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Cilph

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Yes, I'm looking to set it up for KOSMOS which I help out with, and then other stuff like AIES which I like and/or use if no-one's beaten me too it.

First I'm going to try that residual SRB burnoff thing though

Do You have a example on a AIES you wouldn't mind to share, I haven't got it to work don't know what, I'm doing wrong.

OK thank's NoMrBond

Edited by Mecripp2
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Do You have a example on a AIES you wouldn't mind to share, I haven't got it to work don't know what, I'm doing wrong.

I'll share anything I get to work as soon as I get it to work, almost the weekend so I should have some time to work on it

[Edit] Rough idea/layout for 1GM antenna

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Thoughts?

Edited by NoMrBond
Added 1GM mock-up
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actualy thats nice but how about put a bar in the middle going up(the bar in the middle would be what is actualy attacked to the top center triangle) and have the 3 outside bars also move out. then have that top center part fold into either a triangle or have just the corners move tilt up a bit.

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Not something I'd include in RT, but if you'd like to develop stockalike antennas, feel free to.

Here's a quick list I could use:

  • Retractable whip antenna for rovers. Physics!
  • Replacement for the AIES extending omni.
  • Replacement for the 500km AIES dipole.
  • Replacement for the AIES gigadish.
  • More variety.

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I like that design, but what about the scale? Looks HUGE...how does it compare in size to similar dishes?

Hah, yeah, I didn't pay attention to the scale for it (I think it ended up being 4m tall?), and there are no hinges (everything just pivots on 2 vertices) or base, or much of anything really. I just wanted to see if I could make an animation, then get it through Unity (4.3.3) into KSP at all.

Now that the answer is tentatively yes, I can start making things with an eye for fitting in form and function wise.

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Hah, yeah, I didn't pay attention to the scale for it (I think it ended up being 4m tall?), and there are no hinges (everything just pivots on 2 vertices) or base, or much of anything really. I just wanted to see if I could make an animation, then get it through Unity (4.3.3) into KSP at all.

Now that the answer is tentatively yes, I can start making things with an eye for fitting in form and function wise.

You mind if, I send you a PM ? NoMrBond

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Okay there is something seriously wrong with the RT2 1.3.3 and associated community hotfix. I have been unable to play for a couple days now. I launch the game and have noticed it consuming memory at a higher then normal rate the more sats I put up. Now I try to get into the tracking station and the screen goes blank and memory just goes up and up until it hits 3.7GB and the game crashes! I hit alt-f4 and the entire time it is in module RTDebugUnit from assembly remoteTech2!

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Okay there is something seriously wrong with the RT2 1.3.3 and associated community hotfix. I have been unable to play for a couple days now. I launch the game and have noticed it consuming memory at a higher then normal rate the more sats I put up. Now I try to get into the tracking station and the screen goes blank and memory just goes up and up until it hits 3.7GB and the game crashes! I hit alt-f4 and the entire time it is in module RTDebugUnit from assembly remoteTech2!

Can't say I have that problem but there was 2 fixes,I think but the RT.dll that the hotfix went to thought was the best.I'll post them them both 1's is just a .dll but here they are.

https://www.dropbox.com/s/jvdklgy6ce6x4wb/RemoteTech2_2014.01.08.22.30.zip

https://www.dropbox.com/s/izkrq0j3scr43tv/RemoteTech2_2013.12.18.21.39.zip

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is there a RT that does not need Module Manager?

it to problem some, and i don't need it

my RT will not work if i don't have Module Manager in the folder

Edited by MissMolly
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is there a RT that does not need Module Manager?

it to problem some, and i don't need it

my RT will not work if i don't have Module Manager in the folder

LOL MissMolly yes to use RT you have to have Module Manager.

You having problems again with Module Manager?

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LOL MissMolly yes to use RT you have to have Module Manager.

You having problems again with Module Manager?

yes i still having problems again with Module Manager when its in my folder ksp is lagging in the VAB or freezing on screen chance

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yes i still having problems again with Module Manager when its in my folder ksp is lagging in the VAB or freezing on screen chance

Where are you putting it ?

I put mine in KSP/GameData

EDIT and you sure you just have 1 some times the modder put's them in there mod folder them you can delete for you just need 1 if you have 2 can start to bug things.

Edited by Mecripp2
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make sure any entries that modmanager are writeing are right. sometimes if they wrong it can case the game to lag. once u enter the game hit alt f12 and check out the log. i can beat anything u getting a constant error. also check your install folder for the ksp.log it has everything in it that happens so u can see what it might have been doing right before the error.

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Multiples of any file in KSP (GameData folder, Plugins folder, etc) can break your game. It's best if you just install a .23 specific KSP, copy your saves over, and then redownload mods. You can spend your time doing this or hunting down duplicates files.

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Multiples of any file in KSP (GameData folder, Plugins folder, etc) can break your game. It's best if you just install a .23 specific KSP, copy your saves over, and then redownload mods. You can spend your time doing this or hunting down duplicates files.

It would be best if modder would stop putting other modder plugin in there mod's like ModuleManager.

EDIT But tell us if we need it and then we can go get the up to date 1 like toolbar now must mod's have a older version 1 in there mod and don't keep all the other modders plugins updated.

Edited by Mecripp2
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I don't really understand what you're saying but toolbar definitely works with the latest Module Manager. If fact, I think if more than one version of MM is installed than the most recent one will stop the others from running.

As Module Manager in RT2, it's needed to add the control and antenna capabilities to stock parts and parts from other mods.

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I don't really understand what you're saying but toolbar definitely works with the latest Module Manager. If fact, I think if more than one version of MM is installed than the most recent one will stop the others from running.

As Module Manager in RT2, it's needed to add the control and antenna capabilities to stock parts and parts from other mods.

I know that just that modders put other modders stuff in there mod and MM if you have a older version 1.5.5, I think it was MM 1.5.6 doesn't ask to override file so you have 2 MM and yes more less 1 override but you will get bugs like have 2 active buttons it's just bad where MM before would see there was 1 already in folder and ask to override it, point was to many modders put MM and now toolbar in there mod's and not keeping them up to date leading to people having problems.

EDIT and yes you have to have MM with RT but that doesn't mean 1 mod should put other mod's plugin in but to tell us we need it and a link to where we can get it so we can get a up to date 1 and as most people already have a mod that as to have MM or toolbar we don't need it in all the other modders folder is the point.

Edited by Mecripp2
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make sure any entries that modmanager are writeing are right. sometimes if they wrong it can case the game to lag. once u enter the game hit alt f12 and check out the log. i can beat anything u getting a constant error. also check your install folder for the ksp.log it has everything in it that happens so u can see what it might have been doing right before the error.

@sidfu the entries that are being used are what has came with the mod, and the one .cfg i was using was given to me by MeCripp works.

its not the matter of the .cfgs not working, it just that when i have ModuleManager in my KSP/GameData/ModuleManager.

i can't figure out what the problem is other then if i have ModuleManager is in all goes to hell.

but to answer my first question some how with all my fiddling with RT it works now with out ModuleManager

@BigD145 iv done that i only have one .dll and i got it from ModuleManager thread.[h=1][/h]

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@sidfu the entries that are being used are what has came with the mod, and the one .cfg i was using was given to me by MeCripp works.

its not the matter of the .cfgs not working, it just that when i have ModuleManager in my KSP/GameData/ModuleManager.

i can't figure out what the problem is other then if i have ModuleManager is in all goes to hell.

but to answer my first question some how with all my fiddling with RT it works now with out ModuleManager

@BigD145 iv done that i only have one .dll and i got it from ModuleManager thread.[h=1][/h]

MissMolly do you have a cfg that's give MechJeb to parts ? You have a bunch of NullReferenceException.

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