Jump to content

Search the Community

Showing results for tags 'satellite'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • Welcome Aboard
  • Kerbal Space Program 2
    • KSP2 Dev Updates
    • KSP2 Discussion
    • KSP2 Suggestions and Development Discussion
    • Challenges & Mission Ideas
    • The KSP2 Spacecraft Exchange
    • Mission Reports
    • KSP2 Prelaunch Archive
  • Kerbal Space Program 2 Gameplay & Technical Support
    • KSP2 Gameplay Questions and Tutorials
    • KSP2 Technical Support (PC, unmodded installs)
    • KSP2 Technical Support (PC, modded installs)
  • Kerbal Space Program 2 Mods
    • KSP2 Mod Discussions
    • KSP2 Mod Releases
    • KSP2 Mod Development
  • Kerbal Space Program 1
    • KSP1 The Daily Kerbal
    • KSP1 Discussion
    • KSP1 Suggestions & Development Discussion
    • KSP1 Challenges & Mission ideas
    • KSP1 The Spacecraft Exchange
    • KSP1 Mission Reports
    • KSP1 Gameplay and Technical Support
    • KSP1 Mods
    • KSP1 Expansions
  • Community
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
    • KSP Fan Works
  • International
    • International
  • KerbalEDU
    • KerbalEDU
    • KerbalEDU Website

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Twitter


About me


Location


Interests

  1. So... i've been launching satellites 24/7 and uhh... just take a look Yeah... so is there any way other than just going to each piece of debris one by one is there a way to delete all this debris?
  2. 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
  3. I have my first contract to put a satellite in orbit in this game, I've done it a bunch in other saves. The contract is for an equatorial orbit around Kerbin, inclination of zero. That means the ascending and descending nodes are undefined. On the contract notes when in space, it says "Longitude of Ascending Node: Undefined" (correct) and "Argument of Periapsis: Nan degrees." And the orbit isn't drawn on the HUD. Is this a known issue with 1.1.2.1260 ? My ap and pe are different (14km and 12km), and I don't know where to put them.
  4. http://www.jhuapl.edu/newscenter/pressreleases/2016/160519.asp
  5. So I installed the RemoteTech mod and started doing the satellite omni network tutorial here: http://remotetechnologiesgroup.github.io/RemoteTech/tutorials/c16network/ 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?
  6. 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!
  7. *** 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
  8. 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 1.3.1? Yes. It also supports Remote Tech version 1.8.9 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 Imgur Album -=::::::::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 (PzL_Ksat_1.1.zip) 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. Drag and drop 'ModuleManager.3.0.1.dll' into your GameData directory. 6. 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: http://creativecommons.org/licenses/by-sa/4.0/legalcode 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: This work provides support for the mod Decal Stickers, as permitted by the license of that particular work. Decal Stickers was created by blackheart612 and can be found here: This work provides support for version checking through MiniAVC, as permitted by the license of that particular work. For more information on MiniAVC: -=::::::::v::::::::=- Changelog 1.1.1 -Fixed a typo that lowered the cost of the LO-242 by almost 75%. 1.1 -Included MiniAVC support -Included support for Decal Stickers -Updated all antennas for KSP 1.3.1 -Updated the MM patch for Remote Tech 1.8.9 -Changed folder structure -Changed category for the inline battery, from Utility to Electrical -Made the small dish (PzL-COM D1) physicsless -K-Sat PzL-BB 888 *Added "Marble" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT omni range to 2.5Mm -K-Sat PzL-LO 242 *Now allows surface attachments (on it, not with it) *Added "Lancelot" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT integrated omni range to 150km -K-Sat PzL-LO 1138 *Added "Cobra" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT dish range to 90Mm *Changed RT integrated omni range to 150km -K-Sat PzL-LO 1142 *Added "Crabhead" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT dish range to 50Gm *Changed RT integrated omni range to 150km 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.
  9. I just took my first "build a satellite and put into X orbit" contract, and found myself completely lost. I get that the map shows you the circle it should be in when your done, but I have no idea of how to get there. Right now, after a bit of testing, I think I should: Burn to get my current AP to match the contract's orbits PE. Change inclination to the specified one (maybe on the way to AP (which will be PE)?) Burn to switch current AP to match the contract's orbits AP. This would leave my old AP as the new PE Is this at all right? If there are any tutorials you know of, please point me at them. The Tutorial Library here did not seem to have any. (I don't want to watch a 30 min video though, too boring ) P.S: I am VERY interested in using MechJeb to assist me, I just couldn't figure out how. Thanks for your time
  10. I made a craft that can send a satellite to orbit with only sepratrons! https://kerbalx.com/He_162/STO I also made a version that can take a kerbal up! Sadly, not down, that would require 200 more sepratrons at least. DOWNLOAD SOON
  11. 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.
  12. I launched the pre assembled stock satellite launcher.
  13. 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
  14. 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).
  15. Hello fellow Kerbals . I've got a problem with my recently launched satellite! Shortly after reaching a stable orbit it went dead and I can't control it any more, I've got electricharge remaining as well as solar panels. The only mod I've got installed is Advanced-Fly-By-Wire. The satellite is controlled by a Probodobodyne OKTO for remote control and Mk1 command pod! I'm wondering if these two are causing some kind of conflict for reasons unknown. (maybe I should check the atmospheric pressure :O) As mentioned before there is electricharge left on the onboard rechargeable batteries and command pod - The Probodobodyne OKTO is left with 0 electricharge though, although the info-window (when right click on part) says it is operational. Further the darn thing is placed right on top of the battery so I'm sure the connnections are in order Do anyone have an idea why my satellite suddenly went dead?
  16. 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!
  17. Greetings! Time for me to introduce my first attempt at modding. The initial idea was to create the launch vehicles from Swiss Space Systems. The SOAR concept shuttle and the aircraft that will launch it. But then I ended up creating a whole system of modular satellites that would go with it better than the stock parts. Right now I have the satellite system and the A300 about 70% done. The SOAR concept is halfway there only. Keep in mind this is an early version. [0.72] Download from SpaceDock Content: Video preview of version 0.5 by KottabosGames. Thank you sir. Features Texture Switch - 8 colours as shown above Remote tech support AntennaRange support AntennaRangeRelay contract pack support RealPlume support TweakScale support ScanSat support Stack Symmetry (2) Thanks to @Hexicube Known issues (if you have a fix thanks for sharing) It snaps on the node next to the one I want - No known fix - Workaround: Place it on the snapping node then Alt + LMB your module to copy it and place it on the desired node that will be easy to get now. Delete unwanted node Half core top module snaps on bottom module but doesn't stack properly. It seems to be due to the side nodes being on the top modules. - Workaround: Stack downwards. First an half core top module then half core bottom module. Antennae animation problem: doesn't extend when transmitting ( still looking for a fix) / No animation in VAB ( seems like stock don't either) The science modules don't register for contracts on satellite. See MM patch and more info here and in archive file. Texture switch works in VAB/SPH for shrouds but not ingame. To do/ Road map: Changelog Credits: BahaSP BDAnimationModules by @BahamutoD Firespitter by @Snjo ModuleManager by @sarbian/ @ialdabaoth Part Icon Fixer by @xEvilReeperx Thanks to the french speaking community for providing early feedback/help and great ideas. Installation: Delete previous version if you had one. Copy the content of GameData in your GameData folder You can remove folders to select what you want installed or not. There is no dependencies between the manufacturer. NSS for the Octosat, Airbus for the A300, S3 for SOAR Concept. License: CC BY-NC-SA 4.0 Thank you for pointing out mistakes and correcting my english in-game ( names and descriptions) and in this thread. Feel free to post issues, ideas, suggestions, thoughts, whatever you want to share.
×
×
  • Create New...