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[1.0.5] RemoteTech XF [RemoteTech v.1.6.9]


Pharylon

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FYI. I think the installation of this mod makes CKAN not working anymore because it replaces the README.txt in the main KSP directory (CKAN uses a readme.txt in the main KSP directory to check the version of the game). I was wondering why such a nice mod wasn't listed in CKAN. Maybe that's the reason?

It is more significant that it wants to overwrite a file in another mod's directory (ie RemoteTech's DLL) and cannot work at all without doing so, which is not something CKAN handles very well at present. I gather there's an ongoing github discussion about it.

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  • 1 month later...
[quote name='ArrTeeD2']I've rebuilt XF with RT 1.6.9. for 1.0.5.

[B]EDIT: removed the link because I found out it causes a claw bug! Please be careful it won't break your savegames.[/B][/QUOTE]

Would it be fine to use if I don't ever use the claw? If so I'd still like to use an updated build of XF, at least till RT 1.7
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[quote name='Peppie23']Hi,

i've added RT XF to our next feature version v1.7.0.
[URL]https://github.com/RemoteTechnologiesGroup/RemoteTech/pull/494[/URL]

thanks @Pharylon[/QUOTE]
Awesome! Thanks!

[COLOR=silver][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

[quote name='ArrTeeD2']I've rebuilt XF with RT 1.6.9. for 1.0.5.

[B]EDIT: removed the link because I found out it causes a claw bug! Please be careful it won't break your savegames.[/B][/QUOTE]

I just put out a beta release on Github ([url]https://github.com/Pharylon/RemoteTech-XF/releases/tag/1.6.9.0-beta1[/url]). However, it's not really tested since I haven't been playing much KSP lately. Could you tell me what the claw issue you saw was? Edited by Pharylon
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[QUOTE]I just put out a beta release on Github ([URL]https://github.com/Pharylon/RemoteTech-XF/releases/tag/1.6.9.0-beta1[/URL]). However, it's not really tested since I haven't been playing much KSP lately. Could you tell me what the claw issue you saw was?[/QUOTE]Hey, thanks for this. Prevents rage quitting when using RT. :)
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  • 2 weeks later...
On 9/27/2015, 4:18:54, Peppie23 said:

Hi,

i've added RT XF to our next feature version v1.7.0.

https://github.com/RemoteTechnologiesGroup/RemoteTech/pull/494

thanks @Pharylon

Oh man, that is so cool! I can't wait for this to be part of the default experience. The number of times I've tried deploying a satellite and realised a second too late that I forgot to activate the antenna...

I've just started using this mod, but it's amazing. Thank you Pharylon. You have saved me many a relaunch.

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Thank you for this mod. Early in 1.0.5 I had to remove RT due to problems and have really wanted to get back into it for my current gamesave (all my launches use the appropriate stock antennae for their destination) but without this mod that would be impossible. I can't wait to try it out. 

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For anyone having the science lab transmission issue, I recompiled XF to include the fix by Fancy Mouse, from the main RT thread. I take no credit for any work, nor can I provide support in any capacity. Good luck!

Original RT fix thread: http://forum.kerbalspaceprogram.com/index.php?/topic/75245-105-remotetech-v169-2015-11-10/&do=findComment&comment=2285093

Dropbox link: https://www.dropbox.com/s/9yhwwmkv3rhgf08/RemoteTech_XF_fix.zip

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  • 1 month later...
On 12/12/2015 at 6:21 PM, symmeclept said:

For anyone having the science lab transmission issue, I recompiled XF to include the fix by Fancy Mouse, from the main RT thread. I take no credit for any work, nor can I provide support in any capacity. Good luck!

Original RT fix thread: http://forum.kerbalspaceprogram.com/index.php?/topic/75245-105-remotetech-v169-2015-11-10/&do=findComment&comment=2285093

Dropbox link: https://www.dropbox.com/s/9yhwwmkv3rhgf08/RemoteTech_XF_fix.zip

Of course, now it's posted after I go and download VS and build it myself. :P   Well, at least it was a reason to finally get the build environment setup on my system.  Thank you for posting it.

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