![]() ![]() have been using this mod for many years, have had this problem for almost that same amount of time, never asked about it until now. Later it was shortened back to just "RemoteTech" - so technically the RT2 under development could be considered "RT3". Interesting side note - the current Remote Tech used to be called "Remote Tech 2" back in 2013-2014. It's a feature - it was a conscious design decision by the original mod devs for RemoteTech and is technically called a Command Station. Why would it take an entire 6 person base to remote control a probe? Is this a bug or a feature? Would it be appropriate to submit this as a gitHub "bug" or feature request? Thanks Personally I find it odd that the mod does not work with the RC-001S. But it requires 6 kerbals (of any kind as long as 1 is a Pilot) to work. I have confirmed that the RC-L01 DOES work with RT to control the same probe. ![]() I am trying to get Remote Probe control working with RT.Ĭan someone explain the minimum requirements to get it working? because it does not seem to follow the default setup for an RC-001S unit. On given list of omni (or same-target dish) antennas, it takes the biggest Omni range and stacks up with 50% of each other antenna.Hi, I searched this topic without much luck in a simple answer. Which method is actually how it works? Thanks.Ĭorrect, Method 1 is what RemoteTech calculates exactly. So in the example above, 4x of the 2.5Mm ones would be 5Mm range. 5 additive means that you literally just take half of the sum of all the omnis. I don't think this is it, but it's possible, and it would change how I build my ships. Essentially you get ALL of the first (biggest) omni antenna, and then 50% of each one added after that. If it was set to 1 additive, I'd have 10Mm omni range. If it was set to zero additive, then I'd have 2.5Mm omni range. For example, I have 4x communotron 16s, the 2.5Mm range ones. Option 1: 0.5 setting means it's exactly halfway (average) between the largest omni and the total of the omnis. There's two solutions that both make sense to me, and I'm leaning towards the first but I want to double check before I build satellites incorrectly. I get that 1.0 means that it will add them all together. I get that 0 means it will use the largest omni antennas range. I have a question on how the omni antenna additive mode works. I used the first omni antenna so it might be because of distance in case it's a two way communication, maybe it's not enough that the sats have the range to reach the plane, the plane must be able to reach the sats too? One thing I found wierd though, the sats have contact with ksc but if I fly a normal plane in atmo and lose direct connect witj ksc, the signal isn't relayed. Now all sats orbit at 1 h 30 min and between 001 to 003 seconds!! I came around the problem by activating RCS so it started the slow rotation, gave it a manuall nudge in that direction, turned off RCS and when on the marker I stopped rotation with time warp. Maybe it's nerfed to the bottom as well.Īnyways, I stayed up all night and after a while I managed to get my sats in orbit! In the right order too It is quite wierd though that the reactionwheel doesn't do anything at all to help. I will see if I can find what mod is nerfing RCS and see if I can uninstall it. ![]() Thank you very much for taking time investigating this! I am not sure if I can find some ways to lessen/resolve this problem Right now, my suggestion is to experiment with different RCS parts to see which are good for SAS/Flight Computer, or to use stock SAS for navball orientations. Stock SAS does the same slow rotation or no rotation, like Flight Computer, though it is doing better job at RCS. Third, even stock SAS is suffering from the same agressive RCS thing. Second, something (nasty mod combination?) is nerfing/impacting RCS forces so much that Flight Computer & stock SAS is aggressively overblowing RCS thrust. First, few RCS parts, like Cross Arcjet RCS, don't even work under stock SAS (Key T) despite visual effects. I replicate your RCS problem now but there are several different issues in this problem. Thanks for your files (a lot of mods though). You can always resort to stock SAS, which is very good at RCS, but like I said, stock SAS can't see non-stock RCS modules too. So I think it definitely impacts how Flight Computer sees when doing RCS. I tested the RCS-Translate parts and some or most seem to use non-stock modules (eg RCSFX) that Flight Computer can't detect. You should be able to enjoy using RCS now. I revised the logic to quit when it detects no "useful" burning delta left. It is related to the detection logic not RCS torque glitch. That issue of post-burn chasing maneuver node is resolved a few version ago. ![]()
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