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Found 19 results

  1. Mission Briefing JoolSatTM (Werner said we needed the TM to make us sound more serious, and not ludicrously stupid with this mission) is a mission about placing orbital surveying satellites around Jool, because the moons weren't enough. Call it overkill, I sure did, but in this mission three satellites must be consecutively launched. Without refuelling. From an SSTO. And the satellites must form a pentagonal shape because here at the KSC we have OCD, and a variety of other acronyms we pass off as qualifications to make us sound more... qualified. Mission Objectives Build an SSTO capable of holding 5 satellites that can perform orbital surveillance. Or at least try, we don't really mind. Take off, and survive the ol' spinning-out-at-25000-meters-and-crashing scenario, or avoid it completely. The latter is a better choice, I guess. Reach Kerbin orbit. From here you can go anywhere, but we want you to go to Jool. Or die trying. (We aren't responsible for any deaths). Go to Jool, and reach low Jool orbit. Avoiding the thick, hot atmosphere of Jool is advised. We don't want the SSTO returning home half melted, or not returning at all. Deploy the satellites, all three of them, in the shape of a triangle. (Summoning the Kraken is optional, the shape is a gift, he won't mind. I think). Return home, and land at KSC or the airfield next to it on that island I can't reach with my helicopter. If possible, post an image or a video of it. This is optional too, Jool is camera-shy sometimes, and so am I. The Rules The only mod you may use to assist you is the Mark 4 Spaceplane mod. Nothing else. Reason being, the Mark IV Spaceplane parts are BIG and have BIG engines. Really nice. The height of the satellites in relation to Jool should be 300,000m high. All three satellites must be in working order. We'll try our best on the ground to build them that way. You may make good use of gravity assists. Or die trying. No cheats allowed. That upsets Werner. How do I win? Get your satellites as close to Jool as possible (300,000m above the surface to be precise), and as circular in orbit as possible. Should you succeed, post your apoapsis and periapsis with a screenshot (or video, those are fancy). There are two leaderboards, one for the most circular orbit, and another for how close your satellites are to the target. Good luck, and try not to blow anything up! JoolSatTM Leaderboard for Most Circular Satellite Orbit 1. 2. 3. 4. 5. JoolSatTM Leaderboard for Closest Satellite Orbit to Target (300,000m) 1. 2. 3. 4. 5.
  2. someone tell me how to launch a satellite properly and what maneuvers to do to have it orbiting kerbin for stupid people
  3. Soooo,i made this mapping satellite,and i want to share it with the whole KSP community! The satellite: The rocket: (feel free to copy the satellite and the rocket,but dont forget to give credit) Launch in 3..2..1 LIFTOFF! SPACE! LATER... Yaaay,a successful orbit! Look how much ore there is!
  4. So you wanna learn which antenna is the best,huh? Well take a look at this chart! Part Radial size Cost () Mass (t) Max. Temp. (K) Tolerance (m/s) Tolerance (g) Electricity (⚡/Mit) Net transmission speed (Mits/s) Relaycapable Communotron 16 Tiny 300 0.005 2 000 7 50 6 (20.0 ⚡/s) 3.33 × No Communotron 16-S Tiny 300 0.015 2 000 7 50 6 (20.0 ⚡/s) 3.33 × No Communotron 88-88 Tiny 1 500 0.1 2 000 7 50 10 (200.0 ⚡/s) 20.0 × No Communotron DTS-M1 Radial mounted 900 0.05 2 000 8 50 6 (34.3 ⚡/s) 5.71 × No Communotron HG-55 Radial mounted 1200 0.075 2 000 7 50 6.67 (133.3 ⚡/s) 20.0 × No HG-5 High Gain Antenna Radial mounted 600 0.07 2 000 8 50 9 (51.4 ⚡/s) 5.71 ✓ Yes RA-2 Relay Antenna Radial mounted 1 800 0.15 2 000 8 50 24 (68.6 ⚡/s) 2.86 ✓ Yes RA-15 Relay Antenna Radial mounted 2 400 0.3 2 000 8 50 12 (68.6 ⚡/s) 5.71 ✓ Yes RA-100 Relay Antenna Radial mounted 3 000 0.65 2 000 8 50 6 (68.6 ⚡/s) 11.43 ✓ Yes It shows which antenna is the best,got it? Good! BYE!!!!
  5. This mod provides the player with a new line of probe models called the K-Sat series, with integrated power (storage and generation) as well as buildt in antennas. It is usable in stock KSP, but it truly shines when used alongside Remote Tech, where the buildt in antennas can be put to good use. Alongside the probe cores the K-Sat series also includes some accessories, such as structural pylons, fuel tanks, stand-alone antennas and science equipment. It also comes with a brand new engine made specifically with satellites in mind. All parts are balanced to work equally well in all game modes. The probe cores may seem a bit costly in career, but the cost is taking the nuclear generated power into account and is actually a bit low compared to the stock nuclear generator when measured against charge per second. Mass has been calculated by comparing all integrated functions to stock parts. Download the mod here: SpaceDock -=::::::::v::::::::=- So how does it work? Just use the parts provided to build satellites. The upside compared to stock probes is that all K-Sat probes come with integrated power storage and generation and buildt in antennas. In a stock game the antennas are regular data transmitters, but when used with Remote Tech the K-Sat probes will provide several options for building various com networks. You can also use the new engine to get a bit moire Dv for your satellites, as it is has a very high Isp in vacuum, and you have a selection of structural pylons to choose from. If you so choose, you can also equip your satellites with the new inline science part that comes with all four sensors buildt into one. The K-Sat Series also includes a fuel tank, a stand-alone dish and an inline battery bank capable of storing 500 units of electrical charge. Can it be used in KSP 1.1? Yes. But Remote Tech has not yet been updated, so for the time being playing in 1.1 will only provide you with the stock functions. So integrated power and data transmitters, but no RT antennas. I think part A should do thing B instead! Balancing the gameplay has been trying since I have done it alone. Input and suggestions are therefore very welcome, please post your thought and I will take them into consideration for the next build. I found a bug! Good. Please share it in a post below, and I will look into it. Pics or it didn't happen! -=::::::::v::::::::=- Installation 1. Locate your gamedata folder in your KSP installation. For example, if you are a Steam user it should be something like Steam/steamapps/common/Kerbal Space Program/GameData 2. Double click on the downloaded zip file ( to open it up. 3. Drag and drop the folder named 'PanzerLabs' into your GameData directory. 4. If asked, allow windows to overwrite content (In case you have other PanzerLabs mods installed) 5. For KSP 1.0.5 drag and drop 'ModuleManager.2.6.18.dll' into your GameData directory. 6. For KSP 1.1 drag and drop 'ModuleManager.2.6.21.dll' into your GameData directory. 7. Have a Gin & Tonic and enjoy the game. License This work uses the Creative Commons Attribution-ShareAlike 4.0 License. For a full legal text, go to: This means that you can: Share — copy and redistribute the material in any medium or format Adapt — remix, transform, and build upon the material for any purpose, even commercially. Under the following terms: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. This work is distributed along with Module Manager, as permitted by the license of that particular work. Credit (and a deep gratitude) for Module Manager goes to it's original creator ialdabaoth as well as to the current caretaker of the project, sarbian. The forum thread for the original release can be found here: -=::::::::v::::::::=- Changelog 1.0 -Lowered the heat production of LFE-808 "Bolt" by a significant amount. It should no longer cause critical overheating of parts attached to it. -Changed the name of the tripod girder from "K-Sat Structural Support A" to the correct "K-Sat Structural Support C". -Changed the description of the tripod to differentiate it more from the regular structural support. -Added cross feed toggles for all Structural Supports. 0.9 -Initial Release.
  6. EDIT: THIS MATH IS WRONG. I don't know what's inaccurate in my math, but it's outright wrong. I can't even get 500km satellites to work in a triangle and talk to each other. I'll work on it when I get some time but if someone beats on this and figures out where I made the mistake, please let me know. So I spent a bit trying to get myself figured out on what is the minimum altitude for a triangular comm sat system on Kerbin and sat down with all the math I needed. Attempting to do that I realized I needed a picture. While I was at it, I figured I'd make it pretty so I could share it. A LKO Comm Sat network needs to roll at a minimum of 281 km orbital height. Punch this up to 350k and you should be golden. If you're not concerned with atmospheric distortion, anything above 200km will work. The outer network (assuming MG-5s), to stay in comms with each other, can fly at most 3,799 km orbital height with 1 MG-5, 7,598 km with dual MG-5's. This isn't to say they can't reach Kerbin with that giant ground based DSN, but to be able to relay to each other. Hope this helps. Edit: Almost forgot to add the actual final equation if you need it for another body. Rp is the Radius of the Planet you're orbiting, Ra is the Radius of the planet + atmosphere (Ie: Kerbin is 600km radius, + 70km of atmo, so Rp = 600 and Ra = 670), Rs is the satellite's final orbital height. Can't get the radical sign to show up so SqRt(3) is the square root of 3. Rs = SqRt( ( (Ra * SqRt(3)) ^2 * SqRt(3)) /3 ) - Rp For Max Network intercommunication, the equation is (Max Comm Distance = Mc) Rs = SqRt( ( Mc^2 * SqRt(3)) /3) - Rp
  7. You can put any booster you want on there, but i provided one that can get it out of kerbin SoI. Check the fairing release settings. If it's only 2 parts it may bump the satellite. More to come soon from the kerbnik (unmanned) and kermnik (manned) family of spacecraft! Enjoy! - Andy
  8. This now took me 1 hour to almost perfectly align my satellite orbit to this contract..but: +-10.000m on a 15 Million Kilometer Orbit... is this game serious? This isnt enough??? Any help? Is this really that absurd, that orbits have to perfectly align, at this orbital speed, where 0.1 m/s makes 10.000m Orbital difference? Holy. Im in career mode and need that money from that contract :/
  9. This isn't quite a rocket exchange thread, so I think this fits in more here. Looking for some inspiration on communication satellite carriers. I like having junior docking pockets on my satellites, so at later times, I can fly out to them and refuel and/or greatly change their orbits at need. Especially useful with some contracts stating an existing satellite needs it's orbit altered. Or you're just docking an upgrade to it, expanding it's capabilities. But that docking port usage tends to mean my generally sleek rockets have these ugly, lumpy sticks extruded at somewhat random intervals and I just can't seem to design something that does the job, without looking like my satellite emplacers have cancerous tumors. Note, I also usually play with RemoteTech mod, although sometimes I turn that off, so Im looking for inspiration on manned carriers, or something I can modify into manned.
  10. Hi, guys! I simply love KSP! I already read many things here, but i can't find a good answer to position a satellite. That is my first post around here. I have this contract, that I must position a satellite in a geostationary orbit around Duna "in line sight x". I can't find a good tutorial or calculator to do this. The orbit is quite simple to achieve, but I must do in a way that when the probe arrives at the apoapsis (in a Hohmann transfer) it must be at the line of sight. That is my problem. I know that should have a balance between the orbit radius and the "ejection angle". I found tutorials to do this in Kerbin, but i'm quite curious with anything and/or the mathematics. In my example, i'm at 238km and should go to 2880km. I don't know how to calculate where my relative angle to the sight area burning. Any one could please help? ps - without mods, pls
  11. So I installed the RemoteTech mod and started doing the satellite omni network tutorial here: Then I ran into this bug while trying to set the orbital periods: The omni network tutorial I linked above states that the satellites' orbital periods have to be quite exactly synchronized. I'm totally new to this mod and therefore I have to ask if it's still possible to sync these satellites' orbital period so that they don't drift out of contact even with the decay bug present? Or am I just wasting my time with this for now? I'm thinking of doing the savegame editing that's explained in the bottom of the tutorial, so that their orbits decay at the same rate. I read somewhere that the decay was dependent on part count or craft mass somehow. Therefore I assume this should work assuming that the satellites are identical?
  13. *** Recommended: BDA to function as intended Trajectories for easier orbital aiming *** Guys look! I made a video for it! Download this gloriousness from here CurseForge or SpaceDock (^Will be updated more often here^) What is planned? Why? Wanna see it? Thanks to Mr. Manley for being awesome and playing with this mod back when it was in its "hay-day"(?) and was actually maintained by the original dev. lol Log
  14. Hi guys, I've read a few posts regarding this subject, however I've failed to understand them. First. I'll explain what I am trying to do and why. I am using antenna range in lieu of the 1.2 KSP update which is alleged to add something similar. I currently have a probe landed on Minmus that loses connection when it cannot "see' Kerbin. I wish to place three satellites in an equilateral triangle formation which should be able to provide a constant connection. I have worked out that the minimum altitude required for this is 60km with 120 degrees of separation. I plan to put the satellites into a higher orbit than this to provide additional clearance for the signal from the surface of Minmus, I believe a higher altitude also provides longevity in terms of resonance between the three satellites. The three satellites are currently attached to a single vessel which is in an orbit of (or about to be in an orbit of) 60km x 20km. I understand the first satellite can deploy and burn prograde to 60 x 60 at any time. My questions are; What is "resonance" anyway? How do I work it out/alter resonance characteristics? And how do I work out when to deploy the second and third satellites from their given orbit into the desired orbit? I hope this all makes sense and my objectives are clear. I'm not an uneducated individual, however my maths skills are pretty poor, so terminology may need to be explained - though I did manage to workout the height of the orbit by simply constructing an equilateral triangle within a circle/orbit which is twice the radius of the given body (Minmus R = 60km. 2R = 120km. Altitude = 60km). Though please correct me if I have misunderstood this method. Thanks everyone!
  15. RELEASED! A new thread will soon be up in the released forum, but you can allready download the mod at SpaceDock: DOWNLOAD :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: First in line to be introduced we have the very first step in the K-Sat series: Pzl-BB 888. It's intended to be more of a DIY probe, with more flexibility but less integrated parts. As far as antennas go, it only features an always-on launch omni (500km) but it still provides a small battery bank and a trickle of power using a miniscule nuclear generator. The most interesting part of the design is without a doubt the fact that it is hollowed out, making it possible to place the fuel tank inside the probe, keeping the spherical shape of the probe intact. It is also the only probe core in the series that allows surface attachment, and it has it's own dedicated support pylon available, giving it lots of options for bringing scientific equipment along for the ride. To further help with that last part, I've also made an inline part containing all four basic enviromental experiments: Temp, Pressure, Grav and Acc. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: This probe is called PzL-LO 242 and it's the first of the LO models. It lacks a dedicated dish, but more than makes up for that with a powerful omni (5Mn). I carries 500 units of electrical charge in it's integrated battery bank, and a small nuclear generator provides 0.3e/s, slightly more than the BB 888. During this test flight we also attached our latest stand-alone battery bank, the EC-500, capable of storing 500 units of charge. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: The next step up from the 242 is the PzL-LO 1138. It comes with a 2.5Mn omni and a 50Mn dish with a standard 45 degree cone. It carries 600 units of electrical charge and provides 0.4e/s using a slightly beefed up version of the K-Sat integrated nuclear generator. Provided that at least one solar panel is included, the power will last through Kerbins darkness time at altitudes of up to 1,500,000 meters. Also presented below is the K-Sat Fuel Tank A. It's half a meter tall (10 centimeters taller than the Oscar) and carries 27/33 units of fuel. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: The last step in the LO series is the PzL-LO 1142. It comes pre-packaged with a medium ranged omni (3Mn) and a dish capable of reaching Kerbin from the edge of the planets SOI (80Mn). It is also by far the most capable model in the series as far as power production goes, with 0.5e/s produced and 700 units of charge stored in the internal battery banks, making it possible to operate trhoughout the darkness time at a keosynchronous orbit. We also get a look at the all-purpose structural girder, K-Sat Structural Support A, with cross-feed for fuel and... not much else. It's there to glue stuff to. Lastly, we have the first stand-alone dish, the K-Sat COM-D1, an interesting dish with a very specific purpose. It's limited range (15Mn) and an unusually narrow cone of angle (12.5 degrees) makes it more or less useless for all other tasks other than communication with The Mün, but the upside is that it requires much less electricity to run than most other dishes, and on top of that it has it's own small battery bank. :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: K-Sat LFE-808 "Bolt" is PanzarLabs in-house engine. It's designed specifically with satellites in mind, and as such it is almost useless in atmospheric flight, but has a very good Isp in vacuum. The trust is slightly lower than that of the "Spark" engine, but the Isp makes up for it and then some. It comes with custom made engine FXs and heat emission. The actual values are subject to change as I'm still balance testing it, but right now it has an atmospheric Isp of 110 and a vacuum Isp of 340, with a maximum thrust of 14.
  16. I made a craft that can send a satellite to orbit with only sepratrons! I also made a version that can take a kerbal up! Sadly, not down, that would require 200 more sepratrons at least. DOWNLOAD SOON
  17. I took a contract to launch a keosynchronous satellite and one of the conditions is that I must put it in orbit in such a way that it maintains a line of sight to "Site XM-3D". Exactly how does one fulfill that?? I have the satellite in orbit and as far as I can tell it has a clear line of sight but the condition won't complete
  18. For people who are unaware, the Pentagon currently uses its own satellite communications system, the WGS (Wideband Global Satcom) for remote communications. However, the DOD is considering ending that program, instead using commercial satellite communications systems to do so- their budget is limited, and bandwidth demand is increasing. Though commercial comsats seem like a good way to do extend capabilities for lower cost, (not to mention increase redundancy) and studies to do so have been made, but the process has been going very slowly so far. Obviously, there are people against this, but some believe that commercial comsats cannot deliver for specialized DOD needs. There is also the possibility that such a system would undermine the security of a currently very secretive system (something the DOD wants, for the obvious reasons that they are a military service, and communications are essential).
  19. I’m trying to build a launcher with a huge cargo bay that can carry and launch multiple satellites or other craft. For example, I could load up three science probes to boost to Kerbin orbit, then detach/undock each one in turn and boost them out to their destinations. (Or use the Burn Together mod to boost them as a fleet to one destination, whichever.) The thing is, I cannot for the life of me figure out how to do this in the VAB. I can build the probes, and I can build the Great Big Cargo Bay Launcher (GBCBL), but I can’t figure out how to attach the probes to the booster. I’ve read various posts about multiprobe launchers, but none I’ve found have actually explained how it’s done, short of building a series of probes in serial and then building a booster underneath them. I’m after something a little more modular, so I can design each probe separately and save (or subassembly) them, then add the ones I want to my GBCBL. So far, nothing I do allows me to attach the probes to the GBCBL, whether I try to use stack separators or docking ports to make it happen, except that I can sometimes attach the probe core to a docking port—leaving everything on top of the probe core clipped into the GBCBL’s body, which I definitely don’t want. So: is there a tutorial that goes through how to do this, step by step, with clear pictures and simple words? Recent is preferred, but as long as whatever the tutorial describes works in 1.0.5, I’m fine with it. Oh, and I’d greatly prefer the solution to be stock-compatible, but I’ll consider installing mods to make this work if there’s no other sane alternative. Is the root tool somehow the answer, and if so, how? I appreciate any help!