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Showing results for tags 'communications'.
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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
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INTRODUCTION: The stock communications system in 1.2 is like a cross between RemoteTech and AntennaRange. It has (optional) control issues similar to RT but the network itself links up pretty much like AR. If you've never played with either of those mods, then hopefully this tutorial will demystify the whole communications network thing. It's really not that complicated. If you're used to playing with AR, then you'll find stock pretty much the same except for the new antennae and the different performances of the old ones. If you're used to playing with RT, then you'll probably welcome t
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I landed a rover on Duna with a platform that has a Communotron 88-88 attached. This platform can reach Kerbin just fine, however the rover (which has two Communotron 16-S antenna) can't make contact to Kerbin through this platform after I decoupled it from the platform. Is this intended behavior, or do I have a more serious problem on my hands? Here's a screenshot to show the proximity. Any ideas or is my rover dead on arrival here?
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Update 20Oct2018: the original post below was a basic complaint that the developers blogs were so rare that the comms channel was basically useless. Just a few weeks ago our friends at squad announced they were killing the weekly updates and that "other" channels will be used - including the very nearly dead defunct devblog. Why? Let us peacefully discuss... --------------------- Back in mid-February @SQUAD indicated... /Snip "We’re planning to continue which the Developer Articles to let developers talk about their work and experiences in greater detail and to
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So, the idea is to get the longest communication path from vessel to KSC. You can send the signal through as many antennas as you want. The challenge can have different difficulties: Normal - Get the path from vessel to KSC throug TWO OTHER planet systems, vessel cannot be in these two systems. Example: vessel is on Eeloo, singal path goes Eeloo(vessel) - Jool - Duna - Kerbin(KSC) Impossible mode - make the signal go through all the SEVEN planets.
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Hi guys, I made a short video yesterday that hopefully explains how to evenly space out satellites around an orbit when creating communication satellite constellations. I've also written a short document that covers the maths in more detail, but still at a high school level to help people create their own commsat constellations. I'd love it if I could get some feedback on both (I've already realised that I should have used the term transfer orbit in the video rather than parking orbit).
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Probe Locations for the Kerbol System So I recently just came back from a Holiday in Tasmania, and I hear about the new updates, more importantly, the new CommNet network added in the game. So in game and in the tracking station, there is a green line connecting to all the online probes, landers, bases, rovers, space stations etc. The KSP team have also added in a bunch of new transmitters in the game as well. So the green line gets darker when you lose more and more connection with kerbin. This means that it is important to have probes everywhere in the kerbol system. You can also
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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. https://kerbalx.com/transitbiker/kerbnik-4a More to come soon from the kerbnik (unmanned) and kermnik (manned) family of spacecraft! Enjoy! - Andy
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