readyFORafk Posted January 27, 2016 Share Posted January 27, 2016 well my problem was solved and I feel so stupid now: I tested every single installed mod of mine and when i deleted "Stock RT", it worked. Obviously. And now I am asking myself WHY ON EARTH did I have that anyway? Link to comment Share on other sites More sharing options...
Ant432 Posted January 27, 2016 Share Posted January 27, 2016 I have a bug where whenever i get near Mun, and my antenna is in range and line of sight to mission control, it looses communication. Link to comment Share on other sites More sharing options...
suicidejunkie Posted January 27, 2016 Share Posted January 27, 2016 Which antenna? Are you simply getting out of range? You'll want the DTS-M1 folded out and aimed in order to achieve a Kerbin-Mun link. Link to comment Share on other sites More sharing options...
Lukaseka95 Posted January 27, 2016 Share Posted January 27, 2016 Hello guys i tried to run remote tech but it seems not responding when I right click on antena, it behave like structure. Do you know how to fix this? KSP version 1.0.5 no other mods and i put remote tech folder into gamedata. Link to comment Share on other sites More sharing options...
Lukaseka95 Posted January 27, 2016 Share Posted January 27, 2016 Maybe i find solution i have downloaded: remote tech - develop, do you think this is problem? Link to comment Share on other sites More sharing options...
readyFORafk Posted January 28, 2016 Share Posted January 28, 2016 18 hours ago, Mods_o_joy said: Why cant i control a probe from a crewed station when the antennas are set to target eachn other, the crewed station does not have connection to KSC You need 6 Kerbals and a special module for that, simply having a manned probe is not sufficient. Read here, it is right under "Probe Cores" at the first page https://remotetechnologiesgroup.github.io/RemoteTech/guide/parts/ Link to comment Share on other sites More sharing options...
Stone Blue Posted January 28, 2016 Share Posted January 28, 2016 (edited) Think of it as a mobile KSC... The 6 crew act as Mission Controllers, the special probe core acts as all the Mission Control computers & stuff... Its meant so you can send it, say, to outer planets, and you can control a planetary SOI locally, without having to setup long range communications/antennas/networks/relays... Also, does away with signal delay, for use with those mods that incorporate signal delay into the game... So just like having a KSC right there in that planet's SOI... Edited January 28, 2016 by Stone Blue Link to comment Share on other sites More sharing options...
Yemo Posted January 28, 2016 Share Posted January 28, 2016 But you can change that in the configs (as was done for SETIrebalance). Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 29, 2016 Share Posted January 29, 2016 Does the level of the tracking station have any effect on the range? Link to comment Share on other sites More sharing options...
suicidejunkie Posted January 29, 2016 Share Posted January 29, 2016 If the probe is only 20m away, EVA a kerbal and then you can right click on the probe to manually repoint its antenna towards KSC. In real life, wheels and ladders are available much sooner as well KSC has a fixed range. Upgrades would be cool, but anything of practical significance would mean an orbital network isn't required. The current range is a balance decision. Link to comment Share on other sites More sharing options...
readyFORafk Posted January 31, 2016 Share Posted January 31, 2016 On 28.1.2016 at 8:59 PM, Mods_o_joy said: that does not make any Logical sense, why would i need 6 Kerbals and a Probe core to control another probe? Because you need at least 3 People to have one workplace manned 24h a day. If you need 2 workplaces to have the process of remote control up and running, you have a total of 6 kerbals necessary. On top of that: Needing less than 6 kerbals for a command station would just not be balanced in any way Link to comment Share on other sites More sharing options...
Stone Blue Posted February 1, 2016 Share Posted February 1, 2016 (edited) ^^ I see your point, but on the other hand, then why bother needing comms from KSC at all then?... No need for any type of comm relays/networks in the game then...Why bother with probes or sats at all?... just send everything manned with a couple Kerbals... IMHO, 6 Kerbals and a special core is a small balance price to pay for the full functions of a mobile KSC mission control... ??? Edited February 1, 2016 by Stone Blue Link to comment Share on other sites More sharing options...
evileye.x Posted February 3, 2016 Share Posted February 3, 2016 On 28.01.2016 at 1:51 AM, Yemo said: But you can change that in the configs (as was done for SETIrebalance). Is it possible to change remote control station requirements instead of - specific probe core and 6 kerbals to - have 2 pilots on crafts? Link to comment Share on other sites More sharing options...
bradleyjh Posted February 3, 2016 Share Posted February 3, 2016 (edited) It would be really useful if the flight computer shortly before a manuever execution would use reaction wheels or thrusters to orient towards the node indicator, orienting as the burn starts means the engine is used as well which for me now and then it creates an oscillation which results in the burn never completing and the craft just oscillating around trying to keep the node at the end of the burn until the fuel runs out. So yeah, just having the flight computer attempt to orient maybe 60 seconds before the burn? would be cool, if no reaction wheels or thrusters are available it could then just wait for the burn. EDIT: I came back to edit and say that I realized it's possible to schedule a NODE adjustment a small time before the burn will fire which will give the effect I was looking for and it looks like it's been recommended too, thanks! Edited February 4, 2016 by bradleyjh Link to comment Share on other sites More sharing options...
Speadge Posted February 3, 2016 Share Posted February 3, 2016 as i remember u have do it "manually" by telling the computer to orient itself to the node and postpone this command x minutes just before the Node burn is done. Link to comment Share on other sites More sharing options...
Yemo Posted February 3, 2016 Share Posted February 3, 2016 3 hours ago, evileye.x said: Is it possible to change remote control station requirements instead of - specific probe core and 6 kerbals to - have 2 pilots on crafts? Probably, but I do not know, I just changed it to 2 kerbals with probe core for SETIrebalance. Link to comment Share on other sites More sharing options...
Bazz01 Posted February 3, 2016 Share Posted February 3, 2016 Hello, I have a problem with this mod. When I build a rocket, adopted a little one just to get into orbit, the engine suddenly stops after 4000 meters or so, so I have no more thrust. So as if you press " X " and then I can't do anything, no push or throw launchers and the rocket falls back to the ground. With prefabricated rockets I have no problem. That depends definitely together with the mod, because without it works! Has anyone else this problem? Link to comment Share on other sites More sharing options...
gamerscircle Posted February 3, 2016 Share Posted February 3, 2016 49 minutes ago, Bazz01 said: Hello, I have a problem with this mod. When I build a rocket, adopted a little one just to get into orbit, the engine suddenly stops after 4000 meters or so, so I have no more thrust. So as if you press " X " and then I can't do anything, no push or throw launchers and the rocket falls back to the ground. With prefabricated rockets I have no problem. That depends definitely together with the mod, because without it works! Has anyone else this problem? Is the signal indicator green when launching? When when the rocket stops, what color is it? I am not an expert at all and this might be an obvious question, do you have an omni directional antenna? Link to comment Share on other sites More sharing options...
WuphonsReach Posted February 3, 2016 Share Posted February 3, 2016 1 hour ago, Bazz01 said: Hello, I have a problem with this mod. When I build a rocket, adopted a little one just to get into orbit, the engine suddenly stops after 4000 meters or so, so I have no more thrust. So as if you press " X " and then I can't do anything, no push or throw launchers and the rocket falls back to the ground. With prefabricated rockets I have no problem. That depends definitely together with the mod, because without it works! Has anyone else this problem? Probe cores have a built in 3km antenna that gets it off the pad (usually). However, you also need to add the DP-10 omnidirectional, always-on, so that once you get to about 3km of altitude you don't lose the connection to KSC. Very classic problem, I do it to myself regularly when I forget to add the always-on omnidirectional antenna. I also set a Comm-16 or Comm-32 to auto-deploy (using Smart Parts ALT-PRO hooked to the "abort" event) at 65km (plus I unfurl any solar panels and jettison the payload shroud using that same "abort" event). Link to comment Share on other sites More sharing options...
Bazz01 Posted February 3, 2016 Share Posted February 3, 2016 1 hour ago, WuphonsReach said: Probe cores have a built in 3km antenna that gets it off the pad (usually). However, you also need to add the DP-10 omnidirectional, always-on, so that once you get to about 3km of altitude you don't lose the connection to KSC. Very classic problem, I do it to myself regularly when I forget to add the always-on omnidirectional antenna. I also set a Comm-16 or Comm-32 to auto-deploy (using Smart Parts ALT-PRO hooked to the "abort" event) at 65km (plus I unfurl any solar panels and jettison the payload shroud using that same "abort" event). Oh thanks man, that was the porblem. With the DP-10 it works. :3 Link to comment Share on other sites More sharing options...
Speedster159 Posted February 6, 2016 Share Posted February 6, 2016 I'm seeing MechJeb modules that I haven't researched yet on blizzy's Toolbar. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 7, 2016 Share Posted February 7, 2016 Hi, I'm working on a simulation mod, and would like to be able to disable RT temporarily during a simulation. Is there an easy way to do this? Thanks Link to comment Share on other sites More sharing options...
Drew Kerman Posted February 7, 2016 Share Posted February 7, 2016 (edited) Not without a game restart after modifying the RT settings file to turn it off. The stillborn 7.0 had an in game toggle feature w/ a cool settings UI... Edited February 7, 2016 by Gaiiden Link to comment Share on other sites More sharing options...
younitty Posted February 9, 2016 Share Posted February 9, 2016 I do not understand why this mod is still made available considering the fact that it cannot transmit any science in career mode. The bug was reported and there is apparently a fix for it... I just downloaded the latest version on Github and it is still not working ! What am i doing wrong ? Thanks for the mod and support work nevertheless ! Link to comment Share on other sites More sharing options...
jacksa2 Posted February 9, 2016 Share Posted February 9, 2016 I am sure this is a extremely easy situation to solve, but I am having a hellofa time getting satellites connected to each other. Have 2 in geo sync orbits at 600KM, both with long range dishes and also omni directional connectors. Have both satellites pointed at each other with dishes focused on opposite. Still no connection between the two, only connection to closest red dot on kerbin. What is the issue? Link to comment Share on other sites More sharing options...
Recommended Posts