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[1.1] RemoteTech v1.6.10 [2016-04-12]


Peppie23

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Well I figured it out. The rocket wants to see communication as it's flying, and the "stock" built-in antenna, has a range of less then 2000m. Once I used an antenna the rocket stages properly.

IIRC, all the stock probe cores are upgraded to have antennas with 3000m range. Include the Reflectron DP-10 on all your probes and you'll be fine. Well, you'll be able to launch and stage--fine is up to you. :)

- - - Updated - - -

You should be able to do basic things with a satellite if it has a signal coming in even if its dish isn't activated. Like being able to activate said dish. I keep running into the issue that I cant areobrake with the dish open but if I close the dish the satellite is unreachable. Or maybe add a pre programming option like "Reactivate dish in x amount of time." Similar to the wake up functions nasa uses for satellites that take decades long missions.
You can do this with action groups, I believe. Bound the dish activation action to an action group, then execute that command with a delay.

You don't even need action groups. I have a probe on its way to Duna. After I set the appropriate (I hope) delay in the flight computer, any command you click on through the right click menu for a part gets added to the queue.

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...With RemoteTech, you can simulate signal delay from KSC to ship, but it seems nobody cares about the delay from ship to KSC.

You are watching the ship and taking your decisions in real time, even if your decisions are delayed!...

Well in the old days of RT1, this was done by having the signal delay be a round trip delay. You would simply wait twice as long for the probe to visualy act on a command, simulating not only an uplink delay for the command, but also a downlink delay for the visual feed and telemetry.

Of course this in actuality is simply doubling the delay RT imparts on commands. You can still do this with with RT2; simply halve the speed of light in the config file (Once RemoteTech has been run once, you can find it in: GameData\RemoteTech\RemoteTech_Settings.cfg.

the value you need to change is:


SpeedOfLight = 3E+08

to


SpeedOfLight = 1.5E+08

This is in fact what I do. I would be a proponent of the realism of a round trip delay, but I also see the need to maybe constrict the possible max delays you would be experiencing in-game, simply from a gamemechanic viewpoint.

Edited by JDP
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Here is an idea, what if you were to add a system that made a limit to the number of satellites in a constellation? Or a limit to the number of sats a single satellite can connect to? For instance, sat1 has a max connection number of 2, including ksc as a satellite, meaning it can only link up to one more satellite before you experience "lag", basically making it impossible for it to do more than two things at once? That way from a gameplay perspective you could have "specialist" satellites, like science, mapping, communications, etc. to have contracts for. Then make a part to increase the processing power so that you may have several satellites having commands sent to them from one central hub.then make the ksc limited similarly in career mode, I.e. One sat, two sats, then four sats.

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Tracking station is verboten for me -- at least half the time the game freezes up when attempting to enter the tracking center from the space center and I've not been able to figure out why.

This usually happens for me when I undock crafts.

Renaming crafts after undocking should solve the problem

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RT hasn't changed. Any part that has ModuleCommand but not ModuleSPU provides local control. Does your station have any third-party parts that act as probe cores? They may not be configured for RT.

I just checked, the following 'interesting' parts are on the station:

  • RC-L01 probe core
  • Cupola
  • Hitchhiker

All of them should be fine, no?

Well, I'll take it as strange bug and ship up an antenna anyway :wink:

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I've been using RT for a while, but am new to 1.6.2 and KSP 0.90. I've been using 1.4.1 and KSP 0.24.2 but have recently made the jump forward. When using the flight computer, it is failing to keep the orientation as commanded when the craft looses signal with a ground station. Has something changed in RT between 1.4.1 and 1.6.2 that requires a different method of programming the flight computer?

As an example, I'm telling the computer to orient towards orbital prograde, and then prescribing a 2,500m/s burn @ 100% throttle. I hit 'burn' and the system starts counting down the dV change and holds orientation only as long as the craft has signal.

Thanks!

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I just checked, the following 'interesting' parts are on the station:

  • RC-L01 probe core
  • Cupola
  • Hitchhiker

All of them should be fine, no?

Well, I'll take it as strange bug and ship up an antenna anyway :wink:

The hitchhiker doesn't have ModuleCommand in stock, but some mods add command capability to it. If some mod gave the hitchhiker a built-in probe core (ModuleCommand with minimum crew of zero), that could cause what you've been seeing.

Edited by undercoveryankee
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Even if you play IVA like with Probe Control Room, you're still looking at real-time data from your spacecraft.

Oh, I didn't know about Probe Control Room, thank you. Very nice idea, looking definitely more appealing than a god/3rd-person view.

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Hi.

I'm not sure about this. Is it possible that the omnidirectional antennas only connect to another omnidirectional one? I thought one antenna can connect with every antenna in range, but I played around a little, trying to establish a relay network around kerbin. All satallites had one Communotron 32 to communicate with the other raley satellites or KSC and one long range dish for deep space connections.

Do I need at least two (three for the one over KSC) omnis on each satellite?

Ahh, forgot to write what happens. Some Sats lose connection, but when I switch to them connections there again. But switching back to my ship some connections break up.

Edited by Benji
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Hi.

I'm not sure about this. Is it possible that the omnidirectional antennas only connect to another omnidirectional one? I thought one antenna can connect with every antenna in range, but I played around a little, trying to establish a relay network around kerbin. All satallites had one Communotron 32 to communicate with the other raley satellites or KSC and one long range dish for deep space connections.

Do I need at least two (three for the one over KSC) omnis on each satellite?

Ahh, forgot to write what happens. Some Sats lose connection, but when I switch to them connections there again. But switching back to my ship some connections break up.

An omni can communicate with a dish that is within the omni's range and pointed in the right direction. One omni can communicate with as many other antennas as are in range; the only advantage of multiple omnis is extended range in Root range mode.

If you have satellites that are connected when active, but don't relay when you switch to another ship, the most likely cause is a dish targeting "active vessel" that's no longer pointing in a useful direction for the intended relay.

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I merged the two GameData files and this is what I got. That's how I was taught to install mods but it's still not working!

Are you overwriting a previous install of RT? If so, delete the RemoteTech folder from the GameData folder and then install it again.

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I will try this and see if it works.

Edit: I removed ATM (didn't need it) and re-installed RT the same problem still occurs.

Does your install look like KSP/GameData/Remotetech ? looking at the one screen you posted the dll wasn't loaded.

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Can the Flight Computer please be reverted to behave like in 1.5.x and earlier where clicking on NODE, TGT, CUSTOM, etc would toggle them off if they were set as the current Mode? Otherwise it's impossible to schedule the Flight Computer to disable the current Mode since using the X to cancel it does not obey any delayed signal time that is input in the bottom-right text box

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If the code for RemoteTech where running, your timewarp control (The bit up in the upper-left corner of the screen where you can change timewarp and see which time it is) would have an extra field showing you your current signal delay and giving you access to the flight computer. Since this is not there, the only conclusion is that you either are running a very old version of RemoteTech or that RemoteTech isn't running at all.

To check if the code part of the plugin is even installed, you should look in GameData\RemoteTech\Plugins. If you don't find a file called RemoteTech.dll in there, then something very important is definitely missing.

There also seems to be some issues with loading textures. It doesn't look like the texture for the dish you are using is loaded.

If everything is in its place within your GameData folder, there might be some file access problems within KSP. If your game folder is somewhere in a folder like Documents, this can sometimes occur.

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To check if the code part of the plugin is even installed, you should look in GameData\RemoteTech\Plugins. If you don't find a file called RemoteTech.dll in there, then something very important is definitely missing.

This could be the problem I don't have a gamedata\remotetech\plugins folder.

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Hey just a quick question. IIRC, RT-configured antennas always stay deployed even after transmitting. I'm guessing this is a tweak in the part.cfg somewhere. Can someone clue me in on what it is plz?

If your trying to get the stock antennas to stay deployed try editing the cfg and it's

DeployFxModules = 0
and change it to
DeployFxModules = 1
or delete the whole line.
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