Cilph Posted November 2, 2013 Author Share Posted November 2, 2013 (edited) *snip*Depends on what you want. It's an extra parameter for ModuleCommand that specifies what resource to drain. Since you removed ModuleCommand there is no need for it. If you want to have MechJeb kill connection on signal loss you can just leave ModuleCommand in and add the ModuleSPU. Throttle fix is incoming next patch. ModuleSPU requires a control source on the part or else it will disable itself. This is how it cuts interaction when the part runs out of power to run.@PART[MechJeb2_AR202]{ title = MechJeb 2 (AR202 case) (ModuleSPU) MODULE { name = ModuleSPU }}Included in next patch if my tester reports back okay results. Edited November 2, 2013 by Cilph Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 2, 2013 Share Posted November 2, 2013 Depends on what you want. It's an extra parameter for ModuleCommand that specifies what resource to drain. Since you removed ModuleCommand there is no need for it. If you want to have MechJeb kill connection on signal loss you can just leave ModuleCommand in and add the ModuleSPU. Throttle fix is incoming next patch. ModuleSPU requires a control source on the part or else it will disable itself. This is how it cuts interaction when the part runs out of power to run.@PART[MechJeb2_AR202]{ title = MechJeb 2 (AR202 case) (ModuleSPU) MODULE { name = ModuleSPU }}Included in next patch if my tester reports back okay results.I was testing default Mechjeb on a OKTO probecore probe, I attached MJ on the OKTO core itself. Out of signal range it still was able to use Smart A.S.S. to rotate ship. I will mess around with it more. To me the code ModuleCommand doesn't seem to be in there anymore. It makes it act like another pod on ship, which in newer KSP doesn't need to have it. Well I was trying to add back the power drain MJ uses that I took out. I might not be getting how ModuleSPU works completely. That might be my problem, lol. Link to comment Share on other sites More sharing options...
Cilph Posted November 2, 2013 Author Share Posted November 2, 2013 *snip*I told you MechJeb currently has an issue. It will be fixed. Chill. Just wait a day. Chill Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 2, 2013 Share Posted November 2, 2013 lol, I guess I will go try to fix something else.I told you MechJeb currently has an issue. It will be fixed. Chill. Just wait a day. Chill Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 2, 2013 Share Posted November 2, 2013 This is why my first tests didn't work:@PART[probe_size_AR202]{ MODULE { name = ModuleSPU {}Bracket was wrong direction. I'm done, lol. going to bed. Link to comment Share on other sites More sharing options...
Cilph Posted November 2, 2013 Author Share Posted November 2, 2013 (edited) Release 1.0.5:Fix MechJeb fighting over throttle and attitude.Added ModuleSPU to radial MechJeb AR202 casing. This kills functionality if connection is lost.Fix queuing for science transmissions. (I think)Added a ScreenMessage if your partmenu events are blocked due to signal loss. Edited November 2, 2013 by Cilph Link to comment Share on other sites More sharing options...
Hodo Posted November 2, 2013 Share Posted November 2, 2013 Is the ModuleManager dll there? All the part configs relating to RemoteTech is done by ModuleManager. Even the non-Squad ones. It's convenient to have all parameters in one place. What are you expecting to happen? What is not happening?The modulemanager.dll is there, the problem is nothing is happening, its exactly like normal KSP just now with new parts. I see nothing about signal paths, or any of the information that is shown in this pic....Posted previously in this thread by another person. Link to comment Share on other sites More sharing options...
Cilph Posted November 2, 2013 Author Share Posted November 2, 2013 The modulemanager.dll is there, the problem is nothing is happening, its exactly like normal KSP just now with new parts. I see nothing about signal paths, or any of the information that is shown in this pic....Posted previously in this thread by another person.Send me your KSPData/output_log.txt via Dropbox or something and I'll have a look at it for you. Know that for signal paths to appear you need to have built a network first .Do the new parts show anything in their description related to antennas? Does the map view show the button in the bottom right? Does the top left show a new graphic? Link to comment Share on other sites More sharing options...
Hodo Posted November 2, 2013 Share Posted November 2, 2013 Send me your KSPData/output_log.txt via Dropbox or something and I'll have a look at it for you. Know that for signal paths to appear you need to have built a network first .Do the new parts show anything in their description related to antennas? Does the map view show the button in the bottom right? Does the top left show a new graphic?I will look into finding that KSPData/output_log.txt and send that to you. Link to comment Share on other sites More sharing options...
therealcrow999 Posted November 3, 2013 Share Posted November 3, 2013 You might want to change the name. It's not letting MJ kill function. @PART[MechJeb2_AR202]MJ 2.0 and newer MJ 2.1 AR202 is called something else. Here is correct name:@PART[mumech_MJ2_AR202]It got me too. MJ 2.1 added new part, a redone pod. Here is code I use:@PART[mumech_MJ2_Pod]{ MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } }}Anyways thanks for quick update! Link to comment Share on other sites More sharing options...
Cilph Posted November 3, 2013 Author Share Posted November 3, 2013 (edited) snipWill stealth fix the current build. Edited November 3, 2013 by Cilph Link to comment Share on other sites More sharing options...
Sandworm Posted November 3, 2013 Share Posted November 3, 2013 Lol, too slow. I was just about to post my fix. "@PART[mumech_MJ2_AR202]" Link to comment Share on other sites More sharing options...
Cilph Posted November 3, 2013 Author Share Posted November 3, 2013 Lol, too slow. I was just about to post my fix. "@PART[mumech_MJ2_AR202]"Can you confirm all works properly with that fix? It didnt seem to affect my tester and I'm wondering if it was correctly tested . Link to comment Share on other sites More sharing options...
Sandworm Posted November 3, 2013 Share Posted November 3, 2013 (edited) Change works for me. Without any antenna, my probe with a mechjeb ar202 dies at around 3000m altitude.(lol, the thing is now bouncing up and down around 3000m as mechjeb gains and looses control)There are a couple different versions of mechjeb out there. This change only works for the latest. Might be a good idea to include both versions/names. Update: All seems well. Probe in orbit. Mechjeb control comes and goes with remotech link. Edited November 3, 2013 by Sandworm Link to comment Share on other sites More sharing options...
FellipeC Posted November 3, 2013 Share Posted November 3, 2013 I'm downloading this right now!!! Link to comment Share on other sites More sharing options...
l2y3n2 Posted November 3, 2013 Share Posted November 3, 2013 Great news, I can't play without this mod. Link to comment Share on other sites More sharing options...
Mzxs Posted November 3, 2013 Share Posted November 3, 2013 kOS can no longer intercept action group buttons ingame.i have to ask what does this mean? Link to comment Share on other sites More sharing options...
Cilph Posted November 3, 2013 Author Share Posted November 3, 2013 kOS can no longer intercept action group buttons ingame.i have to ask what does this mean?I don't use kOS but someone complained to me that kOS has an ingame editor thingy. Pressing the number buttons or space will activate your groups and does not get blocked. Link to comment Share on other sites More sharing options...
Sinner2784 Posted November 3, 2013 Share Posted November 3, 2013 i have added mechjeb to my stock probes etc. is that with remotetech possible too? Link to comment Share on other sites More sharing options...
vardicd Posted November 3, 2013 Share Posted November 3, 2013 I can't find where there might be an explanation already, but because I'm dumb, what exactly do the buttons on the map screen that this mod added do, or control, exactly? Link to comment Share on other sites More sharing options...
Mekan1k Posted November 3, 2013 Share Posted November 3, 2013 Anyone planning on re-introducing that cute little probe that was part of the first remotetech mod? Link to comment Share on other sites More sharing options...
Kethevin Posted November 3, 2013 Share Posted November 3, 2013 This might be as intended, but I want to know for sure. I noticed a reduction in science when I used the transmitter. 1.5 would be 0.6.After removing all the mods I had I narrowed it down to the ModuleManager.dll that comes with this mod.Two things happen. 1) The reduction in science. 2) Clicking the transmit button doesn't cause the antenna to extend automatically, you have to extend it and then click the blue transmit button.I'm testing it with just the starter command pod and the first antenna. Crew reports generate 1.5 science and shows 100% under the transmit button. Putting this ModuleManager.dll (10/17/2013 9:33PM), it still shows 1.5 and 100% but upon transmitting, the result it 0.6. If I recover the capsule instead of transmit, I get the expected 1.5. Link to comment Share on other sites More sharing options...
Xzabath Posted November 3, 2013 Share Posted November 3, 2013 can I just say WOOOOOHOOOOOO, love this mod, love how I need a signal to send my science also, I need those satellites before I go to duna hehe. Looks good, I noticed the download was labeled remote tech lite, what else is in the works for one of the best mod in this game?? Link to comment Share on other sites More sharing options...
Skoot Posted November 3, 2013 Share Posted November 3, 2013 Is there any way to control a probe from a nearby ship? I remember RT1 had control parts. Link to comment Share on other sites More sharing options...
Ralathon Posted November 3, 2013 Share Posted November 3, 2013 Is there any way to control a probe from a nearby ship? I remember RT1 had control parts.The big probe cores you unlock all the way in the back of the tech tree have a "Remote Command" module, as opposed to a "Remote control" module. So my guess is that those provide control when attached to a manned ship. Link to comment Share on other sites More sharing options...
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