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kalizec

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Everything posted by kalizec

  1. Interesting, will try that out sometime in the near future. (That option apparently wasn't documented, hence I didn't know it existed). Maybe I should write a bit about it after testing it out
  2. An omni-directional antenna wouldn't have a high enough gain to be able to receive said instruction. For that to work the sending dish needs to be a whole lot bigger than with the high-gain dish. But this mod currently doesn't have a mechanic for calculating actual communication distances for unequal dishes.
  3. Very nice! Will definitely try this mod out in the next few days.
  4. Every VESSEL consists off PARTs. Some parts are RemoteTech communication parts. Those have a line with "RTAntennaTarget" in them. Behind that is the ID of the target they are aiming at. If they are aiming at another vessel, that ID is the PID of that other VESSEL (which is listed as the first property of that vessel). I don't know what PID's are used for targeting planets. But editing the target to target a single satellite around Kerbin should also be a viable solution to restore communications.
  5. Hi there. So far I'm enjoying KSP Interstellar. What I'm wondering about is the lack of 2,5m and larger fusion reactors. I did find a post from about two months ago claiming they weren't included because the model doesn't look up to scratch when scaled to 2,5 or larger. Is this true? Are there any other reasons/issues why 2,5 and 3,75 fusion reactors are missing?
  6. Probably because the orbiter only has a connection while it IS the active vessel. When it no longer is the active vessel it too loses connection, and thus cannot route it to the lander using it's omni's.
  7. Good idea, but it probably needs more range. Let's say the distance it takes from low orbit to low orbit to other side of same planet? For Jool that would be ±12500km.
  8. Not sure how to read that last message. Was that a reply to my 'main' message, or the P.S.?
  9. If we get greenhouses, could we please get different sizes too? Additionally I'd like 3,75 meter parts to go with KWRocketry. I could of course manually create these myself by editing part files. But maybe it would be worth it to add them to the mod too?
  10. Would it be helpful to offer help by performing some of those tests (provided they are ingame)? P.S. the bug I wrote about earlier occurred again today. Again I managed to solve it by editing the save-file and resetting some targets on some dishes... So it seems it's clearly some issue with RT2. I'm just not sure what causes it.
  11. I would really like this feature. Currently there's still times I need to target a specific satellite in a group, because I'm not far enough from the group to keep the entire group inside the cone of view. But which of those satellites is also time dependent...
  12. Install the hotfix, it'll solve most of those problems. http://forum.kerbalspaceprogram.com/threads/56399-0-23-RemoteTech-2-v1-3-3-Late-Christmas-Edition?p=901076&viewfull=1#post901076
  13. Suggestion: The Pe and Ap buttons with regards to timing are a great addition to PreciseNode. Could we also get buttons for the moment the craft reaches the prograde or retrograde conjunction point with regards to it's parent body? (This is often the ideal moment to do ejection burns).
  14. Definitely not... Atmosphere needs to be within certain pressures. Oxygen needs the right partial pressure (depends on pressure and concentration). Carbon-dioxide needs to have low enough partial pressure. Etc... Atmosphere cannot contain toxic amounts of stuff like: Chlorine, Sulfur Dioxide, Hyrdrochloric acid, hydrogen fluoride, hydrogen sulfide, carbon monoxide, etc....
  15. Are running the latest version from the SpacePort? Have you installed the hot-fix from some pages earlier in this thread? http://forum.kerbalspaceprogram.com/threads/56399-0-23-RemoteTech-2-v1-3-3-Late-Christmas-Edition?p=901076&viewfull=1#post901076
  16. Would the following be an idea to add to a later version of MJ? It happens regularly I'm playing around with very low thrust craft (think Ion engines and alike). The current way MJ executes maneuvers doesn't always work with those craft because the orbital time isn't much larger than the projected burntime. The most efficient way to use these engines is to no work with maneuver nodes, but instead just burn prograde and/or retrograde for a specific angular window each orbit. MJ could help with this if it had options like: - Burn prograde/retrograde until Apoapsis/Periapsis reaches X (does literally what it says). - Execute maneuver node in N multiple orbits (divides burntime over N orbits). - Execute maneuver node in N multiple orbits (same as above, but limiting each burn to the period it's within A degress of prograde/retrograde).
  17. Any idea as to the cause of the problem I am/was having then? I did notice that the problem for one particular craft disappeared when I edited the save-file and replaced the targets of all but one of the dishes with something like "000-000-00000-0000".
  18. Would like the author to know that I really like this mod. There's many a time I have to launch a rather large vessel where it's impractical to launch it fully fueled. This mod saves me countless launches with rockets just for refueling, while at the same time being balanced enough to not seem like 'infinite fuel'.
  19. Thanks for the reply. What is the speed you are having this problem at?
  20. I've done some further testing (around Jool) and the problem seems to be related to the GX-128. The game does register it as 'connected' upon loading that satellite and half a second later it freezes. I have other satellites that seem to work perfectly, including some using the GX-128. So I'm unsure what's causing the problem yet, through some save editing I managed to deactive the GX-128. Get connected through a relay using the 88-88 and then power up the GX-128 without a problem... Will report back again when I know more. [edit] Found another example of this problem. This time the probe having the problem is still in deep space (Kerbol SOI), and again it's with the GX-128. So far I haven't been able to reproduce this problem in a seperate sandbox game though. [edit 2] Found a work-around. Editing the save-file and manually updating the targets of each dish of the affected vessel seems to solve the issue. Is it possible that the problem could be caused because some dish points as a non-existing or wrong target ID or something? Summarized: - Freeze occurs a second after "No Connection" changes into "Connected". - Freeze doesn't occur in all situations, but when it occurs it occurs consistently. - Encountered with different craft in different SOI's. - Encountered only with GX-128 (up until now four times). - No error in logs because game freezes completely. [edit 3] My best guess as to what causes this problem is now the following: Some time ago we had duplicating ships. In some cases this resulted in me deleting ships from a save by hand (because the amount of ships was becoming too much for the Tracking Center). Ships that were deleted still left their ID in some places where they were targeted by another ship's dish. I presume RT does a tree search to find whether a ship is connected or not. This could result in 'no problem'. But it could also result in the tree-search looping forever, trying to find a ship that no longer exists (or something similar). Why have I only seen it occur when playing around with craft which use the GX-128? Probably because of where in my satellite network this "broken ID's" where present. Only the GX-128 equipped craft beyond the range of other dishes were likely to find that group of paths towards Mission Control. All other craft, and those closer, were more likely to find a different 'shortest' path to Mission Control, without passing by satellites which were targetting "broken ID's". Is this possible? Is it likely? If so, maybe a future version of RT should include a check for broken ID's...
  21. Nice page. Write something about each antenna part; what it's most common use? For example: Communotron 88-88 This dish is most commonly used for interplanetary communications in the inner kerbol system. It has enough range to keep Moho, Eve, Kerbin and Duna in range. Dres is also a possibility, then communications can be become interrupted as Dres is sometimes just beyond the range of this antenna. As this dish is light-weight and retractable it's a great dish to include multiple of on your interplanetary communications satellites. Just remember that's it not the best dish for keeping contact with probes that are entering an atmosphere. Or maybe describe a possible career mode satellite network buildup?
  22. Yes. That is, until the probe gets further and further away from Kerbin at which point, pointing at Kerbin will result in a cone that covers Kerbin and almost all satellites up to synchronous orbits.
  23. The correct formula is: a = altitude of orbit around r = radius of body d = distance between any two adjacent satellites n = number of equally space satellites d = 2*sin(180/n)*(a+r) P.S. It's too early in the morning for my head to be able to perform proper sanity checks on my own math.
  24. So far the only solution I've found to this problem is using the Reflectron DP-10 or one of the fixed dishes. They can withstand moderate reentry. Just keep them behind a heatshield and they'll function fine.
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