LORDPrometheus Posted March 24, 2014 Share Posted March 24, 2014 Its funny because I've had absolutely 0 issues with Remote Tech in fact the only reason I've had to scrap a career recently was due to a 666 Kraken that wouldn't go away Link to comment Share on other sites More sharing options...
Taki117 Posted March 24, 2014 Share Posted March 24, 2014 I am voicing my opinion: Please do not break backwards compatibility with .24! Link to comment Share on other sites More sharing options...
Cilph Posted March 24, 2014 Author Share Posted March 24, 2014 Recovering from a burnout. I think I know how people with ADHD feel now. Link to comment Share on other sites More sharing options...
Raven. Posted March 24, 2014 Share Posted March 24, 2014 I am voicing my opinion: Please do not break backwards compatibility with .24!? .24 is not even out yet. There's no way anyone can guarantee compatibility with 0.24. Even then, I doubt that the 0.24 update will break RT. Link to comment Share on other sites More sharing options...
Cilph Posted March 24, 2014 Author Share Posted March 24, 2014 ? .24 is not even out yet. There's no way anyone can guarantee compatibility with 0.24. Even then, I doubt that the 0.24 update will break RT.Actually if you look at the front page, I was looking for input on if the 0.24 version of RT2 should break compatibility with 0.23 saves. Given the score of about 20 against 1, it will.And 0.24 is almost guaranteed to break 0.23 RT2. It's a major mod. Link to comment Share on other sites More sharing options...
Raven. Posted March 24, 2014 Share Posted March 24, 2014 Actually if you look at the front page, I was looking for input on if the 0.24 version of RT2 should break compatibility with 0.23 saves. Given the score of about 20 against 1, it will.And 0.24 is almost guaranteed to break 0.23 RT2. It's a major mod.Well, I stand corrected then. That brings me to a question. Is there any idea of how 0.23.5 is going to effect RT2? Link to comment Share on other sites More sharing options...
LORDPrometheus Posted March 24, 2014 Share Posted March 24, 2014 Actually if you look at the front page, I was looking for input on if the 0.24 version of RT2 should break compatibility with 0.23 saves. Given the score of about 20 against 1, it will.And 0.24 is almost guaranteed to break 0.23 RT2. It's a major mod..24 is going to add new features anyway so I for one will be starting a new save no matter what. i have a feeling a lot of people will do the same. So forget forcing backwards compatibility as long as we get the mod on time Link to comment Share on other sites More sharing options...
Renaissance0321 Posted March 25, 2014 Share Posted March 25, 2014 Hello remote tech users, hopefully you will see this post. I'm having the duplication/explosion issue mentioned earlier and I tried the hotfix to no avail. Are there any other solutions? I've posted a small one minute video of the issue. Thankshttp://youtu.be/DPAOc4W3w_I Link to comment Share on other sites More sharing options...
Mecripp Posted March 25, 2014 Share Posted March 25, 2014 (edited) Hello remote tech users, hopefully you will see this post. I'm having the duplication/explosion issue mentioned earlier and I tried the hotfix to no avail. Are there any other solutions? I've posted a small one minute video of the issue. Thankshttp://youtu.be/DPAOc4W3w_IGuess you don't have a big net work up now ? can try something if you want give me a PM. Edited March 25, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
Renaissance0321 Posted March 25, 2014 Share Posted March 25, 2014 Guess you don't have a big net work up now ? can try something if you want give me a PM.Yeah I only have 3 satellites up at the moment. I found the duplicate satellites in the tracking station and I was able to delete them. Hopefully it fixes the problem for now... Link to comment Share on other sites More sharing options...
somnambulist Posted March 25, 2014 Share Posted March 25, 2014 Hello remote tech users, hopefully you will see this post. I'm having the duplication/explosion issue mentioned earlier and I tried the hotfix to no avail. Are there any other solutions? I've posted a small one minute video of the issue. Thankshttp://youtu.be/DPAOc4W3w_IDid the satellites already exist before you installed the hot fix? If so, there's a chance the duplicate already existed. Link to comment Share on other sites More sharing options...
Renaissance0321 Posted March 25, 2014 Share Posted March 25, 2014 Did the satellites already exist before you installed the hot fix? If so, there's a chance the duplicate already existed.I don't think so ... however I'm not 100%. I guess I will just have to wait and see lol. Seems like nobody else is having issues after the hotfix so maybe it will work now. Link to comment Share on other sites More sharing options...
brooklyn666 Posted March 25, 2014 Share Posted March 25, 2014 (edited) For anyone who is interested, here is cfg I made for RemoteTech2 to be used with RSS and RO. To use, simply put both cfgs in your Gamedata folder, and delete the AIES RT2 cfg if you have it.Make sure you have the following settings in your RemoteTech_Settings.cfg:ConsumptionMultiplier = 1RangeMultiplier = 1RangeModelType = RootMultipleAntennaMultiplier = somewhere between 0.25 and 1. Experiment to see what works best for you.I also suggest increasing your ground station omni range, but whether or not, and by how much is up to you.If you add this to an existing save, you may find that some of your probes/satellites are no longer in range, or don't have enough power, so I recommend only using it on a new save.Many thanks to NathanKell and RedAV8R for helping me put this together. Edited March 25, 2014 by brooklyn666 Link to comment Share on other sites More sharing options...
AndreyATGB Posted March 25, 2014 Share Posted March 25, 2014 Isn't all you did just change to the root model? Why not reduce consumption by a factor of 10 while increasing range by 10 since RSS consumes a lot more "ElectricCharge" and the distances are insane. Link to comment Share on other sites More sharing options...
brooklyn666 Posted March 25, 2014 Share Posted March 25, 2014 No, check the cfg. I changed all of the antenna stats. The current way people use RT2 with RSS is exactly what you said, but that's not realistic. I made all of the values more realistic, including "electric charge" which RO coverts to watts. And no, the distances aren't insane, they're just scaled to real life. Link to comment Share on other sites More sharing options...
Mecripp Posted March 25, 2014 Share Posted March 25, 2014 (edited) No, check the cfg. I changed all of the antenna stats. The current way people use RT2 with RSS is exactly what you said, but that's not realistic. I made all of the values more realistic, including "electric charge" which RO coverts to watts. And no, the distances aren't insane, they're just scaled to real life.There is no download ? And the range should have only changed be x10 if, I have read it right so all you had to do is add a 0 on the end of the ranges besides maybe change the power.EDIT my bad and DishAngle. and what wrong with using AIES besides the range and power need fixed ? Edited March 25, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
brooklyn666 Posted March 25, 2014 Share Posted March 25, 2014 the link is the word 'here'The point isn't to make everything the same just 10x, it's to make everything more realistic. That means some values increased, some decreased. It's balance, not simply rescale.And the AIES is fine, but it conflicts with my cfg, so don't use both. One or the other. Link to comment Share on other sites More sharing options...
Mecripp Posted March 25, 2014 Share Posted March 25, 2014 You might have just added to your post that it covered AIES and STOCK and RT2 but it looks like you forgot the probe cores and the AIES probe cores you didn't change the range. Link to comment Share on other sites More sharing options...
brooklyn666 Posted March 25, 2014 Share Posted March 25, 2014 Because in my estimation, the probe cores were fine as-is. Their built in omnis are essentially useless anyway. If you don't like it, change it, or don't use it. Link to comment Share on other sites More sharing options...
Cilph Posted March 25, 2014 Author Share Posted March 25, 2014 Well, I stand corrected then. That brings me to a question. Is there any idea of how 0.23.5 is going to effect RT2?No clue, but don't expect a fix from me for it until 0.24 hits. Link to comment Share on other sites More sharing options...
Sokar408 Posted March 25, 2014 Share Posted March 25, 2014 No clue, but don't expect a fix from me for it until 0.24 hits.I know its not exactly what remotetech is about, but that about telescope equipment and advance Asteroid spotting? Link to comment Share on other sites More sharing options...
Grunf911 Posted March 25, 2014 Share Posted March 25, 2014 (edited) Hi,I have encountered the following issue:http://www.reddit.com/r/KerbalAcademy/comments/21b4rg/station_ship_disintegrate_after_successful/Can any1 please tell me if this bug could be related to RT2 (as some1 in comments said), or not ?@ClipH - are you perhaps aware of the issue (if it is RT2 bug) and how to fix and/or work around it ?- also is there a way to disable the complete RT2 plugin functionality without removing files from GameData (I want to keep parts, but temporarily disable plugin functionality just to check if the bug i noticed was related to RT2) Edited March 25, 2014 by Grunf911 Link to comment Share on other sites More sharing options...
Kaa253 Posted March 25, 2014 Share Posted March 25, 2014 Hi,I have encountered the following issue:http://www.reddit.com/r/KerbalAcademy/comments/21b4rg/station_ship_disintegrate_after_successful/Can any1 please tell me if this bug could be related to RT2 (as some1 in comments said), or not ?....If you are using the community hotfix on the first page of this thread it is probably NOT RT2 causing your ships to come apart or explode. You should check in the tracking station however to make certain that you have not got any duplicated ships listed there (this is now a rarely occurring bug). If you have any duplicated ships listed in the tracking station then delete the duplicate versions and exploding will then cease. The separate tracking station lockup bug seems to be the only real bug coming out of the hotfix version of RT2. No known fix for that, only work-a-rounds. If you large ship is falling apart rather than violently exploding then I strongly recommend Ferram's wonderful joint reinforcement mod http://forum.kerbalspaceprogram.com/threads/55657-0-23-Kerbal-Joint-Reinforcement-v2-1-3-7-14. In my experience, the TAC parts mentioned in the reddit thread you link above have particularly weak joints. Link to comment Share on other sites More sharing options...
Grunf911 Posted March 25, 2014 Share Posted March 25, 2014 (edited) If you are using the community hotfix on the first page of this thread it is probably NOT RT2 causing your ships to come apart or explode. You should check in the tracking station however to make certain that you have not got any duplicated ships listed there (this is now a rarely occurring bug). If you have any duplicated ships listed in the tracking station then delete the duplicate versions and exploding will then cease. The separate tracking station lockup bug seems to be the only real bug coming out of the hotfix version of RT2. No known fix for that, only work-a-rounds. If you large ship is falling apart rather than violently exploding then I strongly recommend Ferram's wonderful joint reinforcement mod http://forum.kerbalspaceprogram.com/threads/55657-0-23-Kerbal-Joint-Reinforcement-v2-1-3-7-14. In my experience, the TAC parts mentioned in the reddit thread you link above have particularly weak joints.Actually i already use Joint Reinforcement system, this one way one of my other suspects for the issue. But thx for the duplication check in tracking station. Will check it, although i have never yet seen a duplicated shipI do think it is a bug somewhere as regardless of weak joints in TAC components it does not make sense in scenario 2 that the ship and station are perfectly OK when connected with fuel line, yet do a quick and violent disassemble a second later when kerbal enters capsule.My rough guess is that it deals somewhere with taking over control (or determining which module controls the joined parts), as in both cases the disintegration happened precisely when it should show the joined ship (1-2 sec after docking) Edited March 25, 2014 by Grunf911 Link to comment Share on other sites More sharing options...
Kaa253 Posted March 25, 2014 Share Posted March 25, 2014 It sounds like a KAS issue to me rather than an RT2 one. I have come to expect the unexpected spontaneous disassembly with KAS:huh: Otherwise, I am out of ideas, sorry. Link to comment Share on other sites More sharing options...
Recommended Posts