Poofer Posted April 13, 2016 Share Posted April 13, 2016 yeah, i though this was a stock bug, even put an issue ticket :/. so it was remote tech Link to comment Share on other sites More sharing options...
artemisrain Posted April 13, 2016 Share Posted April 13, 2016 2 minutes ago, Poofer said: yeah, i though this was a stock bug, even put an issue ticket :/. so it was remote tech Go retract it so you don't waste the dev's time. Testing is fundamental to the science, my friend. :-) Link to comment Share on other sites More sharing options...
Poofer Posted April 13, 2016 Share Posted April 13, 2016 1 minute ago, artemisrain said: Go retract it so you don't waste the dev's time. Testing is fundamental to the science, my friend. :-) well i mentioned that the bug was not stock, as to how to delete the entry, idk how ¯\_(ツ)_/¯ Link to comment Share on other sites More sharing options...
greyfade Posted April 13, 2016 Share Posted April 13, 2016 57 minutes ago, angrycannibal said: Edit: I have tried the 32 bit version and I still have the same problem. Also I guess it is worth noting I am using windows 10. I don't think the version or OS has anything to do with the issue. I'm seeing the problem on Linux as well. This is clearly a bug in the mod. Link to comment Share on other sites More sharing options...
tomek.piotrowski Posted April 13, 2016 Share Posted April 13, 2016 Thanks for the bug report guys! We'll look into it. (Next time please report it on our bug tracker on Github, it will speed up the process) Link to comment Share on other sites More sharing options...
komodo Posted April 13, 2016 Share Posted April 13, 2016 Is there any way/chance that the RT config could be made accessible by modulemanager? I know a couple mods would love to access the settings globally, and for myself, I maintain a tweaks folder of assorted personal adjustments/balances; having a "one stop shop", with out adjustment on each release is always handy i may be talking out my hat, as I haven't tried in a while. I know last time, it was unsuccessful for whatever reason. In any case, huge thanks for picking up the baton, I'm looking forward to unleashing RT on 1.1 soon! (Who's betting on 1.1.1 though, despite the testing? ) Link to comment Share on other sites More sharing options...
Phineas Freak Posted April 13, 2016 Share Posted April 13, 2016 (edited) @komodoit is already accessible, that's how RSS makes all the required changes to the tracking stations: https://github.com/KSP-RO/RealSolarSystem/blob/master/GameData/RealSolarSystem/RemoteTech_Settings.cfg Just create a "RemoteTech_Config.cfg" file and populate it at least with the following block: RemoteTechSettings { <user settings> } And replace the <user settings> with your personal parameters (RT wiki). Edited April 13, 2016 by Phineas Freak Link to comment Share on other sites More sharing options...
WintericeUK Posted April 13, 2016 Share Posted April 13, 2016 14 hours ago, Stone Blue said: Shoot... Thanx for searching those up, WintericeUK...Wish I had seen your post before you found them though.. I have copies WITH the original links pasted into the files, so I could have saved you the trouble of thread dumpster-diving searching... I only managed to get to about page 107 in the end, by then I had a headache from skimming so many pages . At least someone has those configs backed up in case they disappear though! With the loss of KerbalStuff the community seems to have lost quite a few small mods where the developer either lost the source or has left the community. I'm looking forward to actually being able to use MJ parts again with 1.1 though, I've always had to part prune in the past to keep my KSP slightly more stable >.< Link to comment Share on other sites More sharing options...
ExEvolution Posted April 13, 2016 Share Posted April 13, 2016 9 hours ago, angrycannibal said: I am having an issue with the new version RT breaking the contract system. Even with no other mods installed and with a new save game. I can accept contracts but as soon as I enter the vehicle assembly building or space plane hanger the contracts become unassigned. I have not tried is re-installing KSP 1.1. Edit: I have tried the 32 bit version and I still have the same problem. Also I guess it is worth noting I am using windows 10. I seem to have fixed this by deleting all the files in the RemoteTech\Plugins directory except for RemoteTech.dll I'll report back if anything breaks. Link to comment Share on other sites More sharing options...
tomek.piotrowski Posted April 13, 2016 Share Posted April 13, 2016 1.6.11 is up. Released April 13, 2016 Make sure you remove the old GameData/RemoteTech directory first! Fix RT build process - invalid .zip contained some extra files and caused bugs Download: http://spacedock.info/mod/520/RemoteTech Please report any bugs here: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues Link to comment Share on other sites More sharing options...
chrisl Posted April 13, 2016 Share Posted April 13, 2016 When setting up a new part, how do you setup the ModuleRTAntenna Module so that it knows the MaxQ is only applied when the part is active? Link to comment Share on other sites More sharing options...
JohnWittle Posted April 13, 2016 Share Posted April 13, 2016 Howdy guys I am currently using the custom RemoteTech.dll to fix the ScienceAlert bug, but I have simultaneously run into the "can't transmit science from mobile lab" bug, which is unfortunately *also* fixed by installing a custom dll. Oh wait, actually I just saw that *one* of these bugs is fixed for 1.6.10. But are *both* bugs fixed? Why can't somebody just patch *sciencealert* to fix the sciencealert bug, since it is so much simpler and, once patched, can probably be left alone? Or is that bug fixed by now? Link to comment Share on other sites More sharing options...
Phineas Freak Posted April 13, 2016 Share Posted April 13, 2016 (edited) @chrislDefine the parameter "MaxQ = <FLOAT>" in the main ModuleRTAntenna module (not inside the TRANSMITTER{} block) and give it a value. RT uses 6000 Pa for example. Edited April 13, 2016 by Phineas Freak Forgot the tag Link to comment Share on other sites More sharing options...
Rodger Posted April 13, 2016 Share Posted April 13, 2016 Does this version have the "easy mode" option where you can activate antennas without a connection? (I.E. what Remote Tech XF did) Link to comment Share on other sites More sharing options...
tomek.piotrowski Posted April 13, 2016 Share Posted April 13, 2016 57 minutes ago, Rodger said: Does this version have the "easy mode" option where you can activate antennas without a connection? (I.E. what Remote Tech XF did) Nope, we plan on releasing it in 1.7. Hard to tell how much time that's going to take given that all current devs are new to the project. Link to comment Share on other sites More sharing options...
chrisl Posted April 13, 2016 Share Posted April 13, 2016 3 hours ago, Phineas Freak said: @chrislDefine the parameter "MaxQ = <FLOAT>" in the main ModuleRTAntenna module (not inside the TRANSMITTER{} block) and give it a value. RT uses 6000 Pa for example. Tried that. I have "MaxQ = 6000" but when I launch a rocket with this antenna retracted, as soon as I hit about 100m/s the antenna gets ripped off. The antenna starts off retracted but it also has a deployed setting where it extends (sort of like the normal Communotron). When it's retracted, it's supposed to be protected from atmospheric effects but that obviously isn't the case. I just can't figure out how to set things up so that it's protected when it's retracted, and not protected when it's extended. Link to comment Share on other sites More sharing options...
JohnnyPanzer Posted April 13, 2016 Share Posted April 13, 2016 3 minutes ago, chrisl said: Tried that. I have "MaxQ = 6000" but when I launch a rocket with this antenna retracted, as soon as I hit about 100m/s the antenna gets ripped off. The antenna starts off retracted but it also has a deployed setting where it extends (sort of like the normal Communotron). When it's retracted, it's supposed to be protected from atmospheric effects but that obviously isn't the case. I just can't figure out how to set things up so that it's protected when it's retracted, and not protected when it's extended. That's downright odd. Could you post your code? Link to comment Share on other sites More sharing options...
chrisl Posted April 13, 2016 Share Posted April 13, 2016 Just now, JohnnyPanzer said: That's downright odd. Could you post your code? I should point out that we're working on a part of RO and the part it question is from RN_Skylab. Trying to add a RemoteTech antenna to the main Skylab part. The entire section we're working with is: @PART[skylab]:NEEDS[RemoteTech]:AFTER[RealismOverhaul] { !MODULE[ModuleDataTransmitter] {} %MODULE[ModuleRTAntenna] { %Mode0OmniRange = 0 %Mode1OmniRange = 6000000 %MaxQ = 60000 %EnergyCost = 0.36 %DeployFxModules = 0 %TRANSMITTER { %PacketInterval = 0.4 %PacketSize = 1 %PacketResourceCost = 8.0 } } %MODULE[ModuleSPUPassive] {} } Link to comment Share on other sites More sharing options...
JohnnyPanzer Posted April 13, 2016 Share Posted April 13, 2016 A shot in the dark here, but don't you need this as well? @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } I know I've had some issues earlier when I skipped that part. Do I know why? Nope. I "write code" much like a monkey with a brush and some feces "produce art"... Link to comment Share on other sites More sharing options...
ExEvolution Posted April 13, 2016 Share Posted April 13, 2016 5 hours ago, tomek.piotrowski said: 1.6.11 is up. Released April 13, 2016 Make sure you remove the old GameData/RemoteTech directory first! Fix RT build process - invalid .zip contained some extra files and caused bugs Download: http://spacedock.info/mod/520/RemoteTech Please report any bugs here: https://github.com/RemoteTechnologiesGroup/RemoteTech/issues Success! Glad my little report was the right answer. Link to comment Share on other sites More sharing options...
tomek.piotrowski Posted April 13, 2016 Share Posted April 13, 2016 Just now, ExEvolution said: Success! Glad my little report was the right answer. It got me on the right track. You deserve all the credit Link to comment Share on other sites More sharing options...
Yemo Posted April 13, 2016 Share Posted April 13, 2016 Hey, I would like to make an MM patch which makes probe control independent of the connection, but retains the necessity for a connection when transmitting science. While that would by simple by removing the ModuleSPU, that also means that omni antennas integrated into the probe cores do not work anymore (eg the 3km technology perk, which is useful for rovers). My idea was, to replace the ModuleSPU with a ModuleSPUPassive. That works fine for giving manned command pods integrated omni antennas. Unfortunately it removes control from probe cores, even when they are connected. Would it be possible for you to change that behaviour so that a probe core with a ModuleSPUPassive allows an integrated omni antenna to work for science transmission, but still giving the player full control as if it does not have a ModuelSPU? That would essentially allow a config emulating AntennaRange while retaining the awesome RT flight computer. Thank you very much! Link to comment Share on other sites More sharing options...
ExEvolution Posted April 13, 2016 Share Posted April 13, 2016 (edited) So I have a question about the flight computer. In older versions I used to disable signal delay because I didn't understand the flight computer. Now I understand it, but whenever I use any of the hold direction options, or tell the computer to execute a burn, my crafts wobble around the node in a circle and I can't figure out why. The mass is symmetrical and I have no problems holding direction without the flight computer, but as soon as I activate it, it acts up. Not sure if a bug or an odd interaction with another mod I use. Don't want to post a bug report without knowing if it is actually a bug however. Modlist Volume in drive D is Samsung 850 Pro Volume Serial Number is 3A03-7F50 Directory of D:\Other Games\Kerbal Space Program (Modded Instances)\KSP 1.1\GameData 04/13/2016 02:55 PM <DIR> . 04/13/2016 02:55 PM <DIR> .. 04/05/2016 03:09 PM <DIR> 000_Toolbar 04/04/2016 08:32 PM <DIR> 000_USITools 03/29/2016 03:12 AM <DIR> B9_Aerospace_ProceduralWings 04/11/2016 11:17 AM <DIR> Better Science Labs Continued 04/04/2016 08:40 PM <DIR> BetterBurnTime 03/29/2016 07:36 PM <DIR> BetterCrewAssignment 04/04/2016 08:33 PM <DIR> UmbraSpaceIndustries 04/11/2016 11:23 AM <DIR> CommunityResourcePack 11/22/2015 06:15 PM <DIR> CommunityTechTree 04/13/2016 06:10 AM <DIR> ContractConfigurator 04/13/2016 06:08 AM <DIR> ContractPacks 04/02/2016 02:52 PM <DIR> CustomBarnKit 03/30/2016 04:40 PM <DIR> DefaultActionGroups 04/11/2016 11:30 AM <DIR> DistantObject 04/03/2016 12:43 PM <DIR> DMagicOrbitalScience 04/11/2016 11:41 AM <DIR> EditorExtensionsRedux 03/31/2016 02:22 PM <DIR> EnvironmentalVisualEnhancements 04/04/2016 03:10 PM <DIR> FieldExperience 04/04/2016 08:32 PM <DIR> Firespitter 04/11/2016 11:15 AM <DIR> FuelTanksPlus 03/30/2016 12:36 PM <DIR> InterstellarFuelSwitch 11/05/2014 12:23 PM <DIR> JSI 04/13/2016 07:15 AM <DIR> KerbalEngineer 12/12/2015 12:17 PM <DIR> KerbalFoundries 04/01/2016 02:43 PM <DIR> KerbalJointReinforcement 04/13/2016 07:15 AM <DIR> KSP-AVC 03/29/2016 09:16 PM <DIR> KWCommunityFixes 03/29/2016 09:10 PM <DIR> KWRocketry 04/11/2016 11:15 AM <DIR> LETech 12/08/2015 10:37 AM <DIR> MagicSmokeIndustries 03/30/2016 10:30 PM <DIR> MinAmbience 04/03/2016 05:00 PM <DIR> TweakScale 04/05/2016 08:45 PM <DIR> TriggerTech 04/11/2016 11:15 AM <DIR> ModRocketSys 03/29/2016 11:50 PM <DIR> ModularFlightIntegrator 03/26/2016 10:03 PM <DIR> TarsierSpaceTech 04/11/2016 11:11 AM <DIR> StripSymmetry 04/02/2016 07:29 AM <DIR> Strategia 03/06/2016 10:19 AM <DIR> StockVisualEnhancements 04/06/2016 03:17 PM <DIR> StageRecovery 04/04/2016 08:30 PM <DIR> Squad 04/05/2016 12:00 AM <DIR> SmokeScreen 04/10/2016 12:04 PM <DIR> NavyFish 04/13/2016 08:36 AM <DIR> PersistentRotation 11/28/2015 07:22 AM <DIR> PlanetShine 04/13/2016 05:48 AM <DIR> PluginData 04/12/2016 11:15 PM <DIR> PreciseManeuver 04/05/2016 09:48 AM <DIR> ProceduralFairings 02/05/2016 04:58 PM <DIR> RCSBuildAid 03/29/2016 09:37 PM <DIR> RealChute 04/13/2016 09:00 AM <DIR> RemoteTech 04/01/2016 07:57 AM <DIR> SafeChute 04/05/2016 10:16 AM <DIR> SCANsat 04/05/2016 06:08 AM <DIR> scatterer 02/17/2016 01:59 AM <DIR> Science-Full-reward 04/12/2016 10:20 PM <DIR> ShipManifest 03/29/2016 06:41 PM <DIR> WiderContractsApp 11/17/2015 08:53 AM 695 ModuleManagerLicense.md 04/13/2016 07:15 AM 58,872 ModuleManager.TechTree 04/13/2016 07:15 AM 6,851 ModuleManager.Physics 04/13/2016 07:15 AM 226,246 ModuleManager.ConfigSHA 04/13/2016 07:15 AM 3,554,980 ModuleManager.ConfigCache 04/11/2016 10:14 PM 61,440 ModuleManager.2.6.21.dll 03/30/2016 01:09 PM 61,440 ModuleManager.2.6.18.dll 04/13/2016 08:52 AM 2,952 toolbar-settings.dat 04/13/2016 02:55 PM 0 modlist.txt 04/12/2016 12:37 PM 842 MM_LICENSE.md 04/12/2016 12:39 PM 154 build.txt 04/11/2016 11:08 AM 46,080 SmartStage.dll 12 File(s) 4,020,552 bytes 59 Dir(s) 40,219,021,312 bytes free Could this be related to https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/431 ? Edited April 13, 2016 by ExEvolution Link to comment Share on other sites More sharing options...
tomek.piotrowski Posted April 13, 2016 Share Posted April 13, 2016 8 minutes ago, Yemo said: Hey, I would like to make an MM patch which makes probe control independent of the connection, but retains the necessity for a connection when transmitting science. While that would by simple by removing the ModuleSPU, that also means that omni antennas integrated into the probe cores do not work anymore (eg the 3km technology perk, which is useful for rovers). My idea was, to replace the ModuleSPU with a ModuleSPUPassive. That works fine for giving manned command pods integrated omni antennas. Unfortunately it removes control from probe cores, even when they are connected. Would it be possible for you to change that behaviour so that a probe core with a ModuleSPUPassive allows an integrated omni antenna to work for science transmission, but still giving the player full control as if it does not have a ModuelSPU? That would essentially allow a config emulating AntennaRange while retaining the awesome RT flight computer. Thank you very much! Please create an issue on our bug tracker for this. Otherwise it will get lost here. 4 minutes ago, ExEvolution said: So I have a question about the flight computer. In older versions I used to disable signal delay because I didn't understand the flight computer. Now I understand it, but whenever I use any of the hold direction options, or tell the computer to execute a burn, my crafts wobble around the node in a circle and I can't figure out why. The mass is symmetrical and I have no problems holding direction without the flight computer, but as soon as I activate it, it acts up. Not sure if a bug or an odd interaction with another mod I use. Don't want to post a bug report without knowing if it is actually a bug however. Modlist Volume in drive D is Samsung 850 Pro Volume Serial Number is 3A03-7F50 Directory of D:\Other Games\Kerbal Space Program (Modded Instances)\KSP 1.1\GameData 04/13/2016 02:55 PM <DIR> . 04/13/2016 02:55 PM <DIR> .. 04/05/2016 03:09 PM <DIR> 000_Toolbar 04/04/2016 08:32 PM <DIR> 000_USITools 03/29/2016 03:12 AM <DIR> B9_Aerospace_ProceduralWings 04/11/2016 11:17 AM <DIR> Better Science Labs Continued 04/04/2016 08:40 PM <DIR> BetterBurnTime 03/29/2016 07:36 PM <DIR> BetterCrewAssignment 04/04/2016 08:33 PM <DIR> UmbraSpaceIndustries 04/11/2016 11:23 AM <DIR> CommunityResourcePack 11/22/2015 06:15 PM <DIR> CommunityTechTree 04/13/2016 06:10 AM <DIR> ContractConfigurator 04/13/2016 06:08 AM <DIR> ContractPacks 04/02/2016 02:52 PM <DIR> CustomBarnKit 03/30/2016 04:40 PM <DIR> DefaultActionGroups 04/11/2016 11:30 AM <DIR> DistantObject 04/03/2016 12:43 PM <DIR> DMagicOrbitalScience 04/11/2016 11:41 AM <DIR> EditorExtensionsRedux 03/31/2016 02:22 PM <DIR> EnvironmentalVisualEnhancements 04/04/2016 03:10 PM <DIR> FieldExperience 04/04/2016 08:32 PM <DIR> Firespitter 04/11/2016 11:15 AM <DIR> FuelTanksPlus 03/30/2016 12:36 PM <DIR> InterstellarFuelSwitch 11/05/2014 12:23 PM <DIR> JSI 04/13/2016 07:15 AM <DIR> KerbalEngineer 12/12/2015 12:17 PM <DIR> KerbalFoundries 04/01/2016 02:43 PM <DIR> KerbalJointReinforcement 04/13/2016 07:15 AM <DIR> KSP-AVC 03/29/2016 09:16 PM <DIR> KWCommunityFixes 03/29/2016 09:10 PM <DIR> KWRocketry 04/11/2016 11:15 AM <DIR> LETech 12/08/2015 10:37 AM <DIR> MagicSmokeIndustries 03/30/2016 10:30 PM <DIR> MinAmbience 04/03/2016 05:00 PM <DIR> TweakScale 04/05/2016 08:45 PM <DIR> TriggerTech 04/11/2016 11:15 AM <DIR> ModRocketSys 03/29/2016 11:50 PM <DIR> ModularFlightIntegrator 03/26/2016 10:03 PM <DIR> TarsierSpaceTech 04/11/2016 11:11 AM <DIR> StripSymmetry 04/02/2016 07:29 AM <DIR> Strategia 03/06/2016 10:19 AM <DIR> StockVisualEnhancements 04/06/2016 03:17 PM <DIR> StageRecovery 04/04/2016 08:30 PM <DIR> Squad 04/05/2016 12:00 AM <DIR> SmokeScreen 04/10/2016 12:04 PM <DIR> NavyFish 04/13/2016 08:36 AM <DIR> PersistentRotation 11/28/2015 07:22 AM <DIR> PlanetShine 04/13/2016 05:48 AM <DIR> PluginData 04/12/2016 11:15 PM <DIR> PreciseManeuver 04/05/2016 09:48 AM <DIR> ProceduralFairings 02/05/2016 04:58 PM <DIR> RCSBuildAid 03/29/2016 09:37 PM <DIR> RealChute 04/13/2016 09:00 AM <DIR> RemoteTech 04/01/2016 07:57 AM <DIR> SafeChute 04/05/2016 10:16 AM <DIR> SCANsat 04/05/2016 06:08 AM <DIR> scatterer 02/17/2016 01:59 AM <DIR> Science-Full-reward 04/12/2016 10:20 PM <DIR> ShipManifest 03/29/2016 06:41 PM <DIR> WiderContractsApp 11/17/2015 08:53 AM 695 ModuleManagerLicense.md 04/13/2016 07:15 AM 58,872 ModuleManager.TechTree 04/13/2016 07:15 AM 6,851 ModuleManager.Physics 04/13/2016 07:15 AM 226,246 ModuleManager.ConfigSHA 04/13/2016 07:15 AM 3,554,980 ModuleManager.ConfigCache 04/11/2016 10:14 PM 61,440 ModuleManager.2.6.21.dll 03/30/2016 01:09 PM 61,440 ModuleManager.2.6.18.dll 04/13/2016 08:52 AM 2,952 toolbar-settings.dat 04/13/2016 02:55 PM 0 modlist.txt 04/12/2016 12:37 PM 842 MM_LICENSE.md 04/12/2016 12:39 PM 154 build.txt 04/11/2016 11:08 AM 46,080 SmartStage.dll 12 File(s) 4,020,552 bytes 59 Dir(s) 40,219,021,312 bytes free Could this be related to https://github.com/RemoteTechnologiesGroup/RemoteTech/issues/431 ? Yeah, looks like you're right. Feel free to post your observations, along with RT and KSP versions that you use in that issue. Link to comment Share on other sites More sharing options...
chrisl Posted April 13, 2016 Share Posted April 13, 2016 44 minutes ago, JohnnyPanzer said: A shot in the dark here, but don't you need this as well? @MODULE[ModuleAnimateGeneric] { %allowManualControl = false } I know I've had some issues earlier when I skipped that part. Do I know why? Nope. I "write code" much like a monkey with a brush and some feces "produce art"... Not sure that would work for this part since the animations are handled by Firespitter (FSanimateGeneric). Will have to play around and see if that does anything. Link to comment Share on other sites More sharing options...
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