Stone Blue Posted March 13, 2015 Share Posted March 13, 2015 Sorry if this has been posted before but i cbf going through x number of posts. Concerning the kso mechjeb ive ran into some issues where it stays under local control. I like to use it on most my craft espically my comsats, its smaller and less ugly. After some digging around in mechjeb 2 (where the kso mechjeb part files are), and the remotetech folders i found a file called: RemoteTech_MechJeb.cfg in the remotetech folder it looks like this... //Support for MechJeb probe core// Original config by Cilph@PART[mumech_MJ2_AR202]:HAS[!MODULE[ModuleSPU]]:AFTER[MechJeb2]:NEEDS[RemoteTech]{ // Append tag to the existing part name @title ^= :$: (ModuleSPU): MODULE { name = ModuleSPU }}So i opened it with my trusty notepad++ i added this code to it...@PART[mechjebkso]:HAS[!MODULE[ModuleSPU]]:AFTER[MechJeb2]:NEEDS[RemoteTech]{ // Append tag to the existing part name @title ^= :$: (ModuleSPU): MODULE { name = ModuleSPU }} So now it looks like...// Support for MechJeb probe core// Original config by Cilph@PART[mumech_MJ2_AR202]:HAS[!MODULE[ModuleSPU]]:AFTER[MechJeb2]:NEEDS[RemoteTech]{ // Append tag to the existing part name @title ^= :$: (ModuleSPU): MODULE { name = ModuleSPU }}//Support for KSO MechJeb //Added in by freakneek@PART[mechjebkso]:HAS[!MODULE[ModuleSPU]]:AFTER[MechJeb2]:NEEDS[RemoteTech]{ // Append tag to the existing part name @title ^= :$: (ModuleSPU): MODULE { name = ModuleSPU }}Saved it as the same name (RemoteTech_MechJeb.cfg) and tested....KABOOM! it now has RemoteTech support and works.Hope this helps people who use the kso mechjeb. Could this be added in the next release? It would be my first contribution to ksp since i started 2 years ago.Thanks for the great mod and plugin and i hope my spoiler tags work im posting on my mobile phone :-pEXCELLENT!!...Thanx!I run tons of mods, so I delete parts I never use...I deleted the Mechjeb parts, and ONLY use the KSO part... Link to comment Share on other sites More sharing options...
freakneek Posted March 14, 2015 Share Posted March 14, 2015 (edited) ok here goes,So what exactly does this change do? And if it does what I think it does (marking the part as remote-controlled device?), can I just take that "name = ModuleSPU"-part for my Computer Core?/edit: and what part would I need to take? What about the @PART and @title lines, or would the Module {...} stuff suffice?ok first question - yes this implements RemoteTech to the parts.secondly - ill install Interstellar tonight and make a new cfg (to drop in the RemoteTech folder)the one i just modded for KSO is based on the code that Cilph originally configured. no promises though, im not sure if interstellar is updated to 0.90.0. All credit goes to the makers of the code so if anyone has any objections to me helping people to mod the code or feels im overstepping my bounds please let me know so i can edit/delete my posts.JUST TO AVOID ANY CRAP THIS IS NOT MY CODE IM JUST MODDING IT FOR MY OWN USE! otherwise try copying this and pasting it after the last MODULE code in the part cfg file notepad or notepad++. MAKE SURE THAT YOU DONT PASTE IT AFTER THE VERY LAST "}" IN THE FILE!!!example;MODULE{ name = XXXX xxxx = xxxx}//PASTE HERE LIKE THIS!MODULE{name = ModuleSPU}//BUT NOT AFTER THIS "}" }Give a a go and let me know otherwise if its too confusing pm me.EXCELLENT!!...Thanx!I run tons of mods, so I delete parts I never use...I deleted the Mechjeb parts, and ONLY use the KSO part... you are more than welcome just trying to help :-)happy kerbaling!freakEDIT;I've just looked at interstellar and in my honest opinion its a bit of a mess, with so many forks that i'm not going to touch it until there is a definitive version. So your better off modding the code in the respective parts cfgs as i've shown above. Edited March 14, 2015 by freakneek corrected spoilertags, stupid BB code! Link to comment Share on other sites More sharing options...
firefrog Posted March 14, 2015 Share Posted March 14, 2015 ok here goes,ok first question - yes this implements RemoteTech to the parts.secondly - ill install Interstellar tonight and make a new cfg (to drop in the RemoteTech folder)the one i just modded for KSO is based on the code that Cilph originally configured. no promises though, im not sure if interstellar is updated to 0.90.0. All credit goes to the makers of the code so if anyone has any objections to me helping people to mod the code or feels im overstepping my bounds please let me know so i can edit/delete my posts.JUST TO AVOID ANY CRAP THIS IS NOT MY CODE IM JUST MODDING IT FOR MY OWN USE! otherwise try copying this and pasting it after the last MODULE code in the part cfg file notepad or notepad++. MAKE SURE THAT YOU DONT PASTE IT AFTER THE VERY LAST "}" IN THE FILE!!!example;MODULE{ name = XXXX xxxx = xxxx}//PASTE HERE LIKE THIS!MODULE{name = ModuleSPU}//BUT NOT AFTER THIS "}" }Give a a go and let me know otherwise if its too confusing pm me.you are more than welcome just trying to help :-)happy kerbaling!freakEDIT;I've just looked at interstellar and in my honest opinion its a bit of a mess, with so many forks that i'm not going to touch it until there is a definitive version. So your better off modding the code in the respective parts cfgs as i've shown above.It did the trick. Thank you very much! Link to comment Share on other sites More sharing options...
freakneek Posted March 14, 2015 Share Posted March 14, 2015 It did the trick. Thank you very much! your most welcome :-) Link to comment Share on other sites More sharing options...
DavidHunter Posted March 15, 2015 Share Posted March 15, 2015 This was the behavior for the 0.25 version of RemoteTech, I've also asked for it to come back since I can't have the flight computer controlling the craft in any way when doing RCS thrust for maneuversGaiiden, please check out the feature request I posted on RT's GitHub: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/364. Link to comment Share on other sites More sharing options...
sarbian Posted March 15, 2015 Share Posted March 15, 2015 To the RT2 devs. I made some change in the last MJ dev version that may have some impact on RT2 interaction with MJI moved MJ from OnFlyByWire to OnAutopilotUpdate (I wanted to do it since 0.90 but always forgot) and it now respect InputLockManager. I did not have a look at RT2 code for a while but it should makes your life easier (I hope) Link to comment Share on other sites More sharing options...
cwhite850 Posted March 16, 2015 Share Posted March 16, 2015 RT2 Dev.Hi. First off, thank you for making this mod. I am new to RT, but not new to KSP. Some background info, I am currently playing career mode. I downloaded RT2, and I placed the unzipped file in the 'gamedata' file like I do all my other mods. I have unlocked the science tree up until the 500 science limit. However, none of the remote tech parts are showing up in the game. I have two questions for you. The first one is how far in the tech tree must I research before I get remote tech parts (thinking that I haven't played enough)? Second, if the parts should have already been unlocked, did I download the mod and place it in the folder incorrectly? Please give me some help or advice here! Thanks! Link to comment Share on other sites More sharing options...
erendrake Posted March 16, 2015 Share Posted March 16, 2015 RT2 Dev.Hi. First off, thank you for making this mod. I am new to RT, but not new to KSP. Some background info, I am currently playing career mode. I downloaded RT2, and I placed the unzipped file in the 'gamedata' file like I do all my other mods. I have unlocked the science tree up until the 500 science limit. However, none of the remote tech parts are showing up in the game. I have two questions for you. The first one is how far in the tech tree must I research before I get remote tech parts (thinking that I haven't played enough)? Second, if the parts should have already been unlocked, did I download the mod and place it in the folder incorrectly? Please give me some help or advice here! Thanks!have you gone back in to see if the RT part research needs to be 'purchased' in the tech tree node you have unlocked? that messes me up all the time.- - - Updated - - -To the RT2 devs. I made some change in the last MJ dev version that may have some impact on RT2 interaction with MJI moved MJ from OnFlyByWire to OnAutopilotUpdate (I wanted to do it since 0.90 but always forgot) and it now respect InputLockManager. I did not have a look at RT2 code for a while but it should makes your life easier (I hope)Thanks for the heads up we will have to try them out together. Link to comment Share on other sites More sharing options...
Mecripp Posted March 16, 2015 Share Posted March 16, 2015 RT2 Dev.Hi. First off, thank you for making this mod. I am new to RT, but not new to KSP. Some background info, I am currently playing career mode. I downloaded RT2, and I placed the unzipped file in the 'gamedata' file like I do all my other mods. I have unlocked the science tree up until the 500 science limit. However, none of the remote tech parts are showing up in the game. I have two questions for you. The first one is how far in the tech tree must I research before I get remote tech parts (thinking that I haven't played enough)? Second, if the parts should have already been unlocked, did I download the mod and place it in the folder incorrectly? Please give me some help or advice here! Thanks!The folder path should be KSP/GameData/RemoteTech more then likely you have the wrong path. Link to comment Share on other sites More sharing options...
cwhite850 Posted March 16, 2015 Share Posted March 16, 2015 have you gone back in to see if the RT part research needs to be 'purchased' in the tech tree node you have unlocked? that messes me up all the time.- - - Updated - - -Thanks for the heads up we will have to try them out together.And see, thats the problem I'm having. The parts dont even show up in the tech tree... Link to comment Share on other sites More sharing options...
cwhite850 Posted March 16, 2015 Share Posted March 16, 2015 I went and checked the path, and that is what the path reads. I know the mod is on because I see remote tech features like the red dot showing where KSC is while playing. Link to comment Share on other sites More sharing options...
WuphonsReach Posted March 17, 2015 Share Posted March 17, 2015 I went and checked the path, and that is what the path reads. I know the mod is on because I see remote tech features like the red dot showing where KSC is while playing.Which sounds a lot like you did not extract things to the correct location. Some mods have a GameData folder inside the zip file, others don't.Assuming a Steam-based install, the RemoteTech.version file, Parts and Plugin directories all need to be located in:C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\RemoteTechThe RemoteTech/ folder is the right under GameData/, with a Parts and Plugin directory below RemoteTech/. Link to comment Share on other sites More sharing options...
cwhite850 Posted March 17, 2015 Share Posted March 17, 2015 Which sounds a lot like you did not extract things to the correct location. Some mods have a GameData folder inside the zip file, others don't.Assuming a Steam-based install, the RemoteTech.version file, Parts and Plugin directories all need to be located in:C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\RemoteTechThe RemoteTech/ folder is the right under GameData/, with a Parts and Plugin directory below RemoteTech/.Yep, thats exactly how I have it extracted. You are correct that its a steam based install. Link to comment Share on other sites More sharing options...
F1refly Posted March 17, 2015 Share Posted March 17, 2015 Its been a heck of a long time since I posted here, but I finally got back into KSP and I downloaded this mod because I specifically remember it including this cool drone thing that could fold up. But I see it isn't here. And I also remember there being little mini satelites that could be dropped from craft. Where they all removed? Link to comment Share on other sites More sharing options...
cwhite850 Posted March 18, 2015 Share Posted March 18, 2015 Update: hello everyone. Here is an update on the problem I was having. The parts are now showing up in the game during sandbox mode, but not career mode. I know the first antenna should be available when you unlock stayputnik. Can anybody offer a solution or an explanation as to why? Link to comment Share on other sites More sharing options...
Solarapple Posted March 22, 2015 Share Posted March 22, 2015 I have a question: If I'm going to build a minmus network for communicating with my kerbin network, is it better to have a dish pointed at Kerbin, or just Active vessel? Link to comment Share on other sites More sharing options...
somnambulist Posted March 22, 2015 Share Posted March 22, 2015 Update: hello everyone. Here is an update on the problem I was having. The parts are now showing up in the game during sandbox mode, but not career mode. I know the first antenna should be available when you unlock stayputnik. Can anybody offer a solution or an explanation as to why?If you added RemoteTech to an existing install, you'll need to go through the tech tree and manually unlock the various antennas. Same applies for any part added after it's tech requirement is already unlocked.- - - Updated - - -I have a question: If I'm going to build a minmus network for communicating with my kerbin network, is it better to have a dish pointed at Kerbin, or just Active vessel?Point at Kerbin. Link to comment Share on other sites More sharing options...
Yemo Posted March 22, 2015 Share Posted March 22, 2015 While working on mod integration for the SETI-BalanceMod I once again hit the ec definition bump.There are a lot of mods with different ec assumptions, so I asked in the CommunityResourcePack-Thread about an effort to standardize it, any input from you guys is very welcome! Link to comment Share on other sites More sharing options...
SkyRender Posted March 24, 2015 Share Posted March 24, 2015 I must be missing something here. Probes seem to be entirely impossible to even launch under RemoteTech, because there's no way to tell them to communicate with anything without a connection. A serious bootstrapping issue, in short. I should not need another completely different mod to get this mod to even be feasible. Why do probes start out with zero connection to the launch site? They start out at the launch site! Please tell me what I'm missing here, and please don't tell me to install that smart-whatever mod to make this mod behave in a sane manner. Link to comment Share on other sites More sharing options...
Yemo Posted March 24, 2015 Share Posted March 24, 2015 I must be missing something here. Probes seem to be entirely impossible to even launch under RemoteTech, because there's no way to tell them to communicate with anything without a connection. A serious bootstrapping issue, in short. I should not need another completely different mod to get this mod to even be feasible. Why do probes start out with zero connection to the launch site? They start out at the launch site! Please tell me what I'm missing here, and please don't tell me to install that smart-whatever mod to make this mod behave in a sane manner.Reflectron DP-10, always active.A pointy end towards direction of travel, or it brakes like the other antennas. Link to comment Share on other sites More sharing options...
SkyRender Posted March 24, 2015 Share Posted March 24, 2015 (edited) Reflectron DP-10, always active.A pointy end towards direction of travel, or it brakes like the other antennas.I tried that. Hell, I've tried every single antenna. They all start out undirected, and of course RemoteTech does not let you issue any commands to a probe that has no connection, so I cannot tell it to point at Mission Control. Even if it is literally pointing right at Mission Control on the launchpad!EDIT: Alright, I found the one antenna in the entire mod that makes even a modicum of sense. Why the hell does only that antenna have the option to do the one thing you need antennae to do for a probe to function at all under RemoteTech? That strikes me as amazingly poor design. Edited March 24, 2015 by SkyRender Link to comment Share on other sites More sharing options...
Mecripp Posted March 24, 2015 Share Posted March 24, 2015 I tried that. Hell, I've tried every single antenna. They all start out undirected, and of course RemoteTech does not let you issue any commands to a probe that has no connection, so I cannot tell it to point at Mission Control. Even if it is literally pointing right at Mission Control on the launchpad!EDIT: Alright, I found the one antenna in the entire mod that makes even a modicum of sense. Why the hell does only that antenna have the option to do the one thing you need antennae to do for a probe to function at all under RemoteTech? That strikes me as amazingly poor design.If you know how to edit the cfg's you can edit out the line MaxQ= *** and that should fix it. Link to comment Share on other sites More sharing options...
Yemo Posted March 24, 2015 Share Posted March 24, 2015 [...]EDIT: Alright, I found the one antenna in the entire mod that makes even a modicum of sense. Why the hell does only that antenna have the option to do the one thing you need antennae to do for a probe to function at all under RemoteTech? That strikes me as amazingly poor design.Reflectron DP-10?Because every other antenna is intended for communication in space and only one is needed for launch/atmo...You could have 10 different ones for launch/atmo, but that would not make sense.This is the RemoteTech Guide:http://remotetechnologiesgroup.github.io/RemoteTech/guide/And in my signature, you find the SETI-BalanceMod, which adds a 160km always-on omni antenna to every probe core. Link to comment Share on other sites More sharing options...
WuphonsReach Posted March 24, 2015 Share Posted March 24, 2015 If you're not getting a control signal when you roll out a probe core to the pad with a DP-10 attached - maybe you have an install issue.The normal sequence is:a) DP-10, defaults to ON, useful within 500km of KSC (or a relay satellite) and within line-of-sight Once the rocket gets to 60+ kilometers of altitude above Kerbin, deploy a longer range antenna (Comm-16 or Comm-32 are popular choices).I typically wire the Comm-16 or Comm-32 up to the "Abort" action button in the VAB. I also wire up any solar panels that need deployment to the "Abort" action. Once my ship hits the 60+ kilometer altitude marker, I hit the abort key and all my solar panels and omnidirectional antennas unfold.c) Point directional antennas and activate them after I've reached a stable orbit.Note: Antennas like the KR-7, KR-14 can be activated and pointed at "mission control" or a satellite in KEO before you launch. They don't break in atmosphere.Keeping communication links back to KSC, even after you go "over the horizon", requires relay satellites. Something that your vessel can bounce a signal off of in order to get back to KSC. That's why we talk about satellite flocks, multiple satellites at X altitude, or having a constellation of KEO sats.The first few launches can be tricky. I suggest a rocket with 6000+ dV that burns straight up to KEO (2869km) and hangs there. It will need (2) DTS-M1 and a DP-10. One DTS-M1 points back to KSC (mission control) and the other points at "active vessel".The other alternative is to build a bunch of el-cheapo sats with Comm-16, 200 battery, and six OX-STAT panels. Toss those up in various orbits from 100km up to 800km around Kerbin until you have good coverage (i.e. 4 @ 776km, or 6 @ 450km or 8 @ 267km). Link to comment Share on other sites More sharing options...
talon_65 Posted March 25, 2015 Share Posted March 25, 2015 (edited) http://steamcommunity.com/sharedfiles/filedetails/?id=413652631Any ideas on why this wont get a connection? The connection delay says .00016s and is in the green. The Mono Tug in the middle there was the first tug I sent and I flew it straight up to the shipyard and connected with the stock Claw. The moment I connected I lost control of it and it said no connection. So then I flew over my other tug on and docked it to the ILM on the left there with the solar arrays and again the second I docked I lost control and it says No Connection again. Gonna fly over a manned ship now to see what the deal is. Both tugs are using the RC-L01 and also have the Communotron 32 onboard. the Shipyard also has a Communotron 88-88.http://steamcommunity.com/sharedfiles/filedetails/?id=413654523http://steamcommunity.com/sharedfiles/filedetails/?id=413655362To add to the problem everything else stops working as well. Can't go back to the space center, can't switch ships can't do anything except close ksp and restart the game. Edited March 25, 2015 by talon_65 Link to comment Share on other sites More sharing options...
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