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Cilph

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The hint for me was when I realized I wasn't going to be able to fly it without mechjeb. See this reliable test case which will always have problems with the orbital computer, but not for mechjeb.

http://i.imgur.com/WXHXPh0.jpg

of note is that while "control from" is on the mechjeb case, either probe cores "prograde" is pointed at the horizon, and it looks like they are fighting over which prograde is correct. In case your wondering this configuration was seen on a "constellation" launcher that puts up 5 comsats in one go.

Go ahead and post this information on the bugtracker. You can post it as a comment to the issue I already opened at https://github.com/Cilph/RemoteTech2/issues/205. Thanks!

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What I like to do is launch my network into extremely precise orbits using launchers and RCS to get eccentricity, inclination, etc. as exact as possible. Once I am satisfied, I unfocus the spacecraft (usually by loading up another on the launch pad) and edit the orbits in the save file so they are at the exact set of orbital parameters I want. Then, I never go to them in game so the rails will just stay there forever and ever. I justify this as continued RCS maneuvers over a long period of time.

I have a network of four satellites at KSO, spaced at 90 degree increments with no inclination. Two of them are 45 degrees ahead of and behind KSC, giving KCS an equal distance line of sight to either one. This redundancy is in case any one of my satellites fails - the network will still be able to function well enough for me to replace it.

Each sat has one Communicotron-32 to communicate with the others as well as anything else within an orbit of about 2*KSO. The spacing is so precise that if any sat were to librate in it's orbit by more than 150 meters, it would lose contact with one of the others. That's why I used save file editing to place them in exact orbits. Each then has three of the 50 Mm, 45 degree cone directional antennae (not sure what they are called) which are perpetually aimed at the Mun, Minmus, and a long (interplanetary) range comms station and telescope that I keep in a 50 Mm orbit just past Minmus.

Although there is a brief signal blackout as the comms station passes into kerbin's shadow, it's a very tiny delay compared to the period of its orbit, and wouldn't even be noticed by an interplanetary vessel over the course of its transfer. Between this station and my sats, KSC effectively has a clear line of communication with any point in the inner solar system for all 6 hours of its day!

And on top of that, I just completed an orbital space station in LKO that acts primarily as a refueling depot, but doubles as a command station in orbit, so even if my network went down, I still have long range communicability to some degree. I'm rather proud of my network!

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Is there a fixed spaceport version or it's discontinued? I'm afraid I'll lose some of my craft if I just replace spaceport one with "BioMass Science+".

Neither.

There's not a fixed spaceport version yet. But it's not discontinued.

The maintainer Cilph started at a new job and thus RL stuff got higher priority.

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Is there an antenna which is like the dipole antenna but "sticking" out radially and not along the roll axis? I wanted to build a small "drop probe" where there is an antenna at the back and using DREC a antenna mounted on the side might get destroyed. Using also the stock Communotron 16 omnidrectional antenna it gets destroyed. I guess because of the aerodynamic stress.

So basically a dipole antenna but "looking" (without the telescope thingy) like the Communotron 16.

Fabian

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Is there an antenna which is like the dipole antenna but "sticking" out radially and not along the roll axis? I wanted to build a small "drop probe" where there is an antenna at the back and using DREC a antenna mounted on the side might get destroyed. Using also the stock Communotron 16 omnidrectional antenna it gets destroyed. I guess because of the aerodynamic stress.

So basically a dipole antenna but "looking" (without the telescope thingy) like the Communotron 16.

Fabian

If you're not afraid to get your hands dirty, you could grab the AIES aerospace mod. Among other things it adds a bunch of antenna. Just take one of those that catches your eye and copy paste the code from the dipole antenna to its config.

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I had the dupe issue, which I can handle, but right now I've got some other problem which causes the game to crash, so RT is disabled for now.

I didnt play much during the holidays, so I cannot say for sure what changed - I still kept updating my mods, but did not play in the end.

I had quadrupped crafts once, keep loosing experiments stored in pods seemingly randomly, game CTDed three times yesterday, hickups on starting the game ... really a pity, because mods like RT give actual reasons to do things.

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If you're not afraid to get your hands dirty, you could grab the AIES aerospace mod. Among other things it adds a bunch of antenna. Just take one of those that catches your eye and copy paste the code from the dipole antenna to its config.

I took a quick look at this, but unfortunately all omnidirectional antennae I was able to unlock yet were retractable so I wouldn't make sense if they wouldn't break from aerodynamic stress.

Fabian

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xZise you can always edit the file RemoteTech_Squad_Antennas.cfg just look for MAXQ= and take out MaxQ, here are to 2 files that has no MaxQ

put them in your RT2 folder.

https://www.dropbox.com/s/n7iavx7oicm9o00/RemoteTech_Squad_Antennas.cfg

https://www.dropbox.com/s/ygzyliq4f4pnt6d/RemoteTech_Antennas.cfg

Edited by Mecripp2
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Think I've found a new bug with RemoteTech2.

A spacecraft using the GX-128 that lost Connection while in the sphere of influence of Eeloo,

repeatedly seems to crash the game whenever that spacecraft has focus AND reconnects to the network.

I don't have any logs, because the game just becomes unresponsive and Windows just terminates is.

I did check whether it was there was something wrong with the craft itself by terminating it and using HyperEdit to hack another one in orbit around Eeloo.

That worked fine, but as soon as it went from nightside back to dayside and reconnected itself the game became unresponsive again.

I'll try and check whether it's the problem is related to GX-128 or just to Eeloo.

I've had the same dish already visit Jool without problems.

I'll also try and get logs somehow...

Anyone else have similar experiences?

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So... I'm gonna need some help here ;)

I remember that in the RT1 you just had to point a long range dish toward Kerbin in order to connect to the satellite network there. Is that not how it works anymore?

I got 4 satellites orbiting Kerbin. They're always in contact with the "base" (Whatever you call it? Mission Control?) via an omni connection. They all got a long range dish set to active vessel.

But when I send anything outside the satellites' omni range I loose connection. Even with a long range dish targeted at Kerbin. It'll only connect when there's a direct line to the base.

What exactly am I doing wrong here?

Sorry if this have already been answered. But the topic post wasn't to much help and 229 pages are a lot to read through ;)

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I'll be working on RT2 the entire weekend, but that won't be enough for a next release quite yet.

That's cool, but please remember to leave some weekend for your weekend

Nothing worse than making the hobby you enjoy a second job.

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Because of the cone angle of the dish, you about have to target to target them, if you dont know about the cone angle put you a sat around mun with the dts-m1 and target kerbin and 1 at kerbin target mun that will show you the cone angle.

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I encounter a stable problem with networked communication through an omnirange antennae. A ship could be controlled only if the antenna sees the KSC itself. Communication through a satellite(s) is possible only with dishes. Here's an example with screenshots: a satellite with the last booster stage. The stage has it's own probe core, battery and omnirange in order to send it into the ocean after it done it's work (I hate debris in stable orbits). If the stage is separated while above KSC, I can control it without a problem, but if not... see the screenshots with comments.

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I encounter a stable problem with networked communication through an omnirange antennae. A ship could be controlled only if the antenna sees the KSC itself. Communication through a satellite(s) is possible only with dishes. Here's an example with screenshots: a satellite with the last booster stage. The stage has it's own probe core, battery and omnirange in order to send it into the ocean after it done it's work (I hate debris in stable orbits). If the stage is separated while above KSC, I can control it without a problem, but if not... see the screenshots with comments.

so u know there is a bug when u switchy ships with [ or] thta keeps them from cnnecting til u go to map and use the switch to. some times if u take and switch to the target with [ or] if u timewarp it connect but not always. just when u switching ships use the map switch to switch targets

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so u know there is a bug when u switchy ships with [ or] thta keeps them from cnnecting til u go to map and use the switch to. some times if u take and switch to the target with [ or] if u timewarp it connect but not always. just when u switching ships use the map switch to switch targets

Unfortunately, that's not working: I've tried all combinations of switching (map, KSC, keyboard, save-reload, restart) -- the result is stable. If someone explain to me how to obtain debug information, I'll try to look into it myself...

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Flight computer issue again:

Made a maneuver node, set to point at node and then clicked to execute node. Direction was correct, surprisingly no wobble (though this wobble still remains on other ships; helps to use kill rotation feature of RT2/MJ, but when I go on EVA it starts swaying again), node execution started as planned, after that flight computer closed (specifically, its window shrunk to the size of close button) and it continued burn even after node delta-v was already reached. Only thing that stopped burn was clicking green computer icon again and clicking any button there. Seems like I'm forgetting that feature till better times and use MJ instead =(

P.S. Tried both with enabled and disabled signal delay - no difference. Same goes for ship swaying problem.

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Unfortunately, that's not working: I've tried all combinations of switching (map, KSC, keyboard, save-reload, restart) -- the result is stable. If someone explain to me how to obtain debug information, I'll try to look into it myself...

I can confirm this problem. I've been having it since 0.23 (I think) and thought I was the only one so there should be something wrong with my installation.

I've got two ships with communotron 32's near each other in Moho orbit and only the one with dishes pointed at Kerbin is connected. From other situations I've been experiencing it feels like relaying has some problems outside of Kerbin's SOI even with ships pointing dishes at each other.

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I can confirm this problem. I've been having it since 0.23 (I think) and thought I was the only one so there should be something wrong with my installation.

I've got two ships with communotron 32's near each other in Moho orbit and only the one with dishes pointed at Kerbin is connected. From other situations I've been experiencing it feels like relaying has some problems outside of Kerbin's SOI even with ships pointing dishes at each other.

Are you sure the one with dishes isn't only connected because it's connected to another satellite targetting Active Vessel?

Because in that case that satellite with the dishes around Moho will only be connected if it IS the active vessel...

P.S. What's the distance between and altitude of the two sats around Moho?

Edited by kalizec
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Can someone tell me why RT breaks the game when I want to switch to a vessel with a connection to another vessel? It doesn't switch to a vessel, but to a place at 000000000 m height and a nice view of space. And KSC looks like this:

Look at the last several pages. It's a known bug and a patched DLL is available that (mostly) fixes it.

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Are you sure the one with dishes isn't only connected because it's connected to another satellite targetting Active Vessel?

Because in that case that satellite with the dishes around Moho will only be connected if it IS the active vessel...

P.S. What's the distance between and altitude of the two sats around Moho?

You're probably right, hadn't thought of that! Thank you.

The distance was just meters, they had just undocked.

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