Noio Posted October 16, 2014 Share Posted October 16, 2014 There's always another probe core. Mind if we add the file to the next release?Please, feel free! Link to comment Share on other sites More sharing options...
Mecripp Posted October 16, 2014 Share Posted October 16, 2014 @Starstrider42 the problem Beale had is you can't have some RT MM with :FOR and some with :NEED. Link to comment Share on other sites More sharing options...
dtoxic Posted October 16, 2014 Share Posted October 16, 2014 hey all a quick questionis 1.5.1 compatible with 0.24? or is it only 0.25?thx Link to comment Share on other sites More sharing options...
Starstrider42 Posted October 16, 2014 Share Posted October 16, 2014 hey all a quick questionis 1.5.1 compatible with 0.24? or is it only 0.25?thxOnly 0.25, sorry. Squad did a bunch of internal code changes in the 0.24-0.25 transition, so there are a lot more compatibility problems this time around. I actually checked if 1.5.0 could run on KSP 0.24, but it didn't even load.There is a dev version for 0.24 linked from the OP, but of course it doesn't include the 1.5.1 bugfixes. Link to comment Share on other sites More sharing options...
dtoxic Posted October 16, 2014 Share Posted October 16, 2014 Only 0.25, sorry. Squad did a bunch of internal code changes in the 0.24-0.25 transition, so there are a lot more compatibility problems this time around. I actually checked if 1.5.0 could run on KSP 0.24, but it didn't even load.There is a dev version for 0.24 linked from the OP, but of course it doesn't include the 1.5.1 bugfixes.ok thank you Link to comment Share on other sites More sharing options...
somnambulist Posted October 17, 2014 Share Posted October 17, 2014 There is one and only one upgrade. And to make things clear, the upgrade's been in RemoteTech since at least the days of 0.23. Now it's just a little more obvious.Well darn, I'll come up with another way to accomplish my 'secret project' Link to comment Share on other sites More sharing options...
KerTrotsky Posted October 17, 2014 Share Posted October 17, 2014 Link to comment Share on other sites More sharing options...
Twilight Enterprises Posted October 17, 2014 Share Posted October 17, 2014 Hello all. I'm having a huge problem with the omni directional antennas not connecting with undocking ships. What I have is a remote controlled orbiter with a lander attached to it via docking clamps. Both are equipped with active antennas, however when I deploy the lander it has no connection despite still being right next to it. It's happened before in 0.23 too, is this a bug or intentional or what? Link to comment Share on other sites More sharing options...
Mecripp Posted October 17, 2014 Share Posted October 17, 2014 Hello all. I'm having a huge problem with the omni directional antennas not connecting with undocking ships. What I have is a remote controlled orbiter with a lander attached to it via docking clamps. Both are equipped with active antennas, however when I deploy the lander it has no connection despite still being right next to it. It's happened before in 0.23 too, is this a bug or intentional or what?A Screenshot could help a bunch to getting better help. Link to comment Share on other sites More sharing options...
Starstrider42 Posted October 17, 2014 Share Posted October 17, 2014 Are you relying on active vessel to connect to the orbiter? If so, you'll need your Kerbin satellites to target either the orbiter or the planet it's orbiting directly. Otherwise, they'll try to connect directly to the lander, which probably doesn't have enough range to pick up the transmission. Link to comment Share on other sites More sharing options...
toril Posted October 17, 2014 Share Posted October 17, 2014 question/suggestion was wondering if we would get dishes that actually track their target back anytime soon? and or the aeroprobe? also I really liked that small disposable probe for putting up quick dirty systems in prep for the main one. Link to comment Share on other sites More sharing options...
LostOblivion Posted October 17, 2014 Share Posted October 17, 2014 Your mod really makes the kerbal experience for me! :-)Is there a reason why engines are cut when you lose connection? I think once you lose connection, the orbiter should continue doing whatever, but without the possibility to change anything. Link to comment Share on other sites More sharing options...
KerTrotsky Posted October 17, 2014 Share Posted October 17, 2014 Are you relying on active vessel to connect to the orbiter? If so, you'll need your Kerbin satellites to target either the orbiter or the planet it's orbiting directly. Otherwise, they'll try to connect directly to the lander, which probably doesn't have enough range to pick up the transmission.Having just established my first functioning and stable Satellite Relay Network over Kerbin at 800km, I have to fully endorse the Remote Tech mod as *Level Five Awesome.*(Note : Level Five Awesome is the maximum Awesome). Link to comment Share on other sites More sharing options...
Noio Posted October 17, 2014 Share Posted October 17, 2014 (Note : Level Five Awesome is the maximum Awesome).Oh, man! I've been using the wrong scale. I thought awesomeness went to eleven. Link to comment Share on other sites More sharing options...
Superfluous J Posted October 17, 2014 Share Posted October 17, 2014 Your mod really makes the kerbal experience for me! :-)Is there a reason why engines are cut when you lose connection? I think once you lose connection, the orbiter should continue doing whatever, but without the possibility to change anything.Your probe will do anything you program it to do (I use maneuver nodes for this but you could also program it by hand) even without a connection at the time the program event kicks off. Turning off the engines when you're just controlling the ship fly-by-wire is a safeguard I for one am happy to have. Link to comment Share on other sites More sharing options...
xXIndestructibleEVAXx Posted October 17, 2014 Share Posted October 17, 2014 (edited) Nice mod, have some Rep! On my list to get Soon!TMEdit: can't give you rep now, maybe later. I just gave rep for Custom Asteroids! Edited October 17, 2014 by xXIndestructibleEVAXx Mistake Link to comment Share on other sites More sharing options...
mkrco Posted October 18, 2014 Share Posted October 18, 2014 I've just been trying out remotetech for the first time. I'm highly intrigued by the concept. But I've encountered a problem. I launched my first satellite in Kerbin's orbit with an omnidirectional antenna and a couple of dishes (for Mun and Minmus). I placed that one in a polar orbit. I then placed a second satellite into an equatorial orbit, and everything seemed fine. The two satellites were able to communicate with one another and KSP pretty much how I expected. I'd then time-warp for a while just to see how the connections behaved between the two satellites. And I started noticing that occasionally they wouldn't connect when I was expecting them to. They both had omnidirectional antennas and were within range with a clear line of sight. Then when I tried to save and quit I'd find that I was unable to. Seems that some part of KSP crashed. It wouldn't let me go out to the main menu, or switch spacecraft, or do anything else really. My mechjeb orbital info readouts said 0 for all my orbital parameters all of a sudden.I then tried again, and each time I use remote tech everything works fine for the first few minutes, but after a bit of time-warping a similar crash seems to occur. Has anyone encountered anything similar. Any ideas on how I can diagnose the problem? Link to comment Share on other sites More sharing options...
xXIndestructibleEVAXx Posted October 18, 2014 Share Posted October 18, 2014 Hey does this work with probe cores from other mods? Link to comment Share on other sites More sharing options...
AetherGoddess Posted October 18, 2014 Share Posted October 18, 2014 (edited) [...] Seems that some part of KSP crashed. It wouldn't let me go out to the main menu, or switch spacecraft, or do anything else really. My mechjeb orbital info readouts said 0 for all my orbital parameters all of a sudden.[...]This is a common symptom of getting too close to KSPs internal memory limits. ActiveTextureManagement, the -OpenGL command line option, removing unused parts and (more importantly) textures from GameData, and (for linux and OSX only) switching to the x64 version can all help this. WinX64 is very unstable right now, so a lot of mod makers don't support it. there is a rumor going around that we might have a clue to that, since DDSLoader is showing some stability improvements in Winx64 if only DDS textures are loaded. Hey does this work with probe cores from other mods?Yes and no. there is a MM patch to fix known probe cores specifically, and there is a general patch that tries to fix all other cores, but it's not psychic, and there will always be at least one or two probe cores that slip past. probe cores that DON'T get a fixing will act like a kerbal pilot, (i.e. local control: no signal checking, no signal delay, and no flight comupter) but will otherwise act as intended. Edited October 18, 2014 by AetherGoddess readability Link to comment Share on other sites More sharing options...
S1gmoid Posted October 19, 2014 Share Posted October 19, 2014 Hey guys,Here's a suggestion that I guess would be cool to include in the RT pack. A surface-mounted, no-nonsense probe core as a backup to manned missions (plus it adds the Flight Computer which is, quite honestly, awesome).For this mock-up, I just used the 3D assets of the Engineer chip from Kerbal Engineer Redux by Cybutek, but I'm planning on creating a model for it properly.PART{ // --- general parameters --- name = RTFlightComputer module = Part author = Koralio // --- asset parameters --- mesh = EngineerChip.DAE scale = 1.0 texture = EngineerChipHighRes.png specPower = 0.5 rimFalloff = 3 alphaCutoff = 0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, -0.03, 0.0, 0.0, -1.0, 0.0 // --- editor parameters --- TechRequired = flightControl entryCost = 100 cost = 100 category = Control subcategory = 0 title = Flight Control Computer manufacturer = Jebediah Kerman's Junkyard and Spaceship Parts Co. description = After days of complaining from Bob Kerman about how unmanned probes are easier to pilot than the pods he trusts with his very life, we have come up with this breakthrough innovation, the flight control computer especially made for manned vessels. With appropriate antennas, it allows remote control too, as an added bonus. While it MIGHT look like the guts of a Stayputnik torn out and hastily re-packaged, we promise that it isn't. Not. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,1 // --- standard part parameters --- mass = 0.000001 dragModelType = default maximum_drag = 0 minimum_drag = 0 angularDrag = 0 crashTolerance = 15 maxTemp = 3600 MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.02777778 } } MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 1000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } }} Link to comment Share on other sites More sharing options...
nuclearping Posted October 19, 2014 Share Posted October 19, 2014 Latest version 1.5.1 from GitHub. KSP x86 0.25. Fresh install. Barely any mods. New game.I built a simple 2.5 asp. staged lifter vessel with a Quad Coupler on its top and 4 small satellites to deploy. I noticed flickering of GUI windows. So I hit Alt+F2 to KSP Debug Console. It is filled with messages like: ArgumentException: Getting control 2's position in a group with only 2 controls when doing RepaintAborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.DoToggle (Boolean value, UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.Toggle (Boolean value, System.String text, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at RemoteTech.RTUtil.StateButton[Int32] (System.String text, Int32 state, Int32 value, System.Action`1 onStateChange, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at RemoteTech.AntennaFragment.Draw () [0x00000] in <filename unknown>:0 at RemoteTech.AntennaWindow.Window (Int32 uid) [0x00000] in <filename unknown>:0 at RemoteTech.AbstractWindow.WindowPre (Int32 uid) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1)GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)Mods:19.10.2014 16:42 <DIR> 000_Toolbar19.10.2014 16:56 <DIR> ActiveTextureManagement19.10.2014 18:08 <DIR> BoJaN19.10.2014 16:43 <DIR> BoulderCo19.10.2014 16:40 <DIR> Chatterer19.10.2014 16:44 <DIR> Contracts Window19.10.2014 16:44 <DIR> CrewManifest19.10.2014 16:45 <DIR> DeadlyReentry19.10.2014 16:46 <DIR> DistantObject19.10.2014 16:37 <DIR> DMagic Orbital Science19.10.2014 16:46 <DIR> EditorExtensions19.10.2014 16:37 <DIR> EnhancedNavBall19.10.2014 16:31 <DIR> EnvironmentalVisualEnhancements19.10.2014 17:05 <DIR> FerramAerospaceResearch19.10.2014 16:48 <DIR> FinePrint19.10.2014 16:58 <DIR> HaystackContinued19.10.2014 16:35 <DIR> KAS19.10.2014 16:49 <DIR> KerbalJointReinforcement19.10.2014 16:56 <DIR> Kethane19.10.2014 18:08 <DIR> KSPCalendar19.10.2014 16:35 <DIR> MagicSmokeIndustries19.10.2014 16:34 <DIR> MechJeb219.10.2014 16:51 44.544 ModuleManager.2.5.0.dll19.10.2014 16:35 46.080 ModuleManager.2.5.1.dll19.10.2014 16:15 <DIR> NASAmission19.10.2014 16:51 <DIR> NavyFish19.10.2014 16:51 <DIR> RealChute19.10.2014 17:10 <DIR> RemoteTech19.10.2014 16:52 <DIR> SelectRoot19.10.2014 16:15 <DIR> Squad19.10.2014 16:35 <DIR> StationScience19.10.2014 16:56 <DIR> TacFuelBalancer19.10.2014 16:40 <DIR> TextureReplacer19.10.2014 16:36 <DIR> ThunderAerospace19.10.2014 16:58 <DIR> TimeControl19.10.2014 16:36 <DIR> TriggerTech19.10.2014 16:53 <DIR> VNG Link to comment Share on other sites More sharing options...
S1gmoid Posted October 19, 2014 Share Posted October 19, 2014 Latest version 1.5.1 from GitHub. KSP x86 0.25. Fresh install. Barely any mods. New game....Mods:19.10.2014 16:42 <DIR> 000_Toolbar19.10.2014 16:56 <DIR> ActiveTextureManagement19.10.2014 18:08 <DIR> BoJaN19.10.2014 16:43 <DIR> BoulderCo19.10.2014 16:40 <DIR> Chatterer19.10.2014 16:44 <DIR> Contracts Window19.10.2014 16:44 <DIR> CrewManifest19.10.2014 16:45 <DIR> DeadlyReentry19.10.2014 16:46 <DIR> DistantObject19.10.2014 16:37 <DIR> DMagic Orbital Science19.10.2014 16:46 <DIR> EditorExtensions19.10.2014 16:37 <DIR> EnhancedNavBall19.10.2014 16:31 <DIR> EnvironmentalVisualEnhancements19.10.2014 17:05 <DIR> FerramAerospaceResearch19.10.2014 16:48 <DIR> FinePrint19.10.2014 16:58 <DIR> HaystackContinued19.10.2014 16:35 <DIR> KAS19.10.2014 16:49 <DIR> KerbalJointReinforcement19.10.2014 16:56 <DIR> Kethane19.10.2014 18:08 <DIR> KSPCalendar19.10.2014 16:35 <DIR> MagicSmokeIndustries19.10.2014 16:34 <DIR> MechJeb219.10.2014 16:51 44.544 ModuleManager.2.5.0.dll19.10.2014 16:35 46.080 ModuleManager.2.5.1.dll19.10.2014 16:15 <DIR> NASAmission19.10.2014 16:51 <DIR> NavyFish19.10.2014 16:51 <DIR> RealChute19.10.2014 17:10 <DIR> RemoteTech19.10.2014 16:52 <DIR> SelectRoot19.10.2014 16:15 <DIR> Squad19.10.2014 16:35 <DIR> StationScience19.10.2014 16:56 <DIR> TacFuelBalancer19.10.2014 16:40 <DIR> TextureReplacer19.10.2014 16:36 <DIR> ThunderAerospace19.10.2014 16:58 <DIR> TimeControl19.10.2014 16:36 <DIR> TriggerTech19.10.2014 16:53 <DIR> VNGYou call that "barely any"? I suggest you try with RT only, to see if the problem persists. Link to comment Share on other sites More sharing options...
Mecripp Posted October 19, 2014 Share Posted October 19, 2014 Latest version 1.5.1 from GitHub. KSP x86 0.25. Fresh install. Barely any mods. New game.I built a simple 2.5 asp. staged lifter vessel with a Quad Coupler on its top and 4 small satellites to deploy. I noticed flickering of GUI windows. So I hit Alt+F2 to KSP Debug Console. It is filled with messages like: ArgumentException: Getting control 2's position in a group with only 2 controls when doing RepaintAborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.DoToggle (Boolean value, UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.Toggle (Boolean value, System.String text, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at RemoteTech.RTUtil.StateButton[Int32] (System.String text, Int32 state, Int32 value, System.Action`1 onStateChange, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at RemoteTech.AntennaFragment.Draw () [0x00000] in <filename unknown>:0 at RemoteTech.AntennaWindow.Window (Int32 uid) [0x00000] in <filename unknown>:0 at RemoteTech.AbstractWindow.WindowPre (Int32 uid) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1)GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)Mods:19.10.2014 16:42 <DIR> 000_Toolbar19.10.2014 16:56 <DIR> ActiveTextureManagement19.10.2014 18:08 <DIR> BoJaN19.10.2014 16:43 <DIR> BoulderCo19.10.2014 16:40 <DIR> Chatterer19.10.2014 16:44 <DIR> Contracts Window19.10.2014 16:44 <DIR> CrewManifest19.10.2014 16:45 <DIR> DeadlyReentry19.10.2014 16:46 <DIR> DistantObject19.10.2014 16:37 <DIR> DMagic Orbital Science19.10.2014 16:46 <DIR> EditorExtensions19.10.2014 16:37 <DIR> EnhancedNavBall19.10.2014 16:31 <DIR> EnvironmentalVisualEnhancements19.10.2014 17:05 <DIR> FerramAerospaceResearch19.10.2014 16:48 <DIR> FinePrint19.10.2014 16:58 <DIR> HaystackContinued19.10.2014 16:35 <DIR> KAS19.10.2014 16:49 <DIR> KerbalJointReinforcement19.10.2014 16:56 <DIR> Kethane19.10.2014 18:08 <DIR> KSPCalendar19.10.2014 16:35 <DIR> MagicSmokeIndustries19.10.2014 16:34 <DIR> MechJeb219.10.2014 16:51 44.544 ModuleManager.2.5.0.dll <------- HERE19.10.2014 16:35 46.080 ModuleManager.2.5.1.dll <------- HERE pick 119.10.2014 16:15 <DIR> NASAmission19.10.2014 16:51 <DIR> NavyFish19.10.2014 16:51 <DIR> RealChute19.10.2014 17:10 <DIR> RemoteTech19.10.2014 16:52 <DIR> SelectRoot19.10.2014 16:15 <DIR> Squad19.10.2014 16:35 <DIR> StationScience19.10.2014 16:56 <DIR> TacFuelBalancer19.10.2014 16:40 <DIR> TextureReplacer19.10.2014 16:36 <DIR> ThunderAerospace19.10.2014 16:58 <DIR> TimeControl19.10.2014 16:36 <DIR> TriggerTech19.10.2014 16:53 <DIR> VNGAnd take out 1 of the ModuleManager you just need 1 if you have 2 RT can get buggy Link to comment Share on other sites More sharing options...
nuclearping Posted October 19, 2014 Share Posted October 19, 2014 You call that "barely any"? I suggest you try with RT only, to see if the problem persists.Compared to my 0.24 directory thats like half. And take out 1 of the ModuleManager you just need 1 if you have 2 RT can get buggyThanks, gonna try that. Link to comment Share on other sites More sharing options...
S1gmoid Posted October 19, 2014 Share Posted October 19, 2014 By the way, does RT2 integrate well with Kerbal Alarm Clock? I'd like to be able to set a command and leave the vessel on rails, and be returned for it to execute, even if I don't have connection at that time. Link to comment Share on other sites More sharing options...
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