eightiesboi Posted June 19, 2015 Share Posted June 19, 2015 Not really, though I do have a couple questions: what are you using to do the simulated launch? Hyperedit? KCT?What happens if you quit KSP and restart it? Does the problem happen again?Sorry, I missed your questions. Yes, as I posted, I use KCT (and highly recommend it), and yes the problem persists throughout resets. However, I gave up and launched the station anyway, and now I have a much larger (game-breaking) problem that is posted elsewhere. But thanks for offering to help with this! Link to comment Share on other sites More sharing options...
Peppie23 Posted June 20, 2015 Author Share Posted June 20, 2015 It seems like that the latest changes in RSS broke the "HideGroundStationsBehindBody" option. If this option is enabled in a Stock + RSS + RemoteTech installation and upon entering the Tracking Station scene or launching a vessel, Remote Tech fails to render the ground station points or the radio link lines. The debug log is spammed continuously by the following nullref (until exiting back to the Space Center):The problem is that Remote Tech will reference "Kerbin" instead of "Earth" when checking for the celestial body name (since RSS changes all planet names), since it is hard coded in the NetworkRenderer.cs OnGUI() function.Hi Phineas Freak, thanks for your report. I've created an issue on github for your post: http://github.com/RemoteTechnologiesGroup/RemoteTech/issues/440 and i already fixed it. You can use the dev.build-390 http://github.com/RemoteTechnologiesGroup/RemoteTech/releases/tag/build-develop-390thanks Link to comment Share on other sites More sharing options...
Phineas Freak Posted June 20, 2015 Share Posted June 20, 2015 Hi Phineas Freak, thanks for your report. I've created an issue on github for your post: http://github.com/RemoteTechnologiesGroup/RemoteTech/issues/440 and i already fixed it. You can use the dev.build-390 http://github.com/RemoteTechnologiesGroup/RemoteTech/releases/tag/build-develop-390thanksI recompiled the new source code, replaced the old DLL build and now everything works like a charm! Thank you for the quick fix! Link to comment Share on other sites More sharing options...
TheTom Posted June 20, 2015 Share Posted June 20, 2015 Network not working?Just set up my first remotetech network. 3 Satellites that are in equally spaced orbit around Kerbin at around 750km (+- very little - coull of hundreds of meters) and with an Orbital Period of 1:27:28.5 roughly.My problem?The satellites have 3x Refklectron KR-7 and 1 Reflectron DP-10. THe DP-10 gives an omnidirectional range of 1.2 Mm, which translates into 1200 km, right? THe distance of the stallites should be SQRT(Oa^2+Ob^2) (Oa, Ob being their radii, so we get SQRT(750*750+750*750). My calculator tells me that is 1060.60 - VERY comfortably within the safety of the DP-10.Sadly the network does not form unless I am turning the dishes to each other. I am not sure what it is... The satellites have pleny of electric charge (5400) and have 18 solar panels each.Anyone any idea? I can provide a safe if that helps. Link to comment Share on other sites More sharing options...
damerell Posted June 20, 2015 Share Posted June 20, 2015 The satellites have 3x Refklectron KR-7 and 1 Reflectron DP-10. THe DP-10 gives an omnidirectional range of 1.2 Mm, which translates into 1200 km, right? THe distance of the stallites should be SQRT(Oa^2+Ob^2) (Oa, Ob being their radii, so we get SQRT(750*750+750*750). My calculator tells me that is 1060.60 - VERY comfortably within the safety of the DP-10.That would only be the distance between them if the triangle AKB (where A and B are satellites and K the centre of Kerbin) was a right-angled triangle. It's not; the angle at the centre of Kerbin is 120 degrees.You also may be in an orbit that is 750km above sea level, in which case your orbit is 1350km above the centre of Kerbin.The distance AB may be found by dividing triangle AKB into two equal right-angled triangles AKC and BKC where C is on AB and equidistant between them. KA is then the hypotenuse of this triangle and AC the line opposite angle AKC which is 60 degrees. Therefore AC/KA=sine(60) (=~.866) . Therefore AC=KA * sine(60). Therefore AC=~650km or 1170km, so AB =~1300km or 2340km, out of range of a DP-10 either way.With three evenly positioned comsats there are no occlusion issues (unless you want to drive a probe rover to the poles) and they might as well be in LKO. This is one reason why. Link to comment Share on other sites More sharing options...
TheTom Posted June 20, 2015 Share Posted June 20, 2015 The orbit is definitely not sea level as orbit ranges in KSP are given to center of planet But you are right about the 120 degree - overlooked that.But it means that if I roll back and redeploy them at not 750 but 605km I should be well within the required distance? More exact: The maximum orbit that the DP-10 can handle is 692.8km.... so I may well deploy them at 675km orbit? Link to comment Share on other sites More sharing options...
eightiesboi Posted June 20, 2015 Share Posted June 20, 2015 The orbit is definitely not sea level as orbit ranges in KSP are given to center of planet But you are right about the 120 degree - overlooked that.But it means that if I roll back and redeploy them at not 750 but 605km I should be well within the required distance? More exact: The maximum orbit that the DP-10 can handle is 692.8km.... so I may well deploy them at 675km orbit?If you are launching to 750 km using any measure in the KSP interface (that I'm aware of--Stock UI, KER, etc) then your orbital measure *is* from sea level and your radius measures for your base legs on your triangle are each 600km short. http://wiki.kerbalspaceprogram.com/wiki/KerbinAlso, I don't know where you are getting your range for the DP-10, but if you are using standard RT 2, it's 500km, not 1200km. http://remotetechnologiesgroup.github.io/RemoteTech/guide/parts/#omnidirectional-antennasIf you are using Root Range (yay!) with the recommended range modifier, then it's range is dependent on whatever it is communicating with http://remotetechnologiesgroup.github.io/RemoteTech/guide/settings/##AppendixI may be missing something, but by my quick math you will need a 10 sat comm-net at about 125km ASL if you want to use DP-10s for your inter-comm-sat communications. Link to comment Share on other sites More sharing options...
xfrankie Posted June 20, 2015 Share Posted June 20, 2015 (edited) Hey guys, I have a question (likely not a bug report because it might be intended behavior, I'm not sure). Does this mod intentionally remove stock antenna functionality? When I have a crew report (or any other experiment) and try to transmit data, the game says "no comm devices on vessel." On github there's a report saying a simillar thing is bug related to Science Alert, but this happens to me even without it. And it isn't 100% the same because the experiment doesn't get "consumed" as reported.So, is this also a bug or something that's meant to happen?pics in spoiler (antena extended, closed, without SciAlert, mod list) Javascript is disabled. View full album KSP.log: http://justpaste.it/lvlroutput_log.txt: http://justpaste.it/lvls Edited June 20, 2015 by xfrankie i don't know how to spoiler properly, sorry Link to comment Share on other sites More sharing options...
TheTom Posted June 21, 2015 Share Posted June 21, 2015 Ouch. Too bad with the orbit.Th e DP-10 range... straight from RMB in VAB: 1.20Mm.... obviously pre-remotetech... TIme to destroy and hyperedit new satellites. Not going to go through all that again, not with KSP being dead slow thanks to the garbage collector being super aggressive. Thanks. Link to comment Share on other sites More sharing options...
FancyMouse Posted June 21, 2015 Share Posted June 21, 2015 Hey guys, I have a question (likely not a bug report because it might be intended behavior, I'm not sure). Does this mod intentionally remove stock antenna functionality? When I have a crew report (or any other experiment) and try to transmit data, the game says "no comm devices on vessel." On github there's a report saying a simillar thing is bug related to Science Alert, but this happens to me even without it. And it isn't 100% the same because the experiment doesn't get "consumed" as reported.So, is this also a bug or something that's meant to happen?pics in spoiler (antena extended, closed, without SciAlert, mod list) http://imgur.com/a/lv48R KSP.log: http://justpaste.it/lvlroutput_log.txt: http://justpaste.it/lvlsIt's simple - DTS-M1 is a dish antenna and you need to set target before it's useful - click the "no target" button, simply set it to KSC (called Mission Control or something) and it'll work.EDIT: and in the second craft the antenna isn't even activated. Link to comment Share on other sites More sharing options...
Peppie23 Posted June 21, 2015 Author Share Posted June 21, 2015 When I have a crew report (or any other experiment) and try to transmit data, the game says "no comm devices on vessel." On github there's a report saying a simillar thing is bug related to Science Alert, but this happens to me even without it. And it isn't 100% the same because the experiment doesn't get "consumed" as reported.If you want to transmit science data with a dish antenna you have to setup a "target" where it points to. Right click the antenna and click the button on the right side by "No Target" and select Kerbin or MissionControl. Link to comment Share on other sites More sharing options...
xfrankie Posted June 21, 2015 Share Posted June 21, 2015 I thought the whole targeting/creating a network was just used to allow control of a probe-vessel, not actual communication (which is logical in hindsight since this mod is all about comm, I just didn't expect RT2 to go that deep). Now I understand, thank you for explanation. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 22, 2015 Share Posted June 22, 2015 Will ModuleManager be able to edit the RemoteTech_Settings.cfg file before RT reads it, once it's been created?Alternatively, could MM just totally replace the entire cfg file, or, if it doesn't exist, create it?Thanks Link to comment Share on other sites More sharing options...
Peppie23 Posted June 22, 2015 Author Share Posted June 22, 2015 Will ModuleManager be able to edit the RemoteTech_Settings.cfg file before RT reads it, once it's been created?Alternatively, could MM just totally replace the entire cfg file, or, if it doesn't exist, create it?ThanksLook here: http://forum.kerbalspaceprogram.com/threads/83305-1-0-2-RemoteTech-v1-6-6-2015-06-21?p=2013474&viewfull=1#post2013474 Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 22, 2015 Share Posted June 22, 2015 Look here: http://forum.kerbalspaceprogram.com/threads/83305-1-0-2-RemoteTech-v1-6-6-2015-06-21?p=2013474&viewfull=1#post2013474Thank you! Link to comment Share on other sites More sharing options...
ThreeMartiniLaunch Posted June 24, 2015 Share Posted June 24, 2015 Thanks for such a fine mod.Is an update required for 1.0.4? Link to comment Share on other sites More sharing options...
jwenting Posted June 25, 2015 Share Posted June 25, 2015 no, it won't. Unmanned craft at all times need a link with mission control, either at KSP or a base constructed for it (6 kerbals, large probe core, etc.). Link to comment Share on other sites More sharing options...
Peppie23 Posted June 25, 2015 Author Share Posted June 25, 2015 New version is ready to download http://kerbalstuff.com/mod/134/RemoteTechGeneral- KSP 1.0.4 updateBug fixes- Fixed a problem for transmitting science data in combination with ScienceAlert Link to comment Share on other sites More sharing options...
Speadge Posted June 25, 2015 Share Posted June 25, 2015 thanks for the fix with science alert Link to comment Share on other sites More sharing options...
MassCannon Posted June 26, 2015 Share Posted June 26, 2015 I have a question, how do i get the first few probe into orbit. I seem to always go out of contact range before i can achive orbit ? Link to comment Share on other sites More sharing options...
Sigma88 Posted June 26, 2015 Share Posted June 26, 2015 I have a question, how do i get the first few probe into orbit. I seem to always go out of contact range before i can achive orbit ?either:- keep a steep angle when launching (less efficient but keeps you over KSC for more time)- set up the burn automatically (using RT flight computer or other mods like smartparts or kOS)- bring the first comsat up with a manned ship Link to comment Share on other sites More sharing options...
MassCannon Posted June 26, 2015 Share Posted June 26, 2015 Sweet, all good idea i had not thought off. Thank you, i will try some that this evening Link to comment Share on other sites More sharing options...
Sigma88 Posted June 26, 2015 Share Posted June 26, 2015 once you get the periapsis at the altitude you want, setting up the flight computer to execute a circularization node should be pretty easymake sure you have solar power available, or at least enough batteries I've lost many probes to "OH F I forgot to open the solarpanels" Link to comment Share on other sites More sharing options...
Speadge Posted June 26, 2015 Share Posted June 26, 2015 hey Peppie,can you add kind of an option to automatically set the targets for the dishes?i cant do it at the launchpad, cause they are in a fairing.. so i always have to click around once i am in orbit.Would be grat if i could at least chose the planets & moons in the editor already.Thanks Link to comment Share on other sites More sharing options...
Sigma88 Posted June 26, 2015 Share Posted June 26, 2015 hey Peppie,can you add kind of an option to automatically set the targets for the dishes?i cant do it at the launchpad, cause they are in a fairing.. so i always have to click around once i am in orbit.Would be grat if i could at least chose the planets & moons in the editor already.ThanksLast time I checked it was possible to set the target from the map viewYou should have a button in the lower-right part of the screen iirc Link to comment Share on other sites More sharing options...
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