OminousPenguin Posted July 27, 2014 Share Posted July 27, 2014 Do I need the old modulemanager in this file as well as the new one.. Not sure how it will react if the DLL has a different name. My other mods are using the new one.No. You should always only have the latest module manager. Currently that's 2.2.0. Link to comment Share on other sites More sharing options...
Creat Posted July 27, 2014 Share Posted July 27, 2014 If somebody German is able then he can help me maybe in German.Sure, just send me a PM in german, I'll try to help that way (I'm also german). Should be much easier.(Note for the PM: Versuch bitte so genau zu beschreiben, was du schon gemacht und probiert hast.) Link to comment Share on other sites More sharing options...
MaxP Posted July 27, 2014 Share Posted July 27, 2014 Hello Kerbelnauts I am new to this forum and play KSP for quite a while. I installed the new RemoteTech version 1.40 but I can not connect with my satellite or probes. The field is always red, indicating "No Connection". Does anyone have an idea how I can fix it? I play KSP in version 0.24.2 x64. Greetings TodesschabeHi.I think that you're playing with RSS mod installed ))If so, you need to set correct coordinates for KSC, which are 28.608389/-80.604333Also edit the KSC antennas range. Link to comment Share on other sites More sharing options...
Prismatech Posted July 27, 2014 Share Posted July 27, 2014 ask i it need to implant rt2 in the pods to make a cfg file like mj implant mj2 in the pods? Link to comment Share on other sites More sharing options...
acc Posted July 27, 2014 Share Posted July 27, 2014 The only thing I'm missing for RT2 on 24.x is custom contracts for CommSats. But the mod per se works just fine.Yeah, that would be great. I was bored of the stock contracts after ~1h play time. Link to comment Share on other sites More sharing options...
troyfawkes Posted July 27, 2014 Share Posted July 27, 2014 ask i it need to implant rt2 in the pods to make a cfg file like mj implant mj2 in the pods?Hey, I used this:@PART[*]:HAS[!MODULE[ModuleSPU],#vesselType[Probe]]{ MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } }}That's my first MM hack though so don't quote me on it.. Works for me though. Link to comment Share on other sites More sharing options...
Guest Posted July 27, 2014 Share Posted July 27, 2014 So I have this problem and I have no idea why I cannot find anybody else having it. The issue is that that if you normally were to launch your satellite you would see a green line connecting to your KSC(the red dot) but I don't see the connection happening. Also I have a connection with my KSC no matter where I am in the solar system. I cannot pick my target(as I don't have that option on any of the dishes and antennae). It works as if only half of the mod was installed. I do have a couple of mods installed alongside this one. Link to comment Share on other sites More sharing options...
Todesschabe Posted July 27, 2014 Share Posted July 27, 2014 Ok Problem is solved, i have Installed Module Manager 2.2.0 and delete the Old one. Now it works perfectly...Thanks to allTodesschabe Link to comment Share on other sites More sharing options...
kalizec Posted July 27, 2014 Share Posted July 27, 2014 Yeah, that would be great. I was bored of the stock contracts after ~1h play time.That would indeed be a great addition.Suggestion for contract parameters. Not all combinations are logical.# of satellitesSingle, Two, ConstellationOrbit:Low orbit (80-500km), Medium orbit (500-1500km),High orbit (>1500),Synchronous (2 863.33),Semi-synchronous,Mjolnir,Inclinations0, 90, 180, 270, random numberNumber and type of antennae / dishesBodyKerbin, etc. Link to comment Share on other sites More sharing options...
lammatt Posted July 28, 2014 Share Posted July 28, 2014 that bug which spawns a copy of the ship at the exact same position that leads to explosion when switching vessel re-appears again Link to comment Share on other sites More sharing options...
sober667 Posted July 28, 2014 Share Posted July 28, 2014 (edited) So I have this problem and I have no idea why I cannot find anybody else having it. The issue is that that if you normally were to launch your satellite you would see a green line connecting to your KSC(the red dot) but I don't see the connection happening. Also I have a connection with my KSC no matter where I am in the solar system. I cannot pick my target(as I don't have that option on any of the dishes and antennae). It works as if only half of the mod was installed. I do have a couple of mods installed alongside this one.i have same problem icancto give list of mods that u use i use interstellar mechjeb kas and some others but only with parts ( on fresh copy with no other mods work good)i check new game still dont work properly Edited July 28, 2014 by sober667 Link to comment Share on other sites More sharing options...
elfindreams Posted July 28, 2014 Share Posted July 28, 2014 (edited) So I have a bit of an odd one.I am using build-develop-32 (I will test with stock shortly) and on a sandbox mode, if I launch purely an OKTO, I get a connection (as expected) due to the built in omni antenna.If I do the same thing in a career mode (same mods, configs, etc, even from a fresh career mode where I edited the save to give enough science to get to the OKTO), I get No Connection.The debug output in the log seems to be registering the antenna https://gist.github.com/aelana/41cf67ee889fc24a204dBut I get no connection unless I put on another active antenna or a TT-18A Stability Enhancer.Anyone know where this strange behavior is coming from. I could understand a difference if there were the possibility of save game corruption or different mod incompatibilities but I can do it from clean savegames using the same mods... the only difference is career mode vs sandbox.NOTE: I am getting the same thing with 1.4.0NOTE2: I am getting the issue with just ModuleManager 2.2.0 and RemoteTech (basically a cleanroom install). Here is the full output_log from that run:https://gist.github.com/aelana/fc05ed1634a35691b1c4 Edited July 28, 2014 by elfindreams Link to comment Share on other sites More sharing options...
Guest Posted July 28, 2014 Share Posted July 28, 2014 (edited) i have same problem icancto give list of mods that u use i use interstellar mechjeb kas and some others but only with parts ( on fresh copy with no other mods work good)i check new game still dont work properlyDamn, I completely didn't notice that I had three different versions of ModuleManager.dll in my GameData folder. So I got rid of two of them and now I only have the 2.2.0 one. Hope it fixes your problem too. Edited July 28, 2014 by Guest Link to comment Share on other sites More sharing options...
Kalloran Posted July 28, 2014 Share Posted July 28, 2014 (edited) The Clone Kraken (aka. Insta-Kessler) strikes again!!Luckly it was in a parking orbit and not in it's final orbit for communication missions. Anywho...I can't seem to find the post. Any known fix for this?UPDATE: I found what appears to be the duplicate VESSEL in my persistent.sfs, but when I delete the VESSEL{...}, I cannot resume a saved game from the main menu. Edited July 28, 2014 by Kalloran Link to comment Share on other sites More sharing options...
tg626 Posted July 29, 2014 Share Posted July 29, 2014 This may seem like an oddball question, but is there any record of who made the various antenna models? I've segregated them from the mod so I can add them as cosmetic additions to my vessels. I can of course keep that to myself and it won't really matter, but if it's permitted, I thought that packing them up just to be used for eye candy might be of interest to others as well... Link to comment Share on other sites More sharing options...
undercoveryankee Posted July 29, 2014 Share Posted July 29, 2014 So I have a bit of an odd one.I am using build-develop-32 (I will test with stock shortly) and on a sandbox mode, if I launch purely an OKTO, I get a connection (as expected) due to the built in omni antenna.If I do the same thing in a career mode (same mods, configs, etc, even from a fresh career mode where I edited the save to give enough science to get to the OKTO), I get No Connection.The debug output in the log seems to be registering the antenna https://gist.github.com/aelana/41cf67ee889fc24a204dBut I get no connection unless I put on another active antenna or a TT-18A Stability Enhancer.Anyone know where this strange behavior is coming from. I could understand a difference if there were the possibility of save game corruption or different mod incompatibilities but I can do it from clean savegames using the same mods... the only difference is career mode vs sandbox.NOTE: I am getting the same thing with 1.4.0NOTE2: I am getting the issue with just ModuleManager 2.2.0 and RemoteTech (basically a cleanroom install). Here is the full output_log from that run:https://gist.github.com/aelana/fc05ed1634a35691b1c4First thing to check: the built-in 3km omni has "TechRequired = unmannedTech". It's supposed to be a late addition to the probe cores you already have. Try giving yourself enough science to get to Unmanned Tech in the tree and see if it works once you unlock the node.Suggestion to the RT2 team: add a dummy part to Unmanned Tech (like MechJeb and Procedural Fairings do) so it's obvious that that node unlocks "Probe Core Upgrade: Integrated Antenna". Link to comment Share on other sites More sharing options...
Boomerang Posted July 29, 2014 Share Posted July 29, 2014 The Clone Kraken (aka. Insta-Kessler) strikes again!!http://i.imgur.com/ku3Xfp7.pngLuckly it was in a parking orbit and not in it's final orbit for communication missions. Anywho...I can't seem to find the post. Any known fix for this?UPDATE: I found what appears to be the duplicate VESSEL in my persistent.sfs, but when I delete the VESSEL{...}, I cannot resume a saved game from the main menu.If you can get to the tracking station without focusing on the cloned vessels, you can just delete all the copies except the very first one. So if there's: KEOSat - AKEOSat - AKEOSat - AKEOSat - BKEOSat - CIn the tracking list, just terminate the latter two KEOSat A. Not that this fixes the problem, but it'll keep you from breaking your save/having a cloud of debris. Link to comment Share on other sites More sharing options...
DonPiano Posted July 29, 2014 Share Posted July 29, 2014 This may seem like an oddball question, but is there any record of who made the various antenna models? I've segregated them from the mod so I can add them as cosmetic additions to my vessels. I can of course keep that to myself and it won't really matter, but if it's permitted, I thought that packing them up just to be used for eye candy might be of interest to others as well...I'm not sure, but I am definitely interested. You should post a few pics Link to comment Share on other sites More sharing options...
sidfu Posted July 29, 2014 Share Posted July 29, 2014 alot of the stuff is aies based i belive orginaly but some has changed Link to comment Share on other sites More sharing options...
acc Posted July 29, 2014 Share Posted July 29, 2014 I had the idea of buying new surface tracking stations / relay stations on kerbin for (much) funds. So it would be more realistic. Link to comment Share on other sites More sharing options...
Sma Posted July 29, 2014 Share Posted July 29, 2014 If you can get to the tracking station without focusing on the cloned vessels, you can just delete all the copies except the very first one. So if there's: KEOSat - AKEOSat - AKEOSat - AKEOSat - BKEOSat - CIn the tracking list, just terminate the latter two KEOSat A. Not that this fixes the problem, but it'll keep you from breaking your save/having a cloud of debris.This is what I was going to suggest too. I had luck doing it that way, except on the few occasions when I would forget. Though, knowing it would could happen, quicksave became my friend. Link to comment Share on other sites More sharing options...
DavidHunter Posted July 29, 2014 Share Posted July 29, 2014 I had the idea of buying new surface tracking stations / relay stations on kerbin for (much) funds. So it would be more realistic.Can I just +1 this great idea? I realise you can do this by landing a probe with antennae on it somewhere on Kerbin. Could this be added in for new contracts, along with the earlier-suggested idea of having contracts for e.g. the establishment of communications satellite constellations?Great mod, looking forward to the v0.24.2 bugs being ironed out. Link to comment Share on other sites More sharing options...
DerekL1963 Posted July 29, 2014 Share Posted July 29, 2014 Does anyone know the altitude for the new KSO? (I.E. with the changed length of the day.) Link to comment Share on other sites More sharing options...
erendrake Posted July 29, 2014 Share Posted July 29, 2014 Does anyone know the altitude for the new KSO? (I.E. with the changed length of the day.)should be unchanged. it isnt a shorter day, just a shorter clock. Link to comment Share on other sites More sharing options...
styckx Posted July 29, 2014 Share Posted July 29, 2014 Is version 1.4 working on x64 Windows for anyone else? It is always causing KSP to crash during on the loading screen.. Delete the RemoteTech folder and the crashing stops. Working fine w/ 32bit. Dev build #32 works fine in 64bit though. Link to comment Share on other sites More sharing options...
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