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RemoteTech

Create your very own unmanned space program:
Construct vast interplanetary satellite relay networks, build massive orbiting command stations & send your probes to the farthest reaches of space.

Overview

Version 0.5.0.0. Updated for KSP 0.19.1 and including a rewrite and a lot of new features and parts.

Note that this version is incompatible with old RemoteTech 0.4.0.4 worlds. Running a RemoteTech 0.4.0.4 wold in RemoteTech 0.5.0.0 could cause world corruption.

This plugin gives a whole new area of realism and challenge to KSP. With it you can set up massive communications networks spanning the entire solar system and remote control probes in the farthest reaches of space, with signal delays of 8-10 minutes.

Installation

Place the "Parts" and "Plugins" folder contents into the respective folders in your KSP install. Restart the game.



How to use

Here is a list of RemoteTech parts and their function. Everything you see here is included in this release. If you want the stock KSP probe parts to have RemoteTech functionality, you can get that by installing the modified config files included in the RemoteTech Probe Compatability pack available on this very site.

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Comments

36 Comments for “RemoteTech”

  1. One of my favorite mod ! make things really realistic :)

    Antoine_Le_Grand December 1, 2012
  2. sadly this mod is kinda outdated with .18 =\

    power5000 December 1, 2012
  3. I like bacon

    the_other_guy December 1, 2012
  4. @Antoine_Le_Grand

    Why? It’s even better than before 0.18, with power consumption and docking! :D

    Remote controlled drones which return for refuel and recharge! 8-)

    BigNose December 4, 2012
  5. Sorry, I meant “power5000″, no offense… :P

    BigNose December 4, 2012
  6. Fantastic mod! Thx

    Rico December 5, 2012
  7. Hi can you make it so the 2 com parts in the science tab work with this mod please

    Moltakkk111 December 5, 2012
  8. Woohoo! Great work as always!

    Spaceghost December 5, 2012
  9. can I have a satelite work as a relay?

    Scenter December 7, 2012
  10. I always find this is a must have mod! Building networks of satellites is so much fun, as is attempting to control over a delay.

    Selentic December 11, 2012
  11. I’ve been using it for some time, but i don’t like the auto-killrot option on ASAS toggle. It also messes the F button for temporary ASAS toggle, everything else is great.

    zex956 December 13, 2012
  12. Rating this addon 5 stars isn’t enough. Really brilliant idea, and with few additions in future versions (like preprogramming the flight computer) it’ll be perfect.

    makos December 20, 2012
  13. Does this need an update for 0.18.2?

    Ronin Storm December 25, 2012
  14. @Ronin Storn That’s what I was wondering.

    JamesF0790 December 26, 2012
  15. I might sound a little stupid and subborn but, in this state, I cannot use this mod(mentally).
    To quote zex956
    “I’ve been using it for some time, but i don’t like the auto-killrot option on ASAS toggle. It also messes the F button for temporary ASAS toggle, everything else is great.”
    same for me. It would be great if we had the option to turn this feature off and/or a fix for the ASAS toggle.

    Tom December 29, 2012
  16. I have been having issues where the local control button is red, and some of the longer range antennas are not working. I even tried a new Install of KSP with just the RemoteTech plugin, but with the same results.

    pferland January 1, 2013
  17. Great mod. I’ve been having a lot of fun with it. The only issue I came across was in the surface inputs, one of them types backwards. So if I enter 180 degrees, it comes out as 081.

    Zhatt January 3, 2013
  18. This gives a Whole New Fun to KSP ~!
    With very well-made Flight Control system. i really like it.

    Thanks !

    Jamie Good January 13, 2013
  19. This mod is awesome! They should add this to game (and credit you of course)!

    alexinawe January 16, 2013
  20. I would like to ask for the ability to change the speed of light.
    This will simplify the game. Will eliminate the delay.
    The satellites will be needed for communication. A control is not affected.

    Great mod. Thank you.

    Андрей January 17, 2013
  21. I lost the Comm Status window all of a sudden. I had it and then it’s gone and I cant get it back. odd thing is, all my satellites and spacecraft are still talking to each other and I still have control

    How to fix?

    Dano January 20, 2013
  22. How do I get the Comm Status window back? All of a sudden it was gone and nowhere to be found. I was having a great time with this mod until that thing went away.

    llamawithscarf January 27, 2013
  23. I’ve got the space problem as Tom above….I can send manned Command units up, and link up in orbit with ground control, but I cannot for the life of me send up a unmanned probe with Remote Control. With or without MechJeb, with or without multiple antenna/dishes, with or without the Remote Control unit, the Local Control button stays red, the display reads Out of Contact and all craft controls (spacebar) remain ineffective. I want to send a remote probe out to orbit the planets, but this is preventing launch completely.

    darkcyde February 1, 2013
  24. To make the window reappear, click on any command/RC element and choose the Show/Hide window button.

    A suggestion for the “out of control” issue, make sure you have a line of communication with Kerbin mission control. This generally means working from the inside out: place a number of satellites in low orbit (80km-100km) so the signal not only can be relayed a little further, but so it can be accessed from all sides of the planet. From there widen out further, ideally to around 2868km- which I think is roughly Kerbin’s geosynchronous orbital- and further with omni and single directional equipment.

    As for me, I’m diggin’ it yo. It’s my hope that this will be an actual function in Kerbal, in addition to a “pre-programmed mission” function which would require no pilot or signal (and help get those first few relays up without LOS, grr).

    Nick Mischler February 5, 2013
  25. This is a stupid mod,
    it would be fun if my game doesent crash as much.
    everytime i want to launch a ship with something of remotetech on it it crashes! if there is something i can do please help me

    P.S. im on a mac

    Onno Kniknie February 17, 2013
  26. i cant launch from space plane hanger i have to activate the jets myself PLZ FIX THIS!

    Nathan Foreman February 20, 2013
  27. @Onno, you probably have a computer with less than 2 gigs of ram. I suggest adding more. For those with a red “Local Control” button, you must have a manned pod in order to have local control. I suggest sending manned stations to set up a temporary network before launching probes.

    Allen Zhu February 26, 2013
  28. Love the addon, one of my favorites. Minor note: the part.cfg files for the various remote tech antennae throw a warning “Variable impactTolerance not found in RemoteTechAntenna Module!”

    Knossos March 11, 2013
  29. I like this mod a lot, but is sad that isn’t affect carts. But i think there is simple solution for that. If you add that if probe is in range then produce some resource (data maybe) so I can change configs in carts to require that resource to work.

    Borr March 12, 2013
  30. Broken in 0.19.0. Can’t access the menu to end the flight while this mod is installed.

    Knossos March 17, 2013
  31. My bad for posting before reading forums, apparently this is already being worked on. See forum thread for details.

    http://forum.kerbalspaceprogram.com/showthread.php/16347-PLUGIN-PARTS-0-18-2-RemoteTech-Relay-Network-%E2%80%93-V-0-4-0-3/page101?highlight=remotetech

    Knossos March 17, 2013
  32. Felt like mentioning that the The 2m command pod can actually have kerbals in it. Since, with new parts, you can actually get those kerbals in it, I was hoping you could fix this.

    seekoutguy March 24, 2013
  33. Hey, for some reason, remotetech crafts stop me from ending the flight or returning to the space center, anyone else having this problem?

    sirdabalot April 2, 2013
  34. All it does it hang while loading on OSX 10.8.3

    Andy G April 2, 2013
  35. Great mod, took a while to learn how to use but otherwise really cool

    Etirps Lee April 20, 2013
  36. I wanted to like this mod, but the notion that communications satellites need to be manned is absurd.

    It adds realism and then takes it away with the same breath.

    Nuprin Feelgood April 27, 2013
  37. @Nuprin – the comm sats don’t need to be manned, just the sources where the commands are coming from. It makes sense to me. Maybe set up a stationary “command post” near your base on Kerbin and use unmanned relay sats from there out, I think that’d have the effect you want.

    Also, call me a wuss/incompetent but like someone above I’d also like a way to eliminate the speed of light delay before I try this (awesome idea) out. I like some realism, but THAT much realism is a bit much- there’s no way I’m good enough to time things right.

    I dropped a probe on Duna recently – maybe it was just my approach, but the window for releasing a parachute before smashing seemed to be a matter of seconds! (Of course I could probably release it way ahead of time, but what’s the fun in that? Anyway later versions would probably burn up the chute if you release too soon.) Point is, I’d have never been able to time that right if there were even a 30 second delay.

    Garoad May 1, 2013
  38. Is the source for this released?

    Garoad May 1, 2013
  39. Is this compatible with MechJeb 2?

    Kooma Potilas May 3, 2013
  40. SAS dosent work with this….

    ben patten May 12, 2013
  41. Can’t wait for the .20 update!

    TomatoSoup May 23, 2013

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