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Found 23 results

  1. What it does This is a giant, 2.5m stack-mounted relay antenna that provides 1000G (or, if you prefer, 1T) of transmission power-- ten times the most powerful stock antenna. This is useful for playing with modded solar systems that include extremely distant planets. The design is inspired by the JAXA Large Deployable Antenna. It also comes with two additional deep-space antennas, smaller 300G models suitable for a 1.25m stack. Download from SpaceDock License: CC-BY-NC-SA 4.0 Model & texture by @steedcrugeon Config files & patches by @Snark How to install Unzip into your GameData folder, same as any mod. Gallery Retracted, it's a cylindrical component slightly taller than the MPL science lab. Here it is in action: Check out this video review by Kottabos! The mod also includes the JU1 Medium Deployable Antenna, a sleek 1.25m relay antenna with 300G power. And its sister, the JW1 Medium Deployable Antenna. This 300G direct antenna is even more compact than the JU1 when retracted. Its lateral-opening design makes it perfectly suited for rovers and small planes. Caution: Do not open while plane is in flight. Why would anyone want this? If you just play with a stock solar system in KSP, you really don't need this antenna (unless you just think it's pretty). It mainly becomes useful if you are running any mods that increase the size of the solar system, in which case the most powerful stock antennas may not reach far enough. For example, the most powerful stock antenna is 100G, and a level-3 tracking station at KSC is 250G, for a maximum range of 158G meters from Kerbin. The farthest object of interest in the stock solar system is Eeloo, which reaches a maximum distance of 127G meters. Therefore, the stock antennas will reach. However, some mods boost the size of the solar system considerably larger than 158G meters. Some examples: Outer Planets: Plock can reach 689G meters Galileo's Planet Pack: Leto can reach 611G meters New Horizons: Vanor can reach 327G meters Outer Planets attempts to deal with this by patching all stock antennas to have 4x the power, and the level-3 tracking station to have 8x the power. However, this makes everything extremely over-powered for the inner solar system, without really adding any depth to the gameplay. This mod provides a single, very powerful relay antenna that can fill that gap. Compatibility with other mods JX2Antenna currently includes compatibility patches for the following mods: IndicatorLights: Data-transmission indicators, similar to what IndicatorLights adds to all the stock antennas. Outer Planets: Undoes the 4x antenna power and 8x tracking-station power boosts that "vanilla" OPM adds to the stock game. (If you don't like that, just delete the relevant .cfg file from the patches sub-folder of this mod after installation.) Galileo's Planet Pack: Undoes the 10x power upgrade that GPP gives to the stock RA-100 and 88-88 antennas when the "largeUnmanned" tech node is unlocked. RemoteTech: Makes the antenna work as a RemoteTech antenna, rather than using the stock KSP CommNet. If you want to use this antenna with some other mod, and it needs a compatibility patch, please post here to let us know! Credit where credit is due Much as Snark would love to claim credit for this mod, this is a joint project. The fact is that the overwhelming majority of the hard work (and the design inspiration, and all the artistic talent) came from @steedcrugeon, who produced the model for the part. All Snark did was say "hey, wouldn't it be cool to have a big antenna", and then supplied some config, various patches, and gratuitous nitpicking.
  2. Radio Free Kerbin Most Recent Version: v1.2.1 (released 07 Aug 2017) Introduction Are you tired of trying to mount a clunky, old antenna onto your sleek, new spacecraft? Have you been wondering how your intrepid team of kerbonauts is able radio Kouston without one? Are you afraid that the transmitter will be torn off of your plane's fuselage by atmospheric drag? Kerbin's prestigious Avalon Research Instutute has teamed up with Ionic Symphonic Protonic Electronics to bring your space program a solution! Thanks to recent advances in the science of cramming-big-things-into-tiny-spaces-that-are-way-too-small-for-them, ARI and ISPE have developed a revolutionary method to add data transmission to any crewable command module. Now, your spacecraft can enjoy crystal-clear communication with ground control--without the added bulk. The manufacturers deny allegations that this innovation was developed to clear inventory of a shipment of Communotron 16 antennas that was crushed by a delivery truck. Small chunks of rubber lodged in the product are a normal result of the manufacturing process. Description Radio Free Kerbin adds data transmission capability to all command pods and cockpits. It uses a ModuleManager config to modify the data transmission module to allow transmitting science data for all command parts with a non-zero crew capacity (i.e. not probe cores). Note that the Radio Free Kerbin version numbers are unrelated to the KSP version numbers. Features Feature Status Data transmission for all crewable command parts Complete Remote Tech support Complete AntennaRange support Complete Kerbalism support Complete Antenna specs upgrade with unlocked tech nodes In Progress Antenna specs vary between different pods Cancelled CKAN CKAN is the officially recommended installation method for RadioFreeKerbin! Just search for it, check the box, apply the changes, and voilà. Manual Installation To install RadioFreeKerbin manually, copy the contents of the GameData folder in the download to KSP's GameData folder. If ModuleManager is already installed, you only need to copy over the RadioFreeKerbin folder. GitHub SpaceDock Required RadioFreeKerbin requires ModuleManager and will not function without it. The most recent version of ModuleManager at release time is included in the download, but it is recommended that you download the most recent version of ModuleManager at install time. Supported KSP-AVC is supported (as of v1.0.0) CKAN listing is supported (as of v1.0.1) RemoteTech is supported, courtesy of Deimos Rast (as of v1.1.0) AntennaRange is supported (as of v1.1.0) Kerbalism is supported, courtesy of ShotgunNinja (as of v1.1.1) Issues RadioFreeKerbin undergoes careful testing and review before each release. That said, it is possible that you will encounter bugs or compatibility issues with RadioFreeKerbin. Please open a new issue on GitHub with as much detail as possible and I will attempt to resolve the problem. Suggestions Suggestions for new features or changes to current ones are welcome! Please post any suggestions, comments, or feedback in this thread. License RadioFreeKerbin is released under the terms of the MIT License (also sometimes referred to as the Expat License). Basically, you may use, copy, modify, merge, publish, distribute, sublicense, and sell RadioFreeKerbin as long as you both include the license agreement if you redistribute it and agree not to blame me if it messes something up. Addendum for Clarity It has come to my attention that there is disagreement between many members of the KSP modding community about the role of licenses with regards to redistribution and/or modification, so I would like to clarify my stance on this. I selected the MIT License for RadioFreeKerbin after careful consideration, fully understanding the possible consequences of this choice in the future. I have no illusions that everyone else happens to share my exact same concept of what is required by "courtesy", so I chose a license that reflected exactly how my content may be used. There is absolutely no request or obligation on your part to ask permission before following the terms of the license. This is how permissive licenses have operated successfully in the free and open source software (FOSS) community for decades, and I see no reason to use such licenses with an additional de facto requirement based on arbitrary, unwritten rules of community conduct. I suppose that I would prefer that you notify me if you redistribute my content (simply because I'm curious about what I've made being put into other cool stuff!), but this is neither a requirement nor a weird KSP community "courtesy" thing that people get bent out of shape about. If you choose not to do so (even if it's just because you don't particularly feel like it), that's awesome too and I'm not going to be upset about it; I already told you what you may do in the license agreement, which I chose in part because of its lack of a notification clause! If the license says you can, do it; if not, then don't. It's not rocket science... (or is it? ) Changelog v1.2.1 (07 August 2017) Updated version information to reflect compatibility with KSP 1.3 v1.2.0 (14 October 2016) Added compatibility with the CommNet system in KSP 1.2 Slightly nerfed antenna specs for balance with new antennas in stock pods v1.1.2 (30 July 2016) Changed Kerbalism patch from .txt to .cfg Fixed spelling errors in readme v1.1.1 (29 July 2016) Added Kerbalism support Fixed syntax error in AntennaRange config Removed unnecessary config value from RemoteTech config v1.1.0 (16 July 2016) Added RemoteTech support Added AntennaRange support Removed unneccessary config values that could cause compatibility problems RadioFreeKerbin will no longer attempt to add an antenna if the part has one already v1.0.1 (02 July 2016) Nerfed antenna specs for balance with stock antennas (now same as Communotron 16) Added CKAN support v1.0.0 (29 June 2016) Initial release All base functionality is implemented and has passed early testing.
  3. Hi, first of all i'm new to the forum Now about my doubt. I made a relay sistem over kerbin consisting on 5 probes all with 2 x HG-5 antennas (that's the best I can afford for now). the relay system works ok, and dns level is 3, so I should cover all kerbin mun and minmus. NOW... it is possible to relay to KSC(level 3 dns) over the range of my 5 probe system? i mean can I launch a probe with the best antenna and relay to ksc even when it's on the other side of the planet, or the antennas have to "see" each others? i'm sorry if I explained myself bad, but not my language
  4. KSP CommNet Signal Strength Calculator & Antenna Selector Stock + OPM System: Link Galileo Planet Pack System: Link 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 the antennas listed by the creator/mod pack grouping and all their individual statistics. ----------------------------------- Antenna Selector Sheet The 'Antenna Selector' sheet allows you to pick enter a specified range between vessels and enter which antennas you require to give you a signal strength that is suitable for the application. You can also get a visualization of the signal strength between Kerbin and all the major celestial bodies with the currently entered antenna setup. ----------------------------------- 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 '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. This will be useful when mods start adding their own CommNet modules to their antenna parts ----------------------------------- Please let me know what you think, any mistakes I have made, any ways I can improve this etc. etc. Hopefully you find this useful for your own games. KSP CommNet Antenna Selector - Stock + OPM System: Link KSP CommNet Antenna Selector - Galileo Planet Pack System: Link P.S. This document was built off of my original KSP RemoteTech Antenna Selector document, if you are interested in RemoteTech, please visit the forum post for this calculator: Link
  5. I just came back to KSP after a very long break (since 1.0), and I'm loving the new CommNet mechanics! I just don't understand the Communotron 16S: I can't find any advantage it has over the non-S variant, same range, same energy consumption, same cost. Combined with the downside of not being combinable, I can't see any reason to use it, except for aesthetics. Am I missing something? Thanks for your replies!
  6. 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 can't reach back from Jool/Eeloo without relying on a relay network. Stock antennas now have better defined niches. Relay antennas are now equivalent in power (or stronger) then DSN antennas on Kerbin's surface. This makes it possible to disable the extra ground stations on Kerbin's surface in the difficulty options. The drawback is that relay antennas also consume a lot more power when transmitting data and should not be used on science-gathering probes / spacecraft. Relay antennas are also heavier and more expensive and have constant power draw. The optional contracts will give you guidelines on how much battery capacity you need to operate through Kerbin's shadow. Full details are available at GitHub, including sample network links. Installation: Because this is all done through ModuleManager patches and no new models or assets are included, it doesn't matter where you put the contents of the .zip file as long as it's under GameData/ somewhere. You must have ModuleManager installed (or from GitHub releases), this comes with a lot of other addons, so I'm not including it. Installation of ContractConfigurer is optional, but provides in-game contracts for building out your CommNet. Download one of the releases from GitHub. Extract the .zip file into a folder under your GameData/ directory. Upgraders should delete the old folder before installing the new version. There are no settings that get shared across releases and this prevents problems in case I rename one of the configuration files. Effect on existing games: May cause loss of probe / craft control due to changed CommNet ranges. May cause power issues due to the constant power demand of the relay antennas. Science gathering spacecraft may be unable to send data back home if they only have relay antennas installed (and not enough battery capacity or power generation ability to process and transmit the data). Removal is easy as long as you have not used any of the antennas which were added by this mod, removing this addon's folder under GameData/ will revert your antennas to the stock capabilities. Recommended KSP difficulty settings: These are available in the "Settings / Difficulty Options / Advanced" menu and can be changed at any time in a career save. I'm running with the following values in my current career save: DSN Modifier set to between 0.02 and 0.10 Turn off "Enable Extra Groundstations" Occlusion Modifier, Vac = 1.02 Occlusion Modifirer, Atm = 0.98 If you don't adjust these values, you'll find that the DSN ground stations are often going to take priority over those relay satellites that you lovingly placed into KEO orbits. Change log: https://github.com/WuphonsReach/KSP-StockAntennaBalance/blob/master/CHANGES.md Current Balance: For the standard KSP solar system, I went with the following power factors for direct-connect antennas: 5000 for built-in pod antennas 500k for the Comm-16S surface mount 2M for the Comm-16 red and white stick 100M for the DTS-M1 500M for the HG-55 5G for the Comm 88-88 Those values have been pretty constant across the various rebalancing passes. When looking at antennas from other mods, I only plan on adjusting them if they are way outside those values. https://docs.google.com/spreadsheets/d/1yj08CJX458ZbHOsLgVckEtqvHUj5KkP1En-R1kLIYyw/edit?usp=sharing For the relay antennas, this is the heart of the balancing: Relay Antennas Antenna Strength Power (EC/s) Mass (t) Cost HG-5R 10G 0.40 0.20 4500 RA-2 75G 2.5 0.45 18,000 RA-15 500G 10 1.10 48,000 RA-100 3T 30 1.85 96,000 So for something like OPM, a single RA-100 at Kerbin talking to a single RA-15 at Plock would have a minimum signal strength of 41% max-distance. But for regular KSP, the RA-100 is a bit overkill as a result (but lets you get away with an RA-2 at Eeloo max distance). Keep in mind that you can also combine antennas on a relay satellite at the home world to get increased power (with a 0.75 combination exponent). So four RA-15 antennas would give 1T of strength, and four RA-100 antennas would give 6T of strength. ModuleManager Patches included for these mods: DMagic Orbital Science (Soil Moisture sensor and SIGINT experiments) SXT Continued (Comm DTS-R4, Komm 16)
  7. 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 into your GameData folder, same as any mod. (Includes ModuleManager.) Why would anyone want this? If you’re playing KSP with the CommNet difficulty set to “Require communications for control”, this means that you completely lose control of your probe if it doesn’t have a communications link back to a control source such as KSC. This can make things tricky if you’ve got a ship that needs to do aerobraking or atmospheric reentry somewhere far from Kerbin, if the antenna you use to control it is a deployable one. If you don’t retract it, it will get destroyed by hypersonic winds. If you do retract it, it’s safe… but now your probe is an inert doorstop. This mod is intended to give you some interesting options for designing your probe. You can put your antenna to sleep before hitting atmosphere, and it will wake up again later on to (hopefully) re-establish control. How to use Use the slider on the menu to control how long the antenna will sleep. You can do this in the vehicle editor or in flight. While in flight, press the “Sleep” button for an extended antenna to cause it to retract and stay retracted for the specified duration, after which it will automatically re-extend. The menu displays a countdown timer while sleeping. If you happen to still have control of the ship while the antenna's sleeping, you still have the ability to manually extend it, same as always (which will cancel the sleep).
  8. I'm trying to send probes to Eve, and am having trouble being able to communicate with my landing probe once I separate from the stage that got me to Eve orbit. The stage that remains in Eve orbit has 2 RA-2 Relay Antennas, and my Kerbin DSN Ground station has bee upgraded to L3. I obviously want to have control over my probes during re-entry, so a big dish is out of the question, but when using a Communotron 16, or even the probe core (a Probodobodyne OKTO), as soon as I separate from the stage that has my relay antennas, I loose all control over the probe. I was expecting that the probe core, either via its internal antenna, or the Communotron 16, would relay via my stage and its RA-2's back to Kerbin, but no. The only antenna that give me any kind of connection is a DTS-M1, and that shows as communicating directly back to Kerbin, rather than through the relay. A DTS-M1 is not going to survive Eve re-entry. I don't think its a range issue, as I loose control of my landing probe as soon as I separate, I have extended antennas, and even tried re-orienting the stage with relays just in case the stage body was occluding the signal from my probe to the relay antenna, but no luck. The KSpedia show a table that gives ranges for different combinations of antennas - Class 0 (Probes) unto class 5, as well as the different upgrade levels of the Kerbin Ground Station, but I can't see in the parts guide what class a particular antenna would be. I am using KSP 1.21.1604 on Mac. Any thoughts/suggestions? Thanks Paul
  9. In my current play through I got a LVL 2 tracking station. My Mun probe is equipped 6 Communatron 16 antenna's. My Communication satellites in Kerbostationary orbit (3 in total) are each equipped with 2 HG-5 Relay Antenna's as well as 4 cummunatron 16 antenna's. When my Mun Probe is in direct line of sight with KSC (I disabled the additional ground stations) the signal comes through just fine. but once KSC moves away from LOS the probe looses connection. My relay antenna's don't pick up the signal. Am I correct when I say I not only need sufficient sending capabilities on my probes, but that my relay satellites also need more relay antenna's or a more powerful relay Antenna?
  10. So I'm going to Eeloo, I launched my drive stage, launched my crew, docked, and after 30 something minutes of burning I'm now on my way to Eeloo. Only problem is I forgot to put an antenna on because I'm not used to the update (haven't played since 1.1). Is there any way I can cheat to turn off the antenna signals? Or some way to get an antenna on there? I really don't feel like starting all over and I don't really care about cheating at this point.
  11. So you wanna learn which antenna is the best,huh? Well take a look at this chart! Part Radial size Cost () Mass (t) Max. Temp. (K) Tolerance (m/s) Tolerance (g) Electricity (⚡/Mit) Net transmission speed (Mits/s) Relaycapable Communotron 16 Tiny 300 0.005 2 000 7 50 6 (20.0 ⚡/s) 3.33 × No Communotron 16-S Tiny 300 0.015 2 000 7 50 6 (20.0 ⚡/s) 3.33 × No Communotron 88-88 Tiny 1 500 0.1 2 000 7 50 10 (200.0 ⚡/s) 20.0 × No Communotron DTS-M1 Radial mounted 900 0.05 2 000 8 50 6 (34.3 ⚡/s) 5.71 × No Communotron HG-55 Radial mounted 1200 0.075 2 000 7 50 6.67 (133.3 ⚡/s) 20.0 × No HG-5 High Gain Antenna Radial mounted 600 0.07 2 000 8 50 9 (51.4 ⚡/s) 5.71 ✓ Yes RA-2 Relay Antenna Radial mounted 1 800 0.15 2 000 8 50 24 (68.6 ⚡/s) 2.86 ✓ Yes RA-15 Relay Antenna Radial mounted 2 400 0.3 2 000 8 50 12 (68.6 ⚡/s) 5.71 ✓ Yes RA-100 Relay Antenna Radial mounted 3 000 0.65 2 000 8 50 6 (68.6 ⚡/s) 11.43 ✓ Yes It shows which antenna is the best,got it? Good! BYE!!!!
  12. 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
  13. 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?
  14. 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?
  15. 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:
  16. 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?
  17. 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.
  18. 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
  19. 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:
  20. 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?
  21. 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.
  22. 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.
  23. 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.