
- #Kerbal space program remotetech 2 mod#
- #Kerbal space program remotetech 2 full#
- #Kerbal space program remotetech 2 mods#
#Kerbal space program remotetech 2 mod#
I believe it has to be optional actually, as it is a bit beside the purpose of RT I think, which core has to be as simple as possible in case another mod implements data transmission better for example and the user wants to use this other mod to do that. Their could be an Optional GUI window which could manage data storage between vessels and add a delay for every transmission. I think the only time delay that could be compatibility-viable would be on research transmission. I agree with everything you said but we have to be precise on what we should expect time delay to be (and as I said, I don't know if KSP already has a storage limit on their HDDs). And need to transfer datas form B to C (it will take time). I can continue science at A, my HDD is now empty. I want to send those datas from A to C, using B as a relay. I collect 0.22 science at A and record it on a HDD.ĭrive is full! Need to empty it to continue. RT could add another idea: computer memory Bandwith: the farer you are, the less bandwith you get, the more time you need to exchange datas.

By the way, sorry to focus on kOS but it is easier to demonstrate with it. If you think those informations will be easy to access to regarding the second method (the first one would require kOS to be RT-dependant), then I think you get what I meant anyway.

#Kerbal space program remotetech 2 mods#
I think most of the already existing mods will focus on the second way though, but if you don't lose much time doing both, then feel free to do so.įor example with kOS, the mod could only need to know :̰ if so, if we have control over the vessel through KSC/CS connection to execute the command lines enteredģ° the length of the connection path to implement a delay itself on when to execute the command line (a bit like you did on your own autopilot) This gives less control but would allow some interaction without linking.
#Kerbal space program remotetech 2 full#
Pro is that it gives full control.Ī second option is to implement an event that can be dynamically called with Unity along with a ConfigNode or Dictionary to be populated. Con is this requires linking against the assembly. The first is that I let other plugins link to RemoteTech and request data via the Satellite/Antenna/NetworkManagers I have to read out any data they need. There are multiple ways of handling this. Maybe it was planned or maybe it was already featured in the previous version, I don't know so I want to be sure.

I think you already know that RT will likely be used along other mods and as it is a great modification of the gameplay, it needs to be easy to integrate to another gameplay mod in my opinion. Those are pseudo-code or even just concepts has I don't know C# well and the KSP SDK even less, but you get the idea. I love kOS and RT and they couldn't work well together (I think we could say that for a few others), everybody already knows that, but I just would like to be sure that the new RT will allow easy integration from other mods, as Chatterer already does.īy that I mean a clear and simple interface to work on like : float pathDistance() bool manoeuvrable() Vessel* connectedToCommandStation() Yes, it doesn't make sense to earn science which leads to better parts assembled at KSC if KSC has no clue what is going on in outer-space research.Īlso, I would like to raise another point for discussion which is compatibility with other mods, as it is my main reason to be interested in the new RT developement to be honest. Any remote science lab would still have to transmit its own data back to KSC anyway.
