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  1. KSP CommNet Signal Strength Calculator & Antenna Selector Stock + OPM System: Link Galileo Planet Pack System: Link (When you open the links above, please save a copy to your own Google Account to be able to edit for yourself) This document allows you to view the antennas utilized by CommNet to aid you in the preparation for missions to specific bodies or to determine signal strengths between vessels before launch. ----------------------------------- Antennas Sheet The 'Antennas' sheet allows you to view all th
  2. A lot has changed since I last posted here. I've now set myself up with a PC and installed a number of mods, including Galileo's Planet Pack (which is terrific, by the way). The pack adds many new outer planets, unreachable with stock antennas, so one of the R&D nodes adds antenna upgrades for the Communotron 88-88 (the umbrella one) and the largest of the relay dishes, which are now rated for 1.00T instead of just 100G. Ever since I researched this node, the CommNet just breaks every time I launch a vessel from the VAB. The craft on the launchpad has no connection to the space center what
  3. (screenshots inside) What is this? A gameplay add-on for Kerbal Space Program. The purpose is to transform the CommNet network of the single type into multiple constellations of different types. Major features: Make a group of satellites (a constellation) working together to archive a single purpose eg Global GPS, Ground-to-Air Communication Assign a vessel to one or more constellations Edit a ground station Colored connections and icons in Map View Built directly on KSP's CommNet infrastructure Many frequencies (up to 32,767!) to choose for
  4. Not 100% sure this is the right place to post this, but I created a single-use widget for calculating resonant orbits to deploy satellites into a circular orbit at regular intervals along that orbit. It’s at http://meyerweb.com/eric/ksp/resonant-orbits/. In case you’re wondering “what the heck is this?”, a resonant orbit is most commonly used to set up CommNet constellations around non-Kerbin bodies. Suppose you want to put three relay satellites into circular polar orbit around Minmus. You could launch them one at a time from Kerbin and do all kinds of shenanigans to get them into a c
  5. I have a strange problem that I can't figure out what is causing it. I have added the extra ground station setting in the advance options. However, when looking for them in the tracking station I just see a little red x that tells me I need to build a ground station there. That's all well in good but I am not sure how to do that! clicking on it doesn't do anything. I am not even sure if this is default how its supposed to work. Since I have been out of the Commnet loop for a bit playing with RT. I think the mod that is causing this is either Kerbalism, or Kerbal Konstructs/ Kerbinside Re.
  6. What is this? A lightweight interface add-on for CommNet of Kerbal Space Program. What does it do? This add-on adds RemoteTech's MultiPath mode to the CommNet visualisation of connections. This mode is to display all working connections of every vessel in the game. Just click the 'Network' button in Tracking Station or Map View to change the visualisation mode of CommNet. Why? Useful mode without installing CommNet Constellation (also have same mode) Useful resource for other modders to look and add other CommNet modes Mods required Nope. It is a D
  7. This mod adds signal delay for probes in KSP, based on their CommNet connectivity. It means that you will only see the commands you issue after the radio wave reaches the vessel and returns back. Controlling interplanetary probes gets harder but more realistic. Antennas also now use Electric Charge (when deployed) for telemetry. The lower the signal strength (only the first link counts), the higher EC usage. All the features can be adjusted via in-game Settings. Quickly disable or enable the mod by clicking the toolbar button. Download latest release Source Status
  8. Having been discussing this, and slowly fleshing out the idea further, I would like to suggest a set of level 4 upgrades for each of the KSC facilities should be available, as well as (as a reach-goal) some way to upgrade the alternative launch sites (the Desert Runway needs an upgrade to its length/width/surface, in particular). Why: - Gameplay progression and "reach" goals for longer-running campaigns by more advanced players (although, these should not be out of reach of any player, they should require even greater Funds cost than the lvl 3 upgrades). - Rule of Cool. Bigger
  9. Current Release (GitHub) This mod adds long-range antennas using stock assets to facilitate communications networks for planet packs larger than the stock solar system. This allows the player to extend, rather than replace, the stock antenna progression, making long-range relays possible without trivializing inner-system communications. The RA-500 weighs 1.3 tons and has range rating of 500 Gm. It has a 1.25m bottom node and fits in a 5m fairing (i.e. it's a 2x rescaled RA-15.) The RA-2500 weighs 2.6 tons and has a range rating of 2.5 Tm. It has a 2.5m bottom node and fits in
  10. Hello everybody, can anybody explain, why I am getting 40% transmit bonus on science data transmitted directly from KSC launchpad? I am using only Comunotron 16(-S) antenna, transmitting Mystery Goo or Thermometer data and no other vessel or satellite is in the game. I haven't installed any game mod. I've read many wiki pages (of course https://wiki.kerbalspaceprogram.com/wiki/CommNet and https://wiki.kerbalspaceprogram.com/wiki/Science) and I've searched for information here on forum and generally on the www, but all I found is that the transmit bonus applies only while transmitting
  11. What it does Adds a “Sleep” button to the part menu of deployable antennas, whenever the antenna is open. Pressing the button causes the antenna to retract… but it will then automatically re-extend a few minutes later, even if you have no control due to lack of communications. Default sleep time is 5 minutes. A slider on the antenna’s menu lets you adjust how long it will sleep, in half-minute increments. The antenna's menu displays a countdown timer while sleeping. Download from SpaceDock License: CC-BY-NC-ND 4.0 Source code How to install Unzip
  12. Probe: 3 OCTOs, 4 com-16 (3 functional) Relay satellite: 3 OCTOs, 3 RA-2 antenna level 3 tracking station The crafts are well within range of eachother. the relay sat has 100% connection to KSC. The probe just lost connection to the KSC minutes ago. It refuses to connect to the relay satellite. I'm getting really sick and tired of my crafts specifically interplanetary probes refusing to connect to relay satellites for absolutely no reason whatsoever, someone PLEASE TELL ME WHY IT IS NOT CONNECTING TO THE DAMN RELAY.
  13. Hello, TL;DR: I'd like to know how to add (and remove) icons from the commnet panel (the panel where you see the transmission status, the kerbal-probe capable icon,...). I see a lot of questions on the web like "why can't I control my ship?", "I can't delete the maneuver node?",... And I see that the commnet icons are missing some important information and we can only see this by opening the resource tab to see there's no more electricity... Also the probe-kerbal capable icon is very confusing : the orange Kerbal icon could either mean "no SAS because no pilot" or "a probe
  14. I'm playing in sandbox and want to send Bob to ike,is 3 synchronous orbit relays and 1 in sol orbit enough to always get signal? (I will use the biggest antenna)
  15. I'm completely new to KSP and currently trying to set up a CommNet. Is it necessary for the relay antenna on a communication satellite to point at Kerbin? Also, do you need two (relay) antennae, one on each side? (the 1st one aligned to Kerbin, the 2nd one to e.g. a probe)
  16. Stock Antenna Balance Uses ModuleManager to adjust the range, power usage and other attributes of the stock antennas and how they function with the new CommNet that was added in KSP 1.2. This makes it much more important to use a mix of direct and relay antennas to communicate with Kerbin's Deep Space Network (DSN). License GPL 3.0 Links: SpaceDock / GitHub (downloads & source) Source code: https://github.com/WuphonsReach/KSP-StockAntennaBalance Current effects: Direct-connection antennas are changed so that you usually can't reach back from J
  17. Greetings everyone! I recently started to built larger communication infrastructures supporting massive explorations towards Duna and Eve. Now I've seen a video by Scott Manley talking about sunsynchonous orbits and was wondering if those mechanics might help in optimizing communication networks. So, is it possible to have 2 different satellites orbiting both Duna and Ike, Eve and Gilly so that the planetary satellites keep a sunsynchonous orbit with their respective moons as the "sun"? Same goes for the moons. Espescially in case of Duna and Ike, who are tidally locked whe
  18. I'm away on business for a couple of weeks so I can't test this out on my PC but I've been thinking of a mission outline that relies on proper usage of Commnet. Let's say I have: a rover on Ike with a Communotron 16 (Ike surface facing away from Duna, but in LoS of Ike relay), a 2 satellite highly elliptical relay with HG-5 around Ike (no LoS to Kerbin but LoS to Duna relay) , and a 3 satellite equatorial relay with RA-15 or RA-100 around Duna (LoS to Ike relay and Kerbin) Does the default Commnet allow the rover on Ike to be controlled on the surface, with the signa
  19. Hi Guys I started with KSP 1.5 with only 1 Ground Station. And my Probe just lost Connection on his way to Mun. It has enough Antenna Power To put my problem in a larger scale: How can i archive a permanent Connection from Jool (or any Planet, doesnt really matter) if my only ground Station is on the other side of Kerbin? Do i really have to build a Relay satellite around Kerbin with power of same power as the Tracking Station on LVL 3 (158 Gm). Seems a bit overkill to me Just two pictures for comprehension: https://imgur.com/a/eyWjItU Thx for your help
  20. Caveat: I admit that it is entirely possible that I was being too cute for my own good. I've launched my first fleet for Duna, and it includes a ship with a stack of HECS cores each with as battery, a pair of OX-4L solar panels, and an RA-2, with decouplers to separate them. The plan is to arrive at Duna with plenty of delta V, park myself in nice wide orbit, say 4-5 Mm, pop off the first relay. And this is where I've hit a rough patch. What sequence of maneuvers will put me back in the same orbit, but X degrees ahead(or behind) the first relay?
  21. Now I got the understanding that with commnet, one can control an unmanned probe if the command module/probe core have "probe control point". However, the next sticking point is: Suppose Vessel A, B, C are not connected to KSC. Vessel A is a Lander Can Mk2 (aside from MEM and Mk1-3, it also have Probe Control point), with 1 Pilot and 1 Kerbalnaut. vessel B has an advanced probe core and a Cabin, containing a non pilot kerbalnaut Vessel C is an unmanned probe. Based on my understanding, A can control C, and B can also control C, right? If B cannot, would (B') whe
  22. Hi everyone, I've picked up KSP again recently and am trying to build a comm network local to Kerbin. For context: I'm playing on pretty hard settings, and I only have a ground comm station at the KSC itself, not anywhere else on the planet. This pretty much means that I need a comm network local to Kerbin itself. I'm at the point in the tech tree where I only have the 5M relay antennas. For various reasons it would be really nice to be able to launch and control probes around Kerbin (and due to settings I don't have probe control unless I have a comm-link). In case it's relevant I'm usin
  23. Greetings! I've finally worked on building my first CommNet, but I find myself a bit confused after reading https://wiki.kerbalspaceprogram.com/wiki/CommNet and doing some searching here on the forums. Here is my situation: Level 2 Tracking Center 4 Satellites orbiting Kerbin at an altitude of ~777km (Screenshot:https://i.imgur.com/Po3BR5g.png) Each satellite has 4 antennas. Three RA-2s and one 16-S Two RA-2s from each dish are pointed at sibling satellites. One RA-2 is available for tasking as needed. One 16-S is used for comms with Mission Control My c
  24. Outside of the CustomBarnKit method - is there a way to SET the DSNRange property to adjust the value while in the flight scene / after the save game has loaded? I've only seen CustomBarnKit do this on Game Load to preset the available options for upgrading levels / costs. I'm thinking what I'm after is probably not possible, but wondered what the wisdom of the crowd says? Checking the values for stock - I can see the current DSNRange via the GameVariables.Instance.GetDSNRange(trackingStationLvl) all fine there. Different idea - is it possible to overwrite the GetDSNRange functio
  25. While developing a new feature for my mod Antenna Helper I came across a bug in the CommLink list attached to each vessel. In order to get the "real signal strength" of a vessel I need to multiply the signal strength of each link in the path between this vessel and the DSN. I do it like this : foreach (Vessel v in FlightGlobals.Vessels) { double realSignal = 1d; foreach (CommNet.CommLink link in v.Connection.ControlPath) { realSignal *= link.signalStrength; } } And it works good, most of the time, sometimes the link.signalStrength is off, still in the 0 - 1 range but wron
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