c Link to comment Share on other sites More sharing options...
Sacred Aardvark Posted January 14, 2014 Share Posted January 14, 2014 they are aimed at each other! KSP .23Are they? Go double check Geo1, based on those two images the most likely scenario is that the antenna you think is targeting Geo2 actually isn't, or is targeting but isn't activated. Link to comment Share on other sites More sharing options...
Lanzecki Posted January 15, 2014 Share Posted January 15, 2014 I have seen this before, I believe you re-loaded a game or engaged the physics engine with 'HACK GRAVITY' enabled. You need to turn that off before you quickload or relaunch or bizzare things seem to happen to your orbits. Enabling Hack Gravity won't disturb anything once the physics engine has loaded from what I can tell, but any reload before disabling it seems to be the cause of the altered location of the RT sats.Really? TBH I don't know how to enable hack gravity, let alone turn it on. I had the same problem in 0.22, and assumed it was my overloaded 0.22 install. I was becoming flakey anyway and 0.23 was out so I started again. Link to comment Share on other sites More sharing options...
somnambulist Posted January 15, 2014 Share Posted January 15, 2014 @cilph - As long as you're digging deep into the code, a minor feature request: sort the command queue by time to execution. Link to comment Share on other sites More sharing options...
BananaDealer Posted January 15, 2014 Share Posted January 15, 2014 Quick question- How do you make the angle of each dish display on the map? I've seen it in videos (mainly Scott Manley's) but can't really seem to find it in any settings... Link to comment Share on other sites More sharing options...
Mecripp Posted January 15, 2014 Share Posted January 15, 2014 Quick question- How do you make the angle of each dish display on the map? I've seen it in videos (mainly Scott Manley's) but can't really seem to find it in any settings...The Planet button to turn it off and on and cone , The dts-m1 is about it for the cone from minmus to kerbin the rest you need to be out like at duna to see the cone. Link to comment Share on other sites More sharing options...
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