K3RBAL KOL4 Posted May 6, 2015 Share Posted May 6, 2015 Is anyone even working to update this mod? I can't imagine it would take much seeing the dozens of others which were 1.0 compatible within hours of the launch... Is there a wall to updating this to 1.0? It's been over a week and this mod is a must for me. Link to comment Share on other sites More sharing options...
martinezfg11 Posted May 6, 2015 Share Posted May 6, 2015 The mod will be updated when the authors have time. Link to comment Share on other sites More sharing options...
MisterFister Posted May 6, 2015 Share Posted May 6, 2015 Is anyone even working to update this mod? I can't imagine it would take much seeing the dozens of others which were 1.0 compatible within hours of the launch... Is there a wall to updating this to 1.0? It's been over a week and this mod is a must for me.Easy there, hoss. Many mod authors are on the QA and experimentals teams, which means they have advance copies of new versions of the game to troubleshoot against. Also, frankly, my understanding of the inner workings of this mod lead me to believe that RemoteTech2 happens to be a rather involved and convoluted mod from a programming standpoint.It'll be ready when it's ready. Link to comment Share on other sites More sharing options...
Mars Mullo Posted May 6, 2015 Share Posted May 6, 2015 "quality of life" as in "makes your life easier" .....editforgot some:the toolbar,distant object enhancerKASflight indicatorsenhancednavballnavyfish docking thinghykerbal alarm clock........I have had no luck finding KAS ... I think it has changed to Kerbal Inventory System or KIS Link to comment Share on other sites More sharing options...
somnambulist Posted May 6, 2015 Share Posted May 6, 2015 I have had no luck finding KAS ... I think it has changed to Kerbal Inventory System or KIShttp://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System-(KAS)-0-4-7-Pipes-as-fuel-lines-and-even-fewer-explosions! Link to comment Share on other sites More sharing options...
ExavierMacbeth Posted May 6, 2015 Share Posted May 6, 2015 I have had no luck finding KAS ... I think it has changed to Kerbal Inventory System or KISKAS Still exists, just not updated to 1.0+ yet.He decided to split the mod. KIS is the revamped Inventory, grab, and placement system. KAS is currently being restructured to only provide the construction stuff such as piped, wenches, etc. Link to comment Share on other sites More sharing options...
somnambulist Posted May 6, 2015 Share Posted May 6, 2015 kas is currently being restructured to only provide the construction stuff such as piped, wenches, etc.avast ye scurvy kerbal dogs! Link to comment Share on other sites More sharing options...
Errol Posted May 6, 2015 Share Posted May 6, 2015 Easy there, hoss. Many mod authors are on the QA and experimentals teams, which means they have advance copies of new versions of the game to troubleshoot against. Also, frankly, my understanding of the inner workings of this mod lead me to believe that RemoteTech2 happens to be a rather involved and convoluted mod from a programming standpoint.It'll be ready when it's ready.Given that the OP hasn't been on the forum in quite some time, since before the update at least, could we perhaps request a mod put a "1.0.2 version under development *date stamp*" in red note at the top of the first post so that this thread doesn't keep getting filled with update requests? Or is it futile? Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 6, 2015 Share Posted May 6, 2015 Or is it futile?Futile Link to comment Share on other sites More sharing options...
chootrain Posted May 6, 2015 Share Posted May 6, 2015 The dev version (https://github.com/RemoteTechnologiesGroup/RemoteTech/releases) is being updated almost daily. Someone must be working on this, and the dev version (at least build 323) work enough to be playable in 1.02 Link to comment Share on other sites More sharing options...
Dunbaratu Posted May 6, 2015 Share Posted May 6, 2015 (edited) Is the overlapping text bug something like this?(picture not shown in quote)Yes - that's exactly it. And your example shows it mildly. It gets worse the more antennae there are. When I tried launching my first satellite that was meant to be part of a kerbin network - with an omni, two DTS's for talking to the other near-kerbin network satellites just like this one that I planned to launch later, and one dish for far away, the thing had such a blotch of overlapping text there that it actually wasn't readable. It seems that the more antennae there are, the more extra times it prints the text out. And that thing had an FPS of about 3 or 4 ... I gave up on using RT until this is fixed. This breaks RT completely.I'm at a point where it doesn't make much sense advancing without probes. And I will feel like cheating if I use probes without r.tech.Same here. I'm a little bit concerned with people claiming it's not a big deal. That makes me fear it's not getting the top priority it deserves. A bug that drops the framerate to 3-4 FPS renders the mod impossible to use.EDIT: I just had a look and it seems the issue got addressed in github a few hours ago so when the release comes it should be there. I'm happy about that. Edited May 6, 2015 by Steven Mading Link to comment Share on other sites More sharing options...
stibbons Posted May 6, 2015 Share Posted May 6, 2015 Is the overlapping text bug something like this?http://i.imgur.com/qsuWaEx.pngIf it is, I will be happy, since I now know it's not my game corrupted, or some other mod problem*...But also, it makes the campaign unplayable for me (low frame rates, and problems/delays when clicking the right click menu buttons). The latest release (two whole hours ago) includes a fix for this.- - - Updated - - -Erm, oops, I don't know how I managed to miss Steven Mading saying exactly the same thing. Link to comment Share on other sites More sharing options...
Peppie23 Posted May 6, 2015 Author Share Posted May 6, 2015 Hi RemoteTech-Fans,we are sorry that our update for ksp 1.0 takes so long, but the last issue was really a brain killer. We're currently on our last tests.If you can't wait for the release you can use our current stable rc (340).by the way: Thanks at all for testing the last dev-builds and reporting the issues Link to comment Share on other sites More sharing options...
Peder Posted May 6, 2015 Share Posted May 6, 2015 Thank you all for keeping the mod alive and working - And thank you for update on the progress Link to comment Share on other sites More sharing options...
Martinoss Posted May 6, 2015 Share Posted May 6, 2015 I see people talking that there is no challenge or goal anymore without remote tech. I have played with remotetech a lot in previous versions. Started a new hard career in version 0.90 1,5 month ago. And I found the launch of a communication network of around four identical satellites getting quite boring. Then after you unlocked better dishes, you launch 4 new ones. Even in a hard career they are not really expensive. Right now I could not wait for the updated remotetech for version 1.0, and I started of a new hard career. I get the feeling the only difference is that you do not have a simple communication network in orbit around Kerbin. So you miss out the repetative launches for your commsats. Other also have this feeling? Or where do you get your challenges from with this mod? Link to comment Share on other sites More sharing options...
UnanimousCoward Posted May 6, 2015 Share Posted May 6, 2015 I see people talking that there is no challenge or goal anymore without remote tech. I have played with remotetech a lot in previous versions. Started a new hard career in version 0.90 1,5 month ago. And I found the launch of a communication network of around four identical satellites getting quite boring. Then after you unlocked better dishes, you launch 4 new ones. Even in a hard career they are not really expensive. Right now I could not wait for the updated remotetech for version 1.0, and I started of a new hard career. I get the feeling the only difference is that you do not have a simple communication network in orbit around Kerbin. So you miss out the repetative launches for your commsats. Other also have this feeling? Or where do you get your challenges from with this mod?Try landing a probe on the far side of Minmus with just a simple Kerbin relay network. Or sending a probe to Duna to do some science. Link to comment Share on other sites More sharing options...
Sigma88 Posted May 6, 2015 Share Posted May 6, 2015 (edited) I see people talking that there is no challenge or goal anymore without remote tech. I have played with remotetech a lot in previous versions. Started a new hard career in version 0.90 1,5 month ago. And I found the launch of a communication network of around four identical satellites getting quite boring. Then after you unlocked better dishes, you launch 4 new ones. Even in a hard career they are not really expensive. Right now I could not wait for the updated remotetech for version 1.0, and I started of a new hard career. I get the feeling the only difference is that you do not have a simple communication network in orbit around Kerbin. So you miss out the repetative launches for your commsats. Other also have this feeling? Or where do you get your challenges from with this mod?more than difficulty I'd say I use remote tech because it's beautiful to see the networks spreading out the system.I like to design networks that are working without moving antennas, that may be some kind of challenge. the most performing network with the least number of satellitesif you want a challenge I'd say keep the signal delay and try to manouvre stuff with kOS and smartparts Edited May 6, 2015 by Sigma88 Link to comment Share on other sites More sharing options...
Scramble Posted May 6, 2015 Share Posted May 6, 2015 And I found the launch of a communication network of around four identical satellites getting quite boring. Then after you unlocked better dishes, you launch 4 new ones.I think it does not have to be either-or, if you can accept a little cheating. Here is the idea, launch a few comsats yourself, enough that you get to try it out and show you can do it, as long as it is fun. After that, instead of repetitive launching after you get bored, just use HyperEdit to place remaining satellites. You will still have to plan your comsat network and build the satellites, so the strategic/tactical aspect is still there.I don't think I will be using RemoteTech in my career mode game(s), but look forward to the 1.0 release and would love to play around with it in sandbox mode. And will happily use HyperEdit whenever I want to simulate that "someone else in my space agency handled that launch". Link to comment Share on other sites More sharing options...
NeoAcario Posted May 6, 2015 Share Posted May 6, 2015 Hi RemoteTech-Fans,we are sorry that our update for ksp 1.0 takes so long, but the last issue was really a brain killer. We're currently on our last tests.If you can't wait for the release you can use our current stable rc (340).by the way: Thanks at all for testing the last dev-builds and reporting the issuesTake your time, man. 1.0 was a huge update. I'm waiting very patiently for Remote Tech and Kerbal Attachment System to update. Take all the time you need!~Steve Link to comment Share on other sites More sharing options...
LN400 Posted May 6, 2015 Share Posted May 6, 2015 ...we are sorry that our update for ksp 1.0 takes so long... Absolutely no worries, take your time, it's gonna be well worth the wait I'm sure. Link to comment Share on other sites More sharing options...
Honeybadga Posted May 6, 2015 Share Posted May 6, 2015 Hi RemoteTech-Fans,we are sorry that our update for ksp 1.0 takes so long, but the last issue was really a brain killer. We're currently on our last tests.If you can't wait for the release you can use our current stable rc (340).by the way: Thanks at all for testing the last dev-builds and reporting the issuesAbsolutely zero need to apologize. Big thank you for continuing work on one of the greatest plugins for this game. Link to comment Share on other sites More sharing options...
MacroNova Posted May 6, 2015 Share Posted May 6, 2015 Hi RemoteTech-Fans,we are sorry that our update for ksp 1.0 takes so long, but the last issue was really a brain killer. We're currently on our last tests.If you can't wait for the release you can use our current stable rc (340).by the way: Thanks at all for testing the last dev-builds and reporting the issuesEchoing what others are saying - we're very grateful for all your amazing work on this excellent mod. Been playing with the dev builds and having a blast. Very excited to try the latest one and especially the final release. Hopefully you take the 'anticipation' of some forum goers as a compliment! Apology is neither necessary nor warranted. Link to comment Share on other sites More sharing options...
stardestroyer Posted May 6, 2015 Share Posted May 6, 2015 Are you going to add some app config option? Should be interesting to disable/enable delay effect. Link to comment Share on other sites More sharing options...
JohnTomato Posted May 6, 2015 Share Posted May 6, 2015 avast ye scurvy kerbal dogs!Ha! Good one, ya bilge rat! Arrr! Link to comment Share on other sites More sharing options...
Sigma88 Posted May 6, 2015 Share Posted May 6, 2015 Are you going to add some app config option? Should be interesting to disable/enable delay effect.do you mean an ingame UI?(you can already disable signal delay and other features of RT in RemoteTech_Settings.cfg) Link to comment Share on other sites More sharing options...
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