NathanKell Posted January 26, 2014 Share Posted January 26, 2014 Cilph: AndreyATGB was slightly unclear. Realism Overhaul treats EC per second as kilowatts, and thus EC itself becomes kilojoules. Link to comment Share on other sites More sharing options...
theSpeare Posted January 26, 2014 Share Posted January 26, 2014 No ETA. Probably around 0.24. There's stuff I want to implement and even less time to work. For example I started rewriting the core routing logic today to increase performance.Fair enough. Will you think about releasing your own hotfix for the problems here? Link to comment Share on other sites More sharing options...
Cilph Posted January 26, 2014 Author Share Posted January 26, 2014 Fair enough. Will you think about releasing your own hotfix for the problems here?Thought about it, and if the current hotfix works, I see no point in doing it myself. I just don't have the time. It annoys me that the 0.23 release turned out to be such a disaster, but the 0.24 release will make up for it. Link to comment Share on other sites More sharing options...
AndreyATGB Posted January 26, 2014 Share Posted January 26, 2014 Thought about it, and if the current hotfix works, I see no point in doing it myself. I just don't have the time. It annoys me that the 0.23 release turned out to be such a disaster, but the 0.24 release will make up for it.Don't stress yourself, it's no disaster. It works 99% of the time I'd say and a simple game restart is almost guaranteed to fix any issues. Link to comment Share on other sites More sharing options...
theSpeare Posted January 26, 2014 Share Posted January 26, 2014 Is there a new hotfix that someone has posted that fixes these issues: - New map satellite selector which seems to do all these invisible Space Center problems and unending map zooming out - Undocking and losing connection - Coming out of vehicle loading distance and losing (omni or ant) connection with the unloaded vehicleSorry, I think I might have missed it. I keep losing track between all the dlls Link to comment Share on other sites More sharing options...
Mecripp Posted January 26, 2014 Share Posted January 26, 2014 (edited) Did you get the .30 one or .39 think it was the .30 was the best and just updated void and toolbar and some of the bugs look fixed.https://www.dropbox.com/s/jvdklgy6ce6x4wb/RemoteTech2_2014.01.08.22.30.zip Just a .dll DO NOT DELETE YOUR RT2 FOLDER.Or you can try this 1 but think .30 was best don't remember now lol https://www.dropbox.com/s/izkrq0j3scr43tv/RemoteTech2_2013.12.18.21.39.zip Edited January 26, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
wminsing Posted January 26, 2014 Share Posted January 26, 2014 So I love this mod, wondering if anyone had example craft files of good communication satellites? All of mine seem to end up being giant blocks of batteries with a couple of dishes and don't look very good. -Will Link to comment Share on other sites More sharing options...
neiromaru Posted January 26, 2014 Share Posted January 26, 2014 (edited) Edit: I realized that there is a while forum for mod problems/questions. My problem about satellites losing connections has been moved here:http://forum.kerbalspaceprogram.com/threads/67431-RT2-Satellites-Losing-Connection?p=931037#post931037 Edited January 27, 2014 by neiromaru Link to comment Share on other sites More sharing options...
R0CKSTAR3N3RGY Posted January 27, 2014 Share Posted January 27, 2014 We need an auto searching feature for when probes go out of connection; they'll cycle through communication devices and search for an active connection. Link to comment Share on other sites More sharing options...
Cilph Posted January 27, 2014 Author Share Posted January 27, 2014 We need an auto searching feature for when probes go out of connection; they'll cycle through communication devices and search for an active connection.Never going to happen. Link to comment Share on other sites More sharing options...
TheBedla Posted January 27, 2014 Share Posted January 27, 2014 Can someone please help me change dish target through savegame editing? What line do I have to change to aim at Kerbin?My Duna probe lost connection while underway (I did test, it did connect, the range is sufficient), and I have no way of sending a Kerbal there in time.Thanks!I encountered it earlier as well when one of my KEO sats lost connection, all antennas were off, even though it did have connection before (I would not have been able to position it otherwise), and it was a fun mission to rendezvous and force the antennas open in EVA. Link to comment Share on other sites More sharing options...
Resender Posted January 27, 2014 Share Posted January 27, 2014 Never going to happen.It might be possible in real life, but imagine how much lag that could introduce to the game.Reason why I'm going to be putting com relays on the following places in my lp:*Kerbin*Mün*Minmus*Ike*Dres Link to comment Share on other sites More sharing options...
kalizec Posted January 27, 2014 Share Posted January 27, 2014 Can someone please help me change dish target through savegame editing? What line do I have to change to aim at Kerbin?My Duna probe lost connection while underway (I did test, it did connect, the range is sufficient), and I have no way of sending a Kerbal there in time.Thanks!I encountered it earlier as well when one of my KEO sats lost connection, all antennas were off, even though it did have connection before (I would not have been able to position it otherwise), and it was a fun mission to rendezvous and force the antennas open in EVA.Every VESSEL consists off PARTs.Some parts are RemoteTech communication parts.Those have a line with "RTAntennaTarget" in them.Behind that is the ID of the target they are aiming at.If they are aiming at another vessel, that ID is the PID of that other VESSEL (which is listed as the first property of that vessel).I don't know what PID's are used for targeting planets. But editing the target to target a single satellite around Kerbin should also be a viable solution to restore communications. Link to comment Share on other sites More sharing options...
Cilph Posted January 27, 2014 Author Share Posted January 27, 2014 Planets use a Guid/PID derived/generated from their name. It's a bit of a hocus pocus. Might make them settable in the config file. Link to comment Share on other sites More sharing options...
TheBedla Posted January 27, 2014 Share Posted January 27, 2014 Thanks, I'll give it a shot tonight. Link to comment Share on other sites More sharing options...
Cilph Posted January 27, 2014 Author Share Posted January 27, 2014 I think I'll be playing KSP tonight for the first time in three months. We modders barely if ever get to play KSP anymore . Link to comment Share on other sites More sharing options...
theSpeare Posted January 27, 2014 Share Posted January 27, 2014 Cilph, Cilph, which hotfix number do you endorse? Link to comment Share on other sites More sharing options...
NoMrBond Posted January 27, 2014 Share Posted January 27, 2014 I think I'll be playing KSP tonight for the first time in three months. We modders barely if ever get to play KSP anymore .You don't end up playing so much as play-testing Link to comment Share on other sites More sharing options...
NJC2 Posted January 27, 2014 Share Posted January 27, 2014 Never going to happen.I think you should be able to re-target dishes if the craft has a backup omnidirectional antenna. Realistically, an omnidirectional antenna would be capable of receiving a transmission, so the Kontrollers at KSC should be able to send dish re-targeting instructions to such a craft if the dish loses connection or is accidentally pointed at the wrong thing. Link to comment Share on other sites More sharing options...
kalizec Posted January 27, 2014 Share Posted January 27, 2014 I think you should be able to re-target dishes if the craft has a backup omnidirectional antenna. Realistically, an omnidirectional antenna would be capable of receiving a transmission, so the Kontrollers at KSC should be able to send dish re-targeting instructions to such a craft if the dish loses connection or is accidentally pointed at the wrong thing.An omni-directional antenna wouldn't have a high enough gain to be able to receive said instruction. For that to work the sending dish needs to be a whole lot bigger than with the high-gain dish. But this mod currently doesn't have a mechanic for calculating actual communication distances for unequal dishes. Link to comment Share on other sites More sharing options...
Cilph Posted January 27, 2014 Author Share Posted January 27, 2014 An omni-directional antenna wouldn't have a high enough gain to be able to receive said instruction. For that to work the sending dish needs to be a whole lot bigger than with the high-gain dish. But this mod currently doesn't have a mechanic for calculating actual communication distances for unequal dishes.RangeModel = Root in the cfg file, by NathanKell Link to comment Share on other sites More sharing options...
kalizec Posted January 27, 2014 Share Posted January 27, 2014 RangeModel = Root in the cfg file, by NathanKell Interesting, will try that out sometime in the near future.(That option apparently wasn't documented, hence I didn't know it existed).Maybe I should write a bit about it after testing it out Link to comment Share on other sites More sharing options...
lyndonguitar Posted January 27, 2014 Share Posted January 27, 2014 bug on vessel duplication and blue sky still there Link to comment Share on other sites More sharing options...
AndreyATGB Posted January 27, 2014 Share Posted January 27, 2014 Interesting, will try that out sometime in the near future.(That option apparently wasn't documented, hence I didn't know it existed).Maybe I should write a bit about it after testing it out I'd be interested in an explanation. Does this mean I could use a 350Gm dish to connect to a small 90Mm dish at let's say 20Gm distance? It makes sense to me since the 350 one is significantly larger and more powerful so it should be able to detect signals from small dishes or even omnis. Link to comment Share on other sites More sharing options...
kalizec Posted January 27, 2014 Share Posted January 27, 2014 bug on vessel duplication and blue sky still thereAre you using the hotfixed version (http://forum.kerbalspaceprogram.com/threads/56399-0-23-RemoteTech-2-v1-3-3-Late-Christmas-Edition?p=901076&viewfull=1#post901076)?If so, are you seeing similar amounts and frequency of duplication and blue sky? Link to comment Share on other sites More sharing options...
Recommended Posts