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  1. The ModuleDataTransmitter from the built-in INTERNAL antennas of at least some command modules and probe cores have optimumRange, packetFloor and packetCeiling fields. Are they still used / relevant (do they affect the data rate based on distance from KSC / relay)? I noticed the DIRECT antennas (e.g. DTS-M1) don't have these fields. I'm trying to consolidate ModuleDataTransmitter modules from 4 parts (in a manner representing their combined effect): 2x Mk1 Lander Can Small Probe Core DTS-M1. Is this correct: // Left / right Probe DTS-M1: Combined: // lander cans: Small: // packetInterval 1.0 1.0 0.35 0.35 // packetSize 2 2 2 3.4 // packetResourceCost 12 12 12 12 // antennaPower 5000 5000 2000000000 2000010000 // optimumRange 2500 2500 removed // packetFloor 0.1 0.1 removed // packetCeiling 5 5 removed
  2. Greetings! KSPAntenna.jar: A small programm written by me for calcualting the possible ranges between probes/stations equipped with different antennas. Installed Java Runtime is necessary to run it. https://drive.google.com/drive/folders/0B0HPkVkOJdZAVXpfS2N3cG1xN2c?usp=sharing regards, stk8472
  3. I have what I think is a basic question, I think: Are the Kerbin ground tracking stations stronger than that can be made in the game? In other words, could one make [from stock] I satellite that would have a better range than what is globally available?
  4. So: I'm adapting well to the new CommNet, but there's something I don't quite understand. The right-click context menu for antennae while in flight reveals two or three buttons depending on the antenna. "Extend Antenna" and "Transmit Data" buttons are pretty self-explanatory, but there's another that has me befuddled: "Require Complete". I've found no explanation in any of the documentation so far on what this button is or what it does. Can anyone satisfy my curiosity about this? What does the "Require Complete" button do?
  5. Hi everyone, I am playing a modded career in the new 1.2 version and I've set the difficulty to hard with no groundstations and about 0.25 DSN power in order to encourage me to build a communication network. Now in my early career I only have the HG-5 antenna to use as a relay, however it doesn't seem to work: I've launched a set in keo-stationnary orbit at an angle from KSC so it always has signal, yet it doesn't seem to be able to transmit anything. When my other probes are behind Kerbin and do not receive signal from KSC anymore, my relay doesn't do anything even when there's a direct link between the two sats. Here's the way it's set up now : the sat and its orbit
  6. I have a custom part (weldment) that I'm upgrading from KSP 1.1.3 to 1.2. It includes a mediumDishAntenna mesh from the stock DTS-M1, and looks something like this: PART { name = Hopper-Mk4-RightPylon module = Part .... // Mesh for antenna MODEL { model = Squad/Parts/Utility/commsAntennaDTS-M1/mediumDishAntenna position = 0.677, -0.059, -0.252 scale = 1, 1, 1 rotation = 90, 135, 0 } .... // This was needed for KSP 1.1.3 (and furthermore, had to be the first module // present in the part file, otherwise the deploy animation would not play on // data transmission) MODULE // Commenting out this module breaks things in KSP 1.2 ?! { name = ModuleAnimateGeneric animationName = Deploy isOneShot = false startEventGUIName = Extend Antenna endEventGUIName = Retract Antenna actionGUIName = Toggle Antenna allowAnimationWhileShielded = False } .... MODULE { name = ModuleDeployableAntenna showStatus = false isTracking = false pivotName = AntennaHolster raycastTransformName = AntennaHolster animationName = Deploy } MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.35 // was 1.35 packetSize = 2 // was 4 packetResourceCost = 12 // was 24 requiredResource = ElectricCharge antennaPower = 2000000000 DeployFxModules = 0 antennaCombinable = True } .... } I'm trying to upgrade it from ModuleAnimateGeneric to ModuleDeployableAntenna, but as soon as I remove ModuleAnimateGeneric, I get the following aberrant behavior: The antenna automatically starts to open as soon as you pick it up off the toolbox The buttons for deploy / retract don't appear when you right-click the part Any ideas? Here is the full part file if needed:
  7. Is there a mod that gives Kerbals on EVA an antenna to transmit science back to their vessel? If not, I think it would be great to make something like this with a very short antenna range. Thoughts? Ideas?
  8. Where can I look up the power demand of all antennas with the new ComNet feature? There is a power demand stat in the context menu of each antenna. But this seems to be the demand for transmitting science. (At least I hope so...it's pretty high) But I search for the power demand for normal remote control communication withing the ComNet I create with my satellites. This should be a separate stat that's applied whenever an antenna is deployed/active, but without transmitting science. I need this to plan my battery capacity for the different satellites.
  9. My load screen has been stuck for 20 minutes on the same file. It happens everytime I start the game, but I coud start it after the 1.2 update. It seems to be in a stock part called "mediumDishAntenna" (screenshot at the end). I have tried verifying the game files (from GOG Galaxy). Here is a list of the mods installed (all updated): Advanced SAS For All (AdvancedSASForAll 1.0.1) Alternate Resource Panel (AlternateResourcePanel v2.8.1.0) Chatterer (Chatterer 0.9.91) Community Resource Pack (CommunityResourcePack 0.6.0.0) Contract Configurator (ContractConfigurator 1.19.0) Contract Pack: SCANSat (ContractConfigurator-ContractPack-SCANsat v0.6.0.1) Contract Parser (ContractParser 4.0) Contracts Window + (ContractsWindowPlus 6.4) Distant Object Enhancement (DistantObject v1.8.0) Distant Object Enhancement Real Solar System config (DistantObject-RealSolarSystem v1.8.0) Engine Lighting (EngineLighting 1.4.5) Filter Extensions - Plugin (FilterExtensions 2.6.0.1) Interstellar Fuel Switch (InterstellarFuelSwitch 2.2.3) Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 2.2.3) Kerbal Alarm Clock (KerbalAlarmClock v3.8.0.0) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.1.0) Kerbal Reusability Expansion (SpaceXLegs 2.0.3) Kerbal Stock Part eXpansion - maintainted (KSPX v0.2.10.1) KSP Interstellar Extended (KSPInterstellarExtended 1.9.11) KW Rocketry Redux (KWRocketryRedux 3.0.12) KW Rocketry Redux - Instant Power Response Configs (KWRocketryRedux-InstantPwr 3.0.12) Magic Smoke Industries Infernal Robotics (InfernalRobotics v2.0.5) Magic Smoke Industries Infernal Robotics - Legacy Parts (InfernalRobotics-LegacyParts v2.0.0) MechJeb 2 (MechJeb2 2.5.8.0) Module Manager (ModuleManager 2.7.2) Near Future Construction (NearFutureConstruction 0.6.4) Near Future Electrical (NearFutureElectrical 0.7.8) Near Future Electrical Core (NearFutureElectrical-Core 0.7.8) Near Future Electrical Extras: Decaying RTGs Patch (NearFutureElectrical-DecayingRTGs 0.7.8) Near Future IVA Props (NearFutureProps 0.5.1) Near Future Propulsion (NearFuturePropulsion 0.7.4) Near Future Solar (NearFutureSolar 0.6.2) Near Future Solar Core (NearFutureSolar-Core 0.6.2) Near Future Spacecraft (NearFutureSpacecraft 0.5.1) Olympic1's ARP Icons (Olympic1ARPIcons v0.10.1) Procedural Fairings (ProceduralFairings v3.17) Progress Parser (ProgressParser 5.0) RasterPropMonitor (RasterPropMonitor 1:v0.27.1) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.27.1) RCS Build Aid (RCSBuildAid v0.9) RCS Sounds (RCSSounds 5.0.1) Real Plume (RealPlume 2:v10.5.1) Real Plume - Stock Configs (RealPlume-StockConfigs v0.10.9) RealChute Parachute Systems (RealChute v1.4.1.1) SCANsat (SCANsat v16.6) SmokeScreen - Extended FX Plugin (SmokeScreen 2.6.17.0) SpaceY Expanded (SpaceY-Expanded 1.2) SpaceY Heavy Lifters (SpaceY-Lifters 1.14) Station Science (StationScience 2.0) Tantares LV (TantaresLV 17.0) Toolbar (Toolbar 1.7.12) TriggerAu Flags (TriggerAu-Flags v2.8.1.0) Tundra Exploration - Stockalike Dragon V2 and Falcon 9 (TundraExploration 0.8.6) TweakScale - Rescale Everything! (TweakScale v2.2.13) Ven's Stock Part Revamp (VenStockRevamp v1.9.5)
  10. KSP RemoteTech Antenna Selector Google Sheets: Link This document allows you to view the antennas utilized by RemoteTech to aid you in the preparation for missions to specific bodies. ----------------------------------- Antennas Sheet The 'Antennas' sheet allows you to view all the antennas listed by Mod pack grouping and all their individual statistics. ----------------------------------- Antenna Selector Sheet The 'Antenna Selector' sheet allows you to pick a celestial body and view which antennas are suitable for the application. Planets chosen are considered from Kerbin whilst moons selected are considered around their parent body. ----------------------------------- Systems Stats Sheet The 'System Stats' sheet lists details about all the available bodies to chose from if you wish to make your own calculations or assumptions. ----------------------------------- Form Submission I have included a link on the initial 'Antennas' sheet to a Google Form where you can submit details of antennas you wish for me to include on the spreadsheet. The submissions should auto-fill into the 'Form Submissions' sheet for later review. ----------------------------------- Please let me know what you think, any mistakes I have made, any ways I can improve this etc. etc. I don't have much experience with public Google docs so there may be some issues, if anyone has a better way of letting users access and change the 'Body' drop down please let me know. Hopefully you find this useful for your own games. KSP RemoteTech Antenna Selector - Google Sheets: Link
  11. I have a mobile processing lab near duna and lots of antennas that I brought when docking on a station. When transmitting science, mobile processor lab uses a DTS-M1 antenna so it takes about 10+ minutes where I have to wait since time warp doesn't affect it unfortunately, and I have a bunch of 88-88 antennas as well which have much higher bandwidth. Right-clicking on antenna gives me the option to transmit all data using that antenna, but I want to keep some experiment results for further analysis. How do I tell my station to always use 88-88? image:
  12. Can't remember where but I think I read that the future stock comm system will be downward compatible, so existing unmanned probes will be controllable once you update to 1.2 Have I dreamed it or any of you has heard/read something like that?
  13. This in-depth post describes an intuitive and easy to use system in which range to target affects communications. This gives a use for the larger antennas as well as giving the player the capability of setting up communications stations without requiring them to do so. First, each antenna is given a range. At any distance up to this range, data will be sent at the maximum speed for that antenna. Outside that range, data transfer speed will be reduced as a factor of the multiple of its distance vs the range. If you are at twice the range of the antenna or dish, it will send data at half the rate while still expending energy at the same rate. The small starter antenna has a range of 10,000km. This means it works well for transferring data across low to medium Kerbin orbit and even works okay out to the Mün, but struggles to send data all the way from Minmus to KSC. Its base rate of transfer is 2 mits and 10 electric charge per cycle, but when transmitting from the Mün to KSC, it will send about 1.67 mits per cycle. From Minmus it will send about 0.43 mits per cycle. The large antenna has a range of 1,000,000km and a base transfer of 3 mits and 30 electric charge per cycle. It can easily reach all the way across the Kerbin system and even to nearby objects, but struggles with interplanetary distances. When transmitting between Eve and Kerbin at closest approach, it will send about 0.79 mits per cycle. When transmitting between Duna and Kerbin at closest approach, it will send about 0.42 mits per cycle. The dish antenna has a range of 50,000,000km and a base transfer of 5 mits and 125 electric charge per cycle. It can reach across small interplanetary distances with no signal loss, and even at the greatest extremities it still gets good reception. If it were transmitting from Jool to Kerbin, at closest approach it would be transmitting nearly full, and at the most distant points it would transmit at about 3.0 mits per cycle. From Jool to Eeloo at most distant points it would transmit about 1.6 mits per cycle. You can increase your transfer rate by putting multiple antennae on your spacecraft. They will all automatically be used by default, or you can turn them off to prevent them from being used. To set up a communications station, you simply right-click one of the antennas on the craft and choose the option to turn the craft into a comm station. Once you do that, all of its antennas which are on will automatically deploy. If you label the craft as a space station, it will automatically become a communications post provided it has any working antennas, but you can disable this by right-clicking the antenna. There is no drawback to having it set up as a comm station except to clutter up your list of comm stations. Next to the transmit science button is a button to transmit to a comm station. Clicking this brings up a window which lists all of your active comm stations with two buttons next to each, one to transmit to that station and hold, and the other to transmit to that station and then immediately from there to KSC. There is also a column listing the distance to the comm station, and they will all be listed in order of distance with the nearest comm stations at the top of the list. Another column lists their status, for example "in orbit around the Mün". At the top of the comm station window is a button to select multiple comm stations. If you click this, it removes the two buttons by each station selection and changes it to a depressed square slot. When you click a station, it puts a "1" in the box next to it. The next station you click, it puts a "2" in the box, and so on. When you hit the transmit button, it will send the data to each station in the order you listed. If you try to send data to and hold it at a station that contains a duplicate of the data, you will have to overwrite the duplicate in order to hold it there, but no conflict will occur as long as the data is being immediately transmitted out again as soon as it arrives. A station does not expend electric charge from receiving data. When data is being transferred from a station that is not rendered and loaded in physics, the craft will have its parts loaded but will not render the meshes nor load physics. The electrical parts will all be activated and its electrical intake, storage, and output will all be managed by the game to determine if the craft is able to send data at the full rate or even at all. This includes reading its position around planets as well as position of parts for occlusion to check the electrical intake of any photovoltaic panels. To prevent excessive memory usage, there will be a limit of 5 transmit waypoints in a single transmission. By right-clicking an antenna or dish, you can scale the transmit rate as you like, to reduce both the transfer rate and the electricity cost per cycle. This is useful to adjust it a bit downward on a craft that can't quite sustain it, or way down if you're using the power-hungry dish on a small probe that doesn't generate nor store very much electricity.
  14. Hi all, I am really loving my career play-through this time through using remoteTech. I am running 63 mods currently, and the ones that apply to my questions are RemoteTech, Community Tech Tree, RealChute and Tantares, I believe. I set up 3 short range Sats at 2848400m for keosynchronous orbits. They each had an L-LG1 Low Gain antenna for their Omni range (4mm), and 3 Reflectron KR-7s (90mm) for transmission. It is my understanding, that the omnis should pick up the signal from the KSC, and the cone antennas will send the signal further. I aimed them each at the Mun, Minmus, and the Active Vessel. I then set up Sats around Mun and Minmus, with a single 4mm Omni, four 90mm cone antennas, and four 25mm cone antennas. The idea was, aim one 90mm each at the SR ComSats around Kerbin, one each for active vessel, and the 25mm's for aiming at each other (the other sats around Mun and Minmus, respectively). These were all set up in 500k orbits, polar and equatorial. Now, here is where I need advice: Are those designs sound? Are the orbits I chose, the right choice? Did I over or under engineer them? I ask, because when I send Scansats out, I still need three cone antennas in order to not lose connection, I can't get away with just omni's. I can send out flyby satellites with just omnis, but I tend to lose connection mid flight, and I ALWAYS lose connection before I can deploy chutes on my return to Kerbin, but Real Chute keeps my probes from dying. I have watched the "Remote Tech School" YouTube series by Grunfworks, but, I think I missed something. Does anyone have any advice? Thank you.
  15. Hi all, I am really loving my career play-through this time through using remoteTech. I am running 63 mods currently, and the ones that apply to my questions are RemoteTech, Community Tech Tree, RealChute and Tantares, I believe. I set up 3 short range Sats at 2848400m for keosynchronous orbits. They each had an L-LG1 Low Gain antenna for their Omni range (4mm), and 3 Reflectron KR-7s (90mm) for transmission. It is my understanding, that the omnis should pick up the signal from the KSC, and the cone antennas will send the signal further. I aimed them each at the Mun, Minmus, and the Active Vessel. I then set up Sats around Mun and Minmus, with a single 4mm Omni, four 90mm cone antennas, and four 25mm cone antennas. The idea was, aim one 90mm each at the SR ComSats around Kerbin, one each for active vessel, and the 25mm's for aiming at each other (the other sats around Mun and Minmus, respectively). These were all set up in 500k orbits, polar and equatorial. Now, here is where I need advice: Are those designs sound? Are the orbits I chose, the right choice? Did I over or under engineer them? I ask, because when I send Scansats out, I still need three cone antennas in order to not lose connection, I can't get away with just omni's. I can send out flyby satellites with just omnis, but I tend to lose connection mid flight, and I ALWAYS lose connection before I can deploy chutes on my return to Kerbin, but Real Chute keeps my probes from dying. I have watched the "Remote Tech School" YouTube series by Grunfworks, but, I think I missed something. Does anyone have any advice? Thank you.
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