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Found 10 results

  1. I dont know where to put this... So i just Put it in here... Ive got 2 Relay networks in my KSP game, 1 at the mun and 1 at Kerbin, Im playing with RemoteTech so its Important for me that these work. My Relay networks are made like this: 4 Probes In a Polar Orbit and 4 Probes in an Equatorial Orbit, but now these Probes are magical Moving, they dont Change orbit, butThey move closer to each other or further away from each other.... I even tryed to Place them With hyper edit (Used the Argument of Periapsis) but they are always moving. I Want to ask if anyone else has this Problem and may knows a fix for it? Thanks for the Help already HurricanKai
  2. NOTE: I play in Sciene Mode, with Cheats, because of my time. Hello! I love space, and space projects. I am very interested in so i decided a project like this, Let's get started! Laythe is very very likes each other with Kerbin, like Earth and Europa-Ganymende and Io moons. But I can't trust the moons geography, so i send a Lander here named Gaia II (it is my second build of another probe) And, here is Laythe, ı use four parachutes for stabilised landing, it is too difficult landing on continents, to my luck, i have succes landing on continent named "Dansen" There is no chance to communicate with mainworld without any Relays, so i make Uranoos. It is orbitting in Jool now. I transmitted all of informations about Laythe for Space Center. I gain lot of TP's after transmit Tomorrow, i'll try send a passenger file and edit this thread. I plan build first village in here. I wait your proposals and comments! Have fun! Regards.
  3. this is a challenge to see how many probes you can get into kerbin orbit in one launch. rules: 1. the probes can be intended for what ever you want. 2. ONLY ONE LAUNCH, that's the point of this challenge. 3. the probes all have to be on one craft at some point. has to be one vessel getting into orbit, then the satellites will be released for it to count. can't be just a big launch station on the ground. look to rule 4. 6. it has to be at least a 200 km orbit. 7. you have to prove that you did it, preferably a video of the launch but pictures are fine as well. 8. proof that you didn't cheat. no infinite fuel or anything. 9. the probes have to be self sustaining. you can't just launch a load of small probe cores and call it good. 10. each probe must have: the ability to gain and store power, an antenna (not just a built in one), the ability to orient itself with some sort of reaction wheel (built-in or not) and the ability to control it. when you make an entry there will be two categories: modded and UN-modded. if you have any modified parts on the craft its considered modded. there will be two running scores, each for the categories. if you have a question just ask. even more so when it comes to rules. lag has besieged my attempts. good luck. p.s. how do you post pictures? the modded winner so far is: TheEpicSquared at 16 satellites. the UN-modded winner so far is: doctor davinci at 225 satellites. my record: 240 Un-modded
  4. (This is my first time posting here, so I don't even know if I'm in the right place) So, I have a probe orbiting Jool with 4 smaller probes attached that I intend to send to some of Jool's moons. One problem: I'm not sure if my relay system will work, after reviewing some parts. On the probe "mothership" of sorts, I have a communitron 88-88, which can get signal back to KSC without a hitch. BUT on my 4 smaller probes, I have smaller antennas that I was going to use to relay to the mothership probe, and then back to KSC. However, I have noticed that the communitron 88-88 is a "Direct" antenna rather than a "Relay" antenna as some of the other dishes are. Does this mean that I won't be able to relay using the antenna? Or can I still establish a connection? Thanks for any help!
  5. So I updated to 1.2 KSP. Now I had a save in 1.1, and had started a Duna probe with lander. The problem is, I only have a Commutron-16 on the probe, so I don't have link back to Kerbin. DSN is level 3, and I just launched a Relay into 16 000 000 m Orbit with HG-5s. My question is, how could I establish a connection with the probe, if my best relay is the HG-5? Thanks
  6. The Boffins have not been idle despite it having been a long time since the Circus did anything. No, they've been hard at work testing and tweaking stuff for the next chapter of the Glorious Kerbal Space Empire. Their current project is to develop a kOS script to facilitate the deployment of what they call "Moonsats". In the Circus concept of communications networks (see the link in my sig), there are 2 general species of commsats: Main Relays, which have huge antennae and are in highly eccentric polar orbits over the central body in each planetary system, and Moonsats, which are in moderately low circular orbits, usually but not necessarily around moons of the central body. There usually needs to be more than 1 of these latter per "moon", and they need to be spaced neatly, and that requires more math than the Boffins want to do manually. Thus, the goal was to make KAL9000 (actually the name of the computer part in kOS) do crunch the numbers for them . Anyway, the project has gone from the drawing board to partial implementation and successful completion of early milestones in the course of today. The Boffins are feeling a little proud of themselves so decided to show off what they've done so far. And here it is: Really, that's all it does right now, just calculate and display those 5 particular numbers, only 2 of which are really important at the moment. But that was the main challenge. The rest of the project should be somewhat simpler as it traverses known ground. Today the Boffins had to learn more about the "anomalous rectums" (actual technical term) of orbits than they ever wanted to know . There's a non-negligible amount of code and a lot of research behind this simple display. The idea of the whole project is as follows: A carrier vehicle (CV) with 3 moonsats aboard gets into an elliptical orbit at the desired inclination around the body the Circus wants to hang a network on. At this point, the kOS script is activated. The kOS script figures out a good altitude for the moonsats to orbit the body and adjusts the CV's Pe to that altitude. The kOS script determines the orbital period for a circular orbit at this altitude, then multiplies that by 1.33333 to get the desired orbital period of the CV. The kOS script calculates the Ap needed by the CV to have that orbital period and adjusts the CV's Ap as needed. Once so adjusted, the CV releases 1 moonsat per orbit, each of which then circularizes at the Pe of the elliptical CV orbit. Because the CV's orbital period is 1/3 longer than that of the moonsats, each time it or a released moonsat reaches Pe, it will be 1/3 of an orbit behind the previous moonsat, so they end up evenly spaced and able to see each other around the body. To accomplish this, the Boffins broke the project up into phases: Phase I: Develop the basic algorithms for computing the required orbital parameters, in such a way that the same script can be used at any body with a reasonably large SOI. Just print these numbers on the screen and test their validity by performing the necessary maneuvers manually. This is actually the only important phase because the system is workable at this point. The later phases are gravy. Phase II: Add the ability to deploy n >= 3 satellites, and add automation so the CV performs all maneuvers itself. Phase III. Write a separate program for the moonsats so they can tweak their own orbits automatically. Today, the Boffins are please to report that Phase I is complete! It's that output which appears in the pic above. The process starts by determining a "good" altitude for the moonsats. This has to be high enough that they can see the adjacent moonsats sharing the orbit without the planet in the way, plus have some margin of error for imprecise maneuvers getting there. For the 3-moonsat problem, this altitude is determined as follows: The desired quantities are the line CS (for calculation purposes) and also CS minus the radius of the planet (orbital altitude for maneuvering purposes). The length of the line CF is arbitrary, whatever you think gives enough clearance between the edge of the planet (and atmosphere, if present) and the LOS between adjacent moonsats. In Phase I, the Boffins chose 120% of the body's radius. This turned out to be just a tad too short in practice, so will be increased to 150% in the next round of testing. In any case, for the 3-moonsat problem, Triangle CFS is a 30-60-90 right triangle so with CF given, calculating the length CS is just 1 trig function away. The next step is to calculate the orbital period for a circular orbit of radius CS. Just plug the numbers into Kepler's 3rd Law: T = SQRT[(4 * π2 * R3) / (G * MP)] where T is the period, R is CS, G is 6.673 x 10-11, and MP is the mass of the body you're orbiting. Simply multiple this value by 1.3333 to get the period of the CV/s desired elliptical orbit. It was at this point that the Boffins started running into all the "anomalous rectums" and thought they were going to have to do a bunch more calculations using them to figure out the CV/s desire Ap by way of the semi-major axis. But fortunately, the Boffins figured out a shortcut after a chance reading of a footnote buried deep in dense pages of complex equations. That life-saving footnote said this: "A circular orbit with a radius equal to an elliptical orbit's semi-major axis has the same period as the elliptical orbit." The Boffins already now had the period of the elliptical orbit so could plug that back into Kepler's 3rd Law (above) rearranged to solve for R, which in this case would be the semi-major axis of the CV's elliptical orbit. R = [(T2 * G * MP) / (4 * π2)]^(1/3) Then, because the planet is at one focus of the ellipse, the altitude of the CV's desired Ap would simply be: Ap = [( 2 * SMA ) - CF] - the body's radius. Wow. That wasn't so hard, thanks to the shortcut Anyway, with all these numbers determined, the script simply printed them out as shown above. All this worked fine at Kerbin in an equatorial orbit but to really test Phase I, the Boffins sent a wad of 3 moonsats to Mun and had them arrive with a 60^ inclination. Here they all are still attached to the CV en route to Mun. And here they are being deployed, all being flown manually using the numbers calculated by KAL9000 using the script. You can see the CV is in a slightly elliptical orbit with the 1st moonsat in place and the next in-process. With all 3 moonsats in place, the Boffins de-orbited the CV. As it turns out, 2 of the moonsats can't quite see each other and the others are borderline due to their orbits being a shade too low. As mentioned above, fixing this is just tweaking 1 scalar value so really isn't important here. What is important is that the Boffins managed to code this script without any egregious logic errors, despite not knowing much about fancy orbital mechanics, and that the algorithms work well enough to provide good results even with substantial rounding errors (for clarity in the display of the numbers) and the imprecision of manual flying. So now the Boffins are celebrating with their traditional whiskey and wondering if it's even worth the trouble to go on with Phases II and III.
  7. Hi everyone, I've got some, i think, problem. I see in every screenshot or video of 1.2 version this "part" of HUD and those green lines (the connections between relays) But in my game I got none. My version of KSP is updated but i do not have that part of HUD. Am i doing something wrong? EDIT: I already launched some relays in orbit around Duna and Kerbin to test it, even the stock Relay. The Surface scanner btw works well.
  8. Hello everybody, A few days ago I migrated from 1.1.3 to 1.2. I discovered that in my legacy saves (that is, saves I created in 1.1.3) every probe that has one of the new relay antennae attached doesn't show up in the tracking station (ones with direct antennae do), and therefore can't be switched back to once one has switched from the probe to the Space Center after launch. After I uninstalled all mods the problem in the old save persisted. However, in a new sandbox save, the probes with relay antennae did show up as expected. To test the issue I built three identical rovers (one with a direct antenna, one with a relay antenna, and one with both) in each save and launched them. I included the logfile (in the file the save in which it worked is above the one where the problem occurred). Does anybody know if there is a chance to fix this issue for my old savegames from 1.1.3? I'd hate to start all over...again. Logfile - Dropbox-Link
  9. Hi, I have the game updated but there isn't the new relay system, I didn't see even the network signal overlay, I try put away the kerbalism mod, that has interaction with antenas, but nothing change. Any idea?
  10. Hello everyone, I'm looking for a mod that add science data relay system to KSP (1.0.5) because I'm tired of always needing to get the craft back to kerbin to get 100% Science... If you don't understand what I mean, here's an example : I have a rover on Duna and a little orbiter around Duna, the rover does the science, send it to the orbiter that get back to kerbin ( and land ) to get 100% of the collected science without having to get the rover back... Thanks for your help