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To add RT or not to add RT


flyboy67109

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I have a hard decision to make and need some input for the experts on this forum. I'm considering adding Remote Tech Mod to KSP but have several remote flights already active that I don't want to kill. One option is start the game over with Remote Tech. Another is to edit the save file and add the parts needed to the file. I've done this before but it's a LOT of work and take several tries before I get it right. A Third option is to add Remote Tech and just let the remote flights "die" and move on. What so you think I should do? The current mods that I have are Kerbal Attachment System, Kethane, MechJeb, TacLifeSupport, and Kerbal Alarm Clock.

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As far as I know, with Remote Tech you also need to build a network of communication satellites. That's a lot of launches and replacing your "dead" hardware during that would probably not be significant part of that effort.

Or you can use KAS, and attach necessary antennas to your satellites using that.

Or you can deploy upgraded satellite on launchpad, quicksave, and switch the two crafts in the quicksave file.

In the end, it's all up to what you consider the best approach given your playing style.

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This thread confuses me... :S

Then don't visit the B9 release thread, whatever you do. >_<

If it were my game, I'd use the existing save and do as Kasuha suggested: use KAS to send out missions to refurb existing hardware to be re-purposed for use with RT. For satellites that need to be moved, it's an opportunity to build a carrier and tug to re-position them on-site.

If I weren't already running the ragged edge of memory with all the mods I have currently, I'd be doing just that myself, come to think of it.

The ONLY down-side I can think of relates to a bug I just read about, where RT can cause a ship to duplicate itself, INSIDE itself, resulting in a horrific explosion and loss-of-mission. If you have a recent quicksave, it's possible to restore it and remove the dupe from the Tracking Center view, but if not, well... There go all the nice things. :/

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Deadweasel: I don't think you caught my joke

*Points at username* :D

(release thread -> RT -> Hehehehehe!)

How many remote flights do you have in flight? If its not too many you should just edit the save file to add the parts, or add them via KAS (like Kasuha suggested) to be a bit more legitimate; if you have loads of flights I understand this would be pain.

The other question (if you don't mind restarting) is how many ships/stations do you have that you don't want/need to have RT on, if you have loads you don't want to restart and lose them all, but if its like 1 station you might as well restart.

As far as I know, with Remote Tech you also need to build a network of communication satellites.

The Mission Control at KSC allows you control anything up to just past Minmus (if it has a receiver) without needing satellites; further than that and you will need some!

Edited by Random Tank
missed name
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Well here's the skinny on RT. The logistical work required to set up a communications network is no small task, and not something that should be done mid-save. As well, RT has some nasty bugs that may really screw with you. Ships can sometimes duplicate themselves and explode, leaving debris (and your dreams ;) ) everywhere. RT cannot be turned off, so your network will need to be rock solid, even for trivial and quick missions. It's a great mod, but the aforementioned should be known before jumping in. Hope this helps!

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Deadweasel: I don't think you caught my joke

*Points at username* :D

(release thread -> RT -> Hehehehehe!)

How many remote flights do you have in flight? If its not too many you should just edit the save file to add the parts, or add them via KAS (like Kasuha suggested) to be a bit more legitimate; if you have loads of flights I understand this would be pain

I did miss that, sorry! :D

As to editing the save file: eep! Have you ever tried adding on a part to an existing ship? Getting the attach point and orientation right is so finicky and tricky as to be near impossible, from what I've seen. Removing parts isn't such a big deal (unless the parts to be removed are acting as an attachment point for other parts), but honestly I think I'd just have more fun with a bona-fide purpose for building a mission, similar to intentionally leaving a kerbal stranded on another world so you can go rescue him, instead of simply using the "Terminate Flight" function in the Tracking Center.

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I agree, make it into a nice little project with KAS! If it's dumping debris it's much easier to winch + retrograde burn to de-orbit, but with flights you want up there it'd be a cool challenge to add all of the antenna! You got any interplanetary flights currently? They're gonna be a pain...

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According to the save file, I have 39 flights in progress. I have a Kethane base on Mun with one remote rover I could easily add an antenna in game as well as a similar base on Minmus. I have three stations in orbit around Kerbin that I could add antenna to easily, as well. I have two Kethane probes around Mun and Minums that I don't need anymore but one on the way to Duna that I'll need to add an antenna to. I have landers on the way to Laythe, Eeloo, Dres, and Eve as well as on that has already landed on Momo.

I've added parts to ship in the file all the time. I ride the lightrail to work and one of the things I do for fun is see if I can create a ship using only a text editor. Most times, I can get it to work but other times I get crazy looking ships that I could never build in game. Usually, they end with explosions. So, adding a part is just a matter of finding the coordinates and placing the part. It's a little more complicated then that but you know what I mean.

What's holding me off is the memory issue and the bugs I'm hearing about. Is there a way to "turn off" RT once I have it installed? With TacLifeSupport you can and wondering if a similar feature exists in RT. That way I can use RT moving forward with other probes and turn it off when I need to gather the data from a non-RT probe.

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If it were up to me, I'd boil it down to how much I'm attached to the already-running missions. If they're expendable and easily replacable, I say go for it. But if they're "vital" and big pain to replicate...I'd skip adding Remote Tech.

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just copy and paste all of your ksp files into another folder and then add RT to one of them to see if you like it

I once had two games. Modded KSP and vanilla KSP

I normally have between 2 and 5 save games depending on what I am testing out.

Get remotetech for all (if it updated for the current version) which uses modulemanager to add remote control ability to all probe cores so you don`t lose your old ships as long as they have an antenna on them.

If they don`t have antenna you might have to start running two saves until you finish those missions and mothball the old save (or play two saves)

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How many remote flights do you have in flight? If its not too many you should just edit the save file to add the parts, or add them via KAS (like Kasuha suggested) to be a bit more legitimate; if you have loads of flights I understand this would be pain.

The other question (if you don't mind restarting) is how many ships/stations do you have that you don't want/need to have RT on, if you have loads you don't want to restart and lose them all, but if its like 1 station you might as well restart.

The Mission Control at KSC allows you control anything up to just past Minmus (if it has a receiver) without needing satellites; further than that and you will need some!

RT works off of line of sight, so yes, the KSC will control everything to just past Minmus, but that's only if the probe is in line of sight of the KSC. You still need to relay that signal if your probe is on the opposite side of Kerbin (or if the Mun or Minmus gets in the way).

Well here's the skinny on RT. The logistical work required to set up a communications network is no small task, and not something that should be done mid-save. As well, RT has some nasty bugs that may really screw with you. Ships can sometimes duplicate themselves and explode, leaving debris (and your dreams ;) ) everywhere. RT cannot be turned off, so your network will need to be rock solid, even for trivial and quick missions. It's a great mod, but the aforementioned should

be known before jumping in. Hope this helps!

He's not kidding, there is some planning that needs to go into setting up a comms network. This is not something that you can stick at the end of the rocket and put it at an arbitrary altitude. This is something that has to planned, and your launch vehicle will need some precision. For example, in my save, I got six comm sats that have 3 hour orbital periods and are a perfect 60 degrees apart from one another on the same plane. This was tedious to get setup, and it took a lot of precision. The good side though, is that I can control any probe with 5,000,000 meters of Kerbin no matter where that probe is in relation to the KSC.

However, there is a community fix that is posted in the first post of the RT release thread that fixes the duplication bug. I would grab that.

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I use RT and love it. Setting up an effective comms network is a fun and interesting challenge. The added realism from downtimes due to being in a shadow adds the need to better plan your missions and make effective use of the flight computer so maneuvers can be performed when no signal is present.

Also with the bug fix available RT works perfectly with zero issues for me.

As far as what to do, I would install RT and start a new save. A fresh career with RT was very fun for me, you may like it just as much.

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I've really enjoyed playing with remote tech. I feel you need a life support mod to go with it though. Otherwise there's no point in probing anything.

Add TAC into the mix and you'll have a fun choice between short manned missions or long remote ones, both with advantages and disadvantages.

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just copy and paste all of your ksp files into another folder and then add RT to one of them to see if you like it

I once had two games. Modded KSP and vanilla KSP

I normally have between 2 and 5 save games depending on what I am testing out.

Are you sure you're talking about completely independent game installations --- each of which can have several save games of their own, even with identical names, and don't share a bit --- like Robbii6 does?

It seems to me you're saying "2-5 save games in one and the same single installation". I've been completely wrong before, though.

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Are you sure you're talking about completely independent game installations --- each of which can have several save games of their own, even with identical names, and don't share a bit --- like Robbii6 does?

It seems to me you're saying "2-5 save games in one and the same single installation". I've been completely wrong before, though.

I have 5 installations so I can have different mod sets. I just re-read my post and it`s not clear...

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O.P., in my opinion RemoteTech is fabulous for three things: one, being "forced" to set up communications networks adds a whole set of fun missions. Two, managing a flight on a long communications delay adds a fun challenge. Three, missions going "wrong" due to communications gaffes adds another fun Kerbal way to blow things up.

Given that you're already good at part-editing vessels using a text editor, don't worry about finding that daunting. Note also that a lot of your vessels "may just work" already, e.g., probe cores with antennas built-in, any station or satellite which you gave an antenna or commdish to "just for looks", etc.

I'd say, duplicate your save game file, install RemoteTech, and see how it goes ... if worst comes to worst and you hate it, you've got your save file backup to revert to.

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RemoteTech is one of the mods that can be a real pain in the kerbocks when added to an existing save: antennas are not directed or activated, crafts without any appropriate antennas ...

You would have to visit every piece of hardware you wanted to keep in use with either a Kerbal or a relay probe flying under 3km to establish contact with KSC.

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