Kobymaru Posted December 26, 2014 Share Posted December 26, 2014 @Kobymaru you only can do this by an action group. Look here: http://remotetechnologiesgroup.github.io/RemoteTech/tutorials/reentry/#antenna-deploymentOk, thanks. Too bad I dont have them researched. Link to comment Share on other sites More sharing options...
Kesa Posted December 26, 2014 Share Posted December 26, 2014 I cannot change my orientation on my satellites after local control is lost, I have connection to KSC and can use my engines, the orientation seems to be locked even with reaction wheels turning and engine gimbals. Any thoughts?EDIT: Now it is completely screwed, all of my flights lose control and break apart upon loading now, not sure if it was Remote Tech which caused it but I uninstalled it anyways. Can you turn SAS on? If not, you're probably using the fly computer, which blocks SAS and fight user inputs. A picture would help Link to comment Share on other sites More sharing options...
Xira1234 Posted December 26, 2014 Share Posted December 26, 2014 Using 1.5.2 on 0.9 RemoteTech (latest and latest) works for a while then locks up on entry or exit of a building/flight. Reloading the game after the 'lockup' event still causes the same lockups. As does restarting the game. I had to remove the mod and load a save before the lockup event. Estimated 4 hours playtime from installation of mod to lockup event. Link to comment Share on other sites More sharing options...
Gryphon Posted December 27, 2014 Share Posted December 27, 2014 Ok, thanks. Too bad I dont have them researched.Just an idea, but you might try using two antennas. With one antenna up and one down, you send the command to close one antenna and then send the command to open the other antenna. Also, I think you'll want to add your desired minute signal delay before issuing the second command. Link to comment Share on other sites More sharing options...
WuphonsReach Posted December 27, 2014 Share Posted December 27, 2014 What is the upper limit for Remote Tech and the auto-meshing around a planetary body? For example, if you have 10 around Kerbin and 10 around Minimus, and point them at the other planetary body it seems like that would end up in a lot of extra connections.Or when you have a few dozen vessels with Comm-16s in Kerbin orbit. Link to comment Share on other sites More sharing options...
davidjjdj Posted December 27, 2014 Share Posted December 27, 2014 Can you turn SAS on? If not, you're probably using the fly computer, which blocks SAS and fight user inputs. A picture would helpI have since deleted the flight, so no screenshot but I could throttle up with no input delay and in the flight computer window there were no commands being processed. Even in the manned capsule after I released the sats I could not control it with the kerbal. Link to comment Share on other sites More sharing options...
Kesa Posted December 27, 2014 Share Posted December 27, 2014 I have since deleted the flight, so no screenshot but I could throttle up with no input delay and in the flight computer window there were no commands being processed. Even in the manned capsule after I released the sats I could not control it with the kerbal.Weird. There were no commands but was there an attitude control? (looks like no command at first glance at the right of the window). Unless you asked the satellite to orient prograde, I don't have a clue. I did not play that much, and haven't tried the last version yet. Link to comment Share on other sites More sharing options...
leftler Posted December 27, 2014 Share Posted December 27, 2014 (edited) I've notified Startstrider42 to update the topic and also kerbalstuffCKAN is pointed at the kerbalstuff release so it thinks RT is not compatible with .90 yet. Would you guys consider updating your NETKan file to point at your github releases so it can be updated by people other than starstrider? (If you have no idea what I am talking about would you be against me updating your NETKan file to point at your github release instead of kerbalstuff) Edited December 27, 2014 by leftler Link to comment Share on other sites More sharing options...
Peppie23 Posted December 28, 2014 Author Share Posted December 28, 2014 CKAN is pointed at the kerbalstuff release so it thinks RT is not compatible with .90 yet. Would you guys consider updating your NETKan file to point at your github releases so it can be updated by people other than starstrider? (If you have no idea what I am talking about would you be against me updating your NETKan file to point at your github release instead of kerbalstuff)Hi leftler,i've updated the NetKan file. Link to comment Share on other sites More sharing options...
Xira1234 Posted December 28, 2014 Share Posted December 28, 2014 It's been a few days, so does anyone have any idea about "Using 1.5.2 on 0.9 RemoteTech (latest and latest) works for a while then locks up on entry or exit of a building/flight. Reloading the game after the 'lockup' event still causes the same lockups. As does restarting the game. I had to remove the mod and load a save before the lockup event. Estimated 4 hours playtime from installation of mod to lockup event."Is there a workaround I can use? Any other mods that remotetech conflicts with I might have installed? Link to comment Share on other sites More sharing options...
biohazard15 Posted December 28, 2014 Share Posted December 28, 2014 It's been a few days, so does anyone have any idea about "Using 1.5.2 on 0.9 RemoteTech (latest and latest) works for a while then locks up on entry or exit of a building/flight. Reloading the game after the 'lockup' event still causes the same lockups. As does restarting the game. I had to remove the mod and load a save before the lockup event. Estimated 4 hours playtime from installation of mod to lockup event."Is there a workaround I can use? Any other mods that remotetech conflicts with I might have installed?Are you sure that it's Remote Tech fault? There is a stock bug introduced in 0.90 that behaves exactly the way you described. Link to comment Share on other sites More sharing options...
Xira1234 Posted December 28, 2014 Share Posted December 28, 2014 Are you sure that it's Remote Tech fault? There is a stock bug introduced in 0.90 that behaves exactly the way you described.Ahh. My apologies then. I'll just save a lot in that case. Link to comment Share on other sites More sharing options...
Glorious Dear Leader Posted December 29, 2014 Share Posted December 29, 2014 Are you sure that it's Remote Tech fault? There is a stock bug introduced in 0.90 that behaves exactly the way you described.I get this bug! Sometimes it's a partial UI fail and lockout and sometimes worse. It's made me stop my space program and I just fiddle about in low orbit fiddling about every-so-often because the game has become unstable. Link to comment Share on other sites More sharing options...
Berserker66 Posted December 29, 2014 Share Posted December 29, 2014 (edited) I had a stable modded install, added tac ls and remotetech yesterday and started a fresh hard game. I now get freezes on load screens - usually when going back to SC or switching vessels, looking at task manager shows that the ram grows during the freeze until it hits 3.6 GB and then locks up. During normal play it is 1.8 to 2.0 GB. Edited December 29, 2014 by Berserker66 Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 29, 2014 Share Posted December 29, 2014 I had a stable modded install, added tac ls and remotetech yesterday and started a fresh hard game. I now get freezes on load screens - usually when going back to SC or switching vessels, looking at task manager shows that the ram grows during the freeze until it hits 3.6 GB and then locks up. During normal play it is 1.8 to 2.0 GB.You're running out of memory.Try installing Active Textures Management and see what happens. There are two versions, basic and aggressive. I use aggressive, but I've heard that the basic works well if you don't need the extra stuff. If you do use aggressive, the first time you run the game, it will appear to just sit for a long while. Just be patient, the mod is doing the initial compression of all the textures and it won't do that again. Link to comment Share on other sites More sharing options...
Berserker66 Posted December 29, 2014 Share Posted December 29, 2014 (edited) You're running out of memory.Try installing Active Textures Management and see what happens. There are two versions, basic and aggressive. I use aggressive, but I've heard that the basic works well if you don't need the extra stuff. If you do use aggressive, the first time you run the game, it will appear to just sit for a long while. Just be patient, the mod is doing the initial compression of all the textures and it won't do that again.I am using AMT (and OpenGL). And as I said, its about 2GB during play.Then as soon as it freezes I look over to task manager (yay 3 monitors) and see the ram use climbing from 2 GB to 3.6 GB and then it locks up. Edited December 29, 2014 by Berserker66 Link to comment Share on other sites More sharing options...
erendrake Posted December 29, 2014 Share Posted December 29, 2014 I am using AMT (and OpenGL). And as I said, its about 2GB during play.Then as soon as it freezes I look over to task manager (yay 3 monitors) and see the ram use climbing from 2 GB to 3.6 GB and then it locks up.Have you tried uninstalling remote tech to see if that is the issue? Link to comment Share on other sites More sharing options...
nala2624 Posted December 29, 2014 Share Posted December 29, 2014 Any idea when Remote Tech will be supported in .90? I really love it in .25 and would love to be able to use it in .90. Link to comment Share on other sites More sharing options...
bdito Posted December 29, 2014 Share Posted December 29, 2014 Any idea when Remote Tech will be supported in .90? I really love it in .25 and would love to be able to use it in .90.It's been updated. See the quote below. Apparently Starstrider hasn't been around in a while so the OP can't be updated to reflect the latest version.Hi,please do not use our pre-release versions like "build-1.6.0-x" these are builds from our feature branche. Here is the new release Version vor KSP 0.90https://github.com/RemoteTechnologiesGroup/RemoteTech/releases/tag/v1.5.2# ChangelogVersion 1.5.2Released December 21, 2014Bug Fixes:Compatible with KSP 0.90Flight computer now holds the orientation to non-root target partSome minor bugfixesSorry for my late response. Link to comment Share on other sites More sharing options...
shawnbyday Posted December 30, 2014 Share Posted December 30, 2014 What happened to the config file in the last few releases? Link to comment Share on other sites More sharing options...
nala2624 Posted December 30, 2014 Share Posted December 30, 2014 It's been updated. See the quote below. Apparently Starstrider hasn't been around in a while so the OP can't be updated to reflect the latest version.Wow awesome. Thanks. Link to comment Share on other sites More sharing options...
g0tchas Posted December 30, 2014 Share Posted December 30, 2014 Hi,# ChangelogVersion 1.5.2Released December 21, 2014[h=2]Bug Fixes:[/h]Compatible with KSP 0.90Flight computer now holds the orientation to non-root target partSome minor bugfixesThere's still something wrong in 0.90. As soon as I drop RT into my install and I go to a vessel, the RCS fires and the vessel is ripped apart in spectacular fashion. This doesn't happen if I don't have RT installed, so it's got to be where the problem is. This is from a 0.25 save game, but the same thing happens in a new games started in 0.90. I can send you a copy of my save game if that will help you trace the cause of the problem. Link to comment Share on other sites More sharing options...
Assassin215k Posted December 30, 2014 Share Posted December 30, 2014 For me when I installed 1.5.2, I don't see text of tasks. Also if I saved game and then reload game and loaded save, "vessel is ripped apart in spectacular fashion". Link to comment Share on other sites More sharing options...
Errol Posted December 30, 2014 Share Posted December 30, 2014 (edited) I also am having spectacular vessel deconstruction, however I've found a possible work around. I don't know if this only works because I'm also using KCT, but I find that if I launch a vessel from the VAB as soon start KSP (I just simulate a mk1 command pod for 4.x funds) the vessel loads without de-constructing. From then on, I'm able to jump into vessels from map and tracking station.TLDR: Load anything onto the launch pad FROM VAB, then revert. Should be able to jump to vessels after that.EDIT: Also; someone in the MechJeb forum helped me pull this excerpt from my log file that is an error being thrown from RT. Any idea what I should do with/about it?[COLOR=#333333]NullReferenceException: Object reference not set to an instance of an object[/COLOR] at kOS.SteeringHelper.GetThrustTorque (.Part p, .Vessel vessel) [0x00000] in <filename unknown>:0 at kOS.SteeringHelper.GetTorque (.Vessel vessel, Single thrust) [0x00000] in <filename unknown>:0 at RemoteTech.FlightComputer.updatePIDParameters () [0x00000] in <filename unknown>:0 at RemoteTech.FlightComputer.OnFixedUpdate () [0x00000] in <filename unknown>:0 at RemoteTech.ModuleSPU.FixedUpdate () [0x00000] in <filename unknown>:0 [COLOR=#333333](Filename: Line: -1)[/COLOR] Edited December 30, 2014 by Errol Link to comment Share on other sites More sharing options...
aradapilot Posted December 31, 2014 Share Posted December 31, 2014 any chance of that novapunch support?re http://forum.kerbalspaceprogram.com/threads/83305-0-25-0-RemoteTech-v1-5-1?p=1481779&viewfull=1#post1481779 Link to comment Share on other sites More sharing options...
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