SickSix Posted December 22, 2014 Share Posted December 22, 2014 Where do I put the module manager.dll ?? Thanks. Link to comment Share on other sites More sharing options...
Mecripp Posted December 22, 2014 Share Posted December 22, 2014 Where do I put the module manager.dll ?? Thanks.If you don't already have one just put it in KSP/GameData but you just need 1. Link to comment Share on other sites More sharing options...
bdito Posted December 22, 2014 Share Posted December 22, 2014 Where do I put the module manager.dll ?? Thanks.In the GameData folder. It should NOT be nested in any other folders.So it should be c:/......./Kerbal Space Program/GameData/ModuleManager 2.5.x.dll Link to comment Share on other sites More sharing options...
hakan Posted December 23, 2014 Share Posted December 23, 2014 "$vref" : "#/ckan/ksp-avc" can be used for the version.Really? I have to test this, but if it works, it would make some of my work tremendously easier The fact that the name, description, resources, install, depends, etc. isn't parsed from a file in the distributable (eg an expanded .version file) is IMO a bit of a mistake in the design of CKAN.Obviously this would be simple to implement and entirely compatible with some mods still having everything defined in the ckan file.True... But then again, one of the first ideas was that there should be no additional burden on the mod author, which also lead to the success of CKAN.Do you mind to open up an issue on github for your suggestion so it does not get buried in the forum? Link to comment Share on other sites More sharing options...
madbadger2742 Posted December 23, 2014 Share Posted December 23, 2014 Gameplay question:With the .90 addition of orientation nodes to probes, and particularly with the per-probe "skill level", are there plans to implement some kind of limitations to the flight computer?eg: If I build my probe with an OKTO, shouldn't the RT flight computer be unable to target a maneuver node? Link to comment Share on other sites More sharing options...
Peppie23 Posted December 23, 2014 Author Share Posted December 23, 2014 @madbadger2742 Not planned right now but this is a good idea! I'll take it on our list Link to comment Share on other sites More sharing options...
mattuw Posted December 23, 2014 Share Posted December 23, 2014 (edited) I think I am having a small problem and I believe it is RemoteTech 1.5.2 in 0.9. I am doing the contract that is for launching a new satellite into orbit and when I am getting it into orbit it is not registering it as a space station. It has batteries, docking ports, and I put on all the antennas to test it and then connected them to KSC but it still did not work. Any ideas?EDIT: I have realized I never put a core on the station, sorry! Edited December 23, 2014 by mattuw Link to comment Share on other sites More sharing options...
OminousPenguin Posted December 23, 2014 Share Posted December 23, 2014 Really? I have to test this, but if it works, it would make some of my work tremendously easier Looking it up more deeply maybe this doesn't work - https://github.com/KSP-CKAN/CKAN/blob/master/Spec.md#vref - It sounds like you put that string in the netkan file and then when you use netkan.exe to generate the ckan file it pulls the version in then, and it is only the .ckan file that gets checked into the meta repo isn't it?However, I get the impression that if you use "$kref" : "#/ckan/kerbalstuff/:id" then new releases are automatically grabbed from Kerbal Stuff - If one works but the other doesn't then that seems very strange.True... But then again, one of the first ideas was that there should be no additional burden on the mod author, which also lead to the success of CKAN.Do you mind to open up an issue on github for your suggestion so it does not get buried in the forum?Will do Link to comment Share on other sites More sharing options...
madbadger2742 Posted December 23, 2014 Share Posted December 23, 2014 good idea! I'll take it on our listI look forward to it. Link to comment Share on other sites More sharing options...
Errol Posted December 23, 2014 Share Posted December 23, 2014 Gameplay question:With the .90 addition of orientation nodes to probes, and particularly with the per-probe "skill level", are there plans to implement some kind of limitations to the flight computer?eg: If I build my probe with an OKTO, shouldn't the RT flight computer be unable to target a maneuver node?I second this motion. All in favour?My two cents: I would love to see a check box style option that modifies the stayputnik and the little launch antenna to be available at the start. This allows you to re-create the actual sputnik mission, within a logical and balanced game experience. Personally I miodified my own .cfgs for this, but having it as an option with RT, so that you aren't starting with manned missions, I think could be an essential part of "hard mode" careers. Link to comment Share on other sites More sharing options...
Gryphon Posted December 23, 2014 Share Posted December 23, 2014 I would love to see a check box style option that modifies the stayputnik and the little launch antenna to be available at the start.Yes, I want to start unmanned, too. However, I think this sort of change is more appropriate to a tech tree mod, separate from RT. Link to comment Share on other sites More sharing options...
hakan Posted December 23, 2014 Share Posted December 23, 2014 Looking it up more deeply maybe this doesn't work - https://github.com/KSP-CKAN/CKAN/blob/master/Spec.md#vref - It sounds like you put that string in the netkan file and then when you use netkan.exe to generate the ckan file it pulls the version in then, and it is only the .ckan file that gets checked into the meta repo isn't it?However, I get the impression that if you use "$kref" : "#/ckan/kerbalstuff/:id" then new releases are automatically grabbed from Kerbal Stuff - If one works but the other doesn't then that seems very strange.If you create a netkan file, then the netkan-bot, which runs once hourly, will check what's available and create ckans from it, if necessary.If the said netkan file holds a "$kref" to kerbalstuff, the metadata will be loaded from kerbalstuff, if it's ".../github/...", then we will index github releases.What the "$vref" in the netkan files will do is that it will populate "ksp_version", "ksp_min_version" and "ksp_max_version" from the AVC version file, if exactly one exists in the addon zip file (found out while experimenting). This will be done during the above mentioned netkan inflation phase.But we hijacked enough of the RemoteTech thread, maybe an admin could move the CKAN postings in this thread to the proper one? Link to comment Share on other sites More sharing options...
INSULINt Posted December 24, 2014 Share Posted December 24, 2014 Another idea for the flight comp would be to limit it based on what probe cores you have unlocked in the tech tree. So basically as you unlock stuff things like the stayputnik get "software patches". Link to comment Share on other sites More sharing options...
ctbram Posted December 24, 2014 Share Posted December 24, 2014 A friend just skyped me that 0.90 of RT2 is released. I just checked kerbalstuff, and curse and it's still the 0.25 version. Can someone please confirm if it's ported to 0.90 and if so where the heck is it hiding? Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 24, 2014 Share Posted December 24, 2014 (edited) A friend just skyped me that 0.90 of RT2 is released. I just checked kerbalstuff, and curse and it's still the 0.25 version. Can someone please confirm if it's ported to 0.90 and if so where the heck is it hiding?1.5.2 _is_ compatible with 0.90, says so in the version file. But it hasn't been updated on kerbalstuff yet:https://github.com/RemoteTechnologiesGroup/RemoteTech/releases/tag/v1.5.2 Edited December 24, 2014 by linuxgurugamer Link to comment Share on other sites More sharing options...
davidjjdj Posted December 24, 2014 Share Posted December 24, 2014 (edited) I cannot change my orientation on my satellites after local control is lost, I have connection to KSC and can use my engines, the orientation seems to be locked even with reaction wheels turning and engine gimbals. Any thoughts?EDIT: Now it is completely screwed, all of my flights lose control and break apart upon loading now, not sure if it was Remote Tech which caused it but I uninstalled it anyways. Edited December 24, 2014 by davidjjdj Link to comment Share on other sites More sharing options...
Xgkkp Posted December 24, 2014 Share Posted December 24, 2014 If the said netkan file holds a "$kref" to kerbalstuff, the metadata will be loaded from kerbalstuff, if it's ".../github/...", then we will index github releases....But we hijacked enough of the RemoteTech thread, maybe an admin could move the CKAN postings in this thread to the proper one?Overall I think it's better to use KerbalStuff - as the version compatibility is automatically filled. It's just that the KerbalStuff version is lagging behind by a few days (and I'm sure it will be shortly fixed). Link to comment Share on other sites More sharing options...
BootDisc Posted December 24, 2014 Share Posted December 24, 2014 Seems cone angle (at least on the 88-88) breaks if you target mission control in 1.5.2. I had to edit my save and point it back at just Kerbin, then everything worked fine. If I can confirm, I will throw an issue in github. Link to comment Share on other sites More sharing options...
Pono Posted December 24, 2014 Share Posted December 24, 2014 1.5.1 and 1.5.2 breaks (is no longer displayed) my inflight speed info above the navball, the GMT/mission clock and locks up the keys (pressing escape highlights all of the lights,brakes,gear buttons, but doesn't bring up the menu) this is all on beta .90. Also when you press the map (solar system) button Kerbin doesn't show and you have to alt tab out of KSP at that point. I didn't have any issues before beta, and I've isolated the issue down to this mod. Has anyone else had the same issues? Thanks in advance! Link to comment Share on other sites More sharing options...
Wisq Posted December 24, 2014 Share Posted December 24, 2014 Seems cone angle (at least on the 88-88) breaks if you target mission control in 1.5.2. I had to edit my save and point it back at just Kerbin, then everything worked fine. If I can confirm, I will throw an issue in github.As far as I know, it's always worked this way. You only get cone effects if you target a planet / moon. Targeting another ship or targeting Mission Control always ignore the cone. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 25, 2014 Share Posted December 25, 2014 Just an FYI, the first message in this thead still says 1.5.1, and I know that 1.5.2 is out since I installed it yesterday.Thanks Link to comment Share on other sites More sharing options...
Peppie23 Posted December 25, 2014 Author Share Posted December 25, 2014 I've notified Startstrider42 to update the topic and also kerbalstuff Link to comment Share on other sites More sharing options...
Ziff Posted December 25, 2014 Share Posted December 25, 2014 Seems cone angle (at least on the 88-88) breaks if you target mission control in 1.5.2. I had to edit my save and point it back at just Kerbin, then everything worked fine. If I can confirm, I will throw an issue in github.That's because you are targeting a direct vessel. Target Kerbin itself and you should see a cone. Link to comment Share on other sites More sharing options...
Kobymaru Posted December 25, 2014 Share Posted December 25, 2014 Hi, is there a way to temporarily disable an antenna that is used for the command connection? It's for earobraking.The basic Idea is:- Command Antenna to disable 30 seconds after command arrives- Command Antenna to enable 5 minutes after command arrivesI tried to do that, but after I disable the antenna on the craft, the "deactivate" button does not turn into an "activate" button until the command arrives and the antenna is actually already down. Link to comment Share on other sites More sharing options...
Peppie23 Posted December 25, 2014 Author Share Posted December 25, 2014 @Kobymaru you only can do this by an action group. Look here: http://remotetechnologiesgroup.github.io/RemoteTech/tutorials/reentry/#antenna-deploymentHi, is there a way to temporarily disable an antenna that is used for the command connection? It's for earobraking.The basic Idea is:- Command Antenna to disable 30 seconds after command arrives- Command Antenna to enable 5 minutes after command arrivesI tried to do that, but after I disable the antenna on the craft, the "deactivate" button does not turn into an "activate" button until the command arrives and the antenna is actually already down. Link to comment Share on other sites More sharing options...
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