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  1. (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 a vessel or constellation Color Picker for "infinite" color choices User-friendly interfaces, included the sort and filter capabilities for the vessel list Bonus: Designed by a RemoteTech developer as a test bed on multiple features of RemoteTech 2.x re-development Why? Three reasons: In our real-life universe, we have satellite constellations of GPS, GLONASS and Galileo talking to their own members. So why can't CommNet have such feature? Every vessel in the whole network is talking to everyone within its root range model. This mod is a testbed for some features of the RemoteTech redevelopment project. (I am a member of the current RemoteTech team) Frequent Asked Questions Mods required Module Manager Tutorials Basics and interfaces License GNU GENERAL PUBLIC LICENSE, Version 3 Download GitHub SpaceDock
  2. 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 DLL file. License GNU GENERAL PUBLIC LICENSE, Version 3 DOWNLOAD Github SpaceDock
  3. 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 a 7.5m fairing (i.e. it's a 2x rescaled RA-100.) The RA-12500 weighs 5.2 tons and has a range rating of 12.5 Tm. It has a 2.5m bottom node and fits in a 10m fairing (i.e. its a 4x rescaled RA-15.) As an incidental benefit, these antennas offer progressively better transmission performance than the stock relay antennas, particularly in terms of ElectricCharge consumed per Mit transmitted. The enormous size of these antennas demands an unconventional approach to deployment. Possibilities include: Off-world manufacturing via mods such as Extraplanetary Launchpads, OSE Workshop, or Ground Construction. Oversized launch vehicles such as AB Launchers (5m), DIRECT (5m & 7.5m), or SpaceY Lifters/SpaceY Expanded (5m, 7.5m, & 10m). To facilitate the simultaneous launch of multiple satellites, this mod adds stock fairings (including interstage trusses) resized to 5m, 7.5m, and 10m diameters. In case none of the above appeal to you, compact deployable versions of all three antennas are provided (via rescaling of the Communotron 88-88 to 0.625m, 0.9375m, and 1.25m.) As the new antennas are substantially more powerful than the stock Deep Space Network, three additional levels of the Tracking Station are provided via the Custom Barn Kit (not included.) These allow the player to choose between launching local relays or simply boosting the DSN. Level 4 of the Tracking Station costs 2,111,000 Funds and boosts the DSN's range rating to 1.25 Tm. Level 5 of the Tracking Station costs 7,916,000 Funds and boosts the DSN's range rating to 6.25 Tm. Level 6 of the Tracking Station costs 29,685,000 Funds and boosts the DSN's range rating to 31.25 Tm. This presents alternatives at several performance points to the excellent JX2 Large Deployable Antenna. These parts are generally cheaper and less massive than the JX2 for their range with the trade-off of being much bulkier and far less visually distinctive. As a bonus, I've included a half-scale version of the RA-2 antenna that has the stats of the HG-5. This alternate handle-free form factor for the HG-5 fits better on compact probe assemblies as small as 0.3125m. Also included for launching miniature relays is a 0.625m fairing; I recommend RLA Stockalike for 0.625m launch vehicles. Installation and Requirements To install, copy the files to your GameData folder. This mod requires ModuleManager (not included.) Custom Barn Kit is required for the extended tracking station progression, but otherwise optional. License CC BY-NC-SA
  4. 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 for KSP 1.6.1 (should be backward-compatible) Download v0.2.1 for KSP 1.3.0 Source Status The mod is in beta. Please report bugs via the GitHub Issues tab or at the forum and attach the output log. Required / Supported Mods Module Manager - required for EC usage feature Blizzy's Toolbar Bluedog Design Bureau CommNet Antennas Extension DMagic Orbital Science Global Construction JX2Antenna kOS - terminal is supported, but all the commands are implemented without delay. You may use WAIT command to simulate delay. Pathfinder (WBI) RemoteTech Redev Antennas ReStock+ Surface Experiment Pack (SEP) Tantares USI Kolonization Systems (MKS) Known Issues The mod doesn't handle part actions (e.g. experiment deployment), so they are not delayed. If you find it cheaty, you can choose to hide them, in the Settings, and use action groups instead. RCS linear translation (HNJLIK keys) is not supported at the moment. I haven't figured out how to execute these actions. Autopilot and similar mods (such as MechJeb) also have no delay, because they interact with the vessel directly. License: MIT Change Log:
  5. 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 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 some 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. This also means that as long as ModuleManager and ContractConfigurer support the newest KSP versions, then this addon will probably work okay as well. 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 ModuleManager Patches included for these mods: DMagic Orbital Science (Soil Moisture sensor and SIGINT experiments) SXT Continued (Comm DTS-R4, Komm 16)
  6. 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 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 ----------------------------------- For great visualizations of the antenna ranges at the various DSN levels, also be sure to check out @Kergarin & @wile1411's illustrations that can be found here. They are super useful.
  7. 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 where I could have permanent outposts on their surface both facing each other.
  8. 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 signal bouncing from Kerbin-->Duna relay-->Ike relay-->Ike rover? Or do I need to have a relay in Ike orbit capable of reaching Kerbin? Here's what I quickly threw together to illustrate my question: On a side note, would Remotetech allow this connection (signal from point A to B to C and then finally to D, or even further to E), given the appropriate omni and dish antennae?
  9. 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).
  10. 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
  11. meyerweb

    Resonant Orbit Calculator v1.4

    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 common orbit (say, 100,000 km above Minmus) at 120-degree intervals along that shared orbit. Which requires matching inclination and LAN and all manner of stuff, and then trying to jostle them into the right places along the circle. Or, you could build a carrier craft that hauls three satellites to Minmus, then release them one at a time. That solves inclination and LAN problems, but what about timing? The easiest thing is to put the carrier craft into an eccentric orbit with its periapsis at the altitude the satellites should share, and an orbital period 4/3rds the length the satellites will have in their circular orbit. In this example, the satellites’ final orbits at 100,000m above Minmus will have a period of 2 hours, 39 minutes, 29.5 seconds. So you put the carrier into an orbit with a periapsis of 100,000m and an apoapsis of 167,652.4m. That has an orbital period of 3 hours, 32 minutes, 39.3 seconds—exactly 133% the orbital period of the circular orbit. Having done that, you just release one satellite from the carrier as it passes periapsis on each of three successive orbits. Hey presto! You now have three satellites in a polar triangle, sufficient to cover the entirety of Minmus and maintain a network back to Kerbin. Quick, deorbit or otherwise move the carrier’s orbit so it won’t smack into the first satellite you released on its next periapsis. I built some spreadsheets to manage the necessary calculations for myself, but it seemed more fun to build a web-based tool that could draw a diagram of the orbits and all that while also spitting out exact Ap and Pe altitudes. And, while I was at it, show the minimum altitude for a functioning three-satellite setup as well as the edge of the SOI for whatever body I was trying to put satellites around if my orbits were large enough to be a problem, show atmospheres (where applicable), tell me the dV I’d need to inject each satellite into its final circular orbit, and stuff like that. It looks like this: It’s of fairly limited use, but it was fun to make and it supports stock as well as RSS and GPP. I figured if someone out there could make use of it, that was good enough for me to release it. Share and enjoy! (P.S. If anyone has feature requests, I’m happy to hear them, though I may not get around to actually doing them. I mean, I might do them, but I have a tendency to toss these little projects into the wild and then get distracted by some new project and never go back to update the old ones. So fair warning and all that.)
  12. 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?
  13. 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') where the kerbalnaut is a pilot allow (B') to control C? EDIT: Thank you. so in my case, Vessel B' will suffice.
  14. 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 using the Kerbal Engineer plugin (automatic suicide burn and Δv calculations FTW!) and the latest KSP available for download. My plan was a three-relay-sat constellation at 2.15Mm altitude (so a 2.75Mm orbital radius). Since the three comsats will form a equilateral triangle, that means by the law of sines the side length between any two comsats will be 2.75Mm * sin(3π/2) / sin(π/6) = 4.76Mm. This was based on the understanding that since the 5M relay antennas have a comm rating of 5M, that means the maximum distance two relays can talk with each other is √(5e6 * 5e6) = 5Mm. Since 4.76Mm < 5Mm, they should be in (low-signal-strength) contact with each other. However, I've placed two of the three relay sats (launching 2 at a time, for redundancy) and despite being almost exactly 4.76Mm apart from each other, there's no comm link. They can both talk with the ground station just fine, but not with each other --- the "network" and "vessel link" views don't show a link, nor can I control the one with an occluded link to the KSC. What am I misunderstanding? Thanks! - ethereal
  15. 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 confusion is, the RA-2 has a stated range of 200Mm which, as I understand it means 200,000,000 meters. As a result, my expectation was that this commnet would be good for unmanned missions to Minmus or closer. However, on the CommNet wiki page (specifically the table on top) it states that with a level 2 tracking center and a RA-2 that the range is 10Gm or all the way to Moho (if it is close). I am unclear how it could possibly have that range with the RA-2 only have a max range of 200Mm. Can someone help me understand what I'm missing? Thank you!
  16. 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 function to perform my own lookup of values based on some custom criteria? While it's not DSNrange, I did notice a curiosity that the returned level int for the GameEvents.OnKSCFacilityUpgraded for the tracking station gives the levels as 0, 0.5, & 1 - pretty much everywhere else uses the range 0,1 & 2. Separate question - is there a nice way to set a DestructibleBuilding to the destroyed state without having to get through the DemolitionFX?
  17. 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 wrong according to the in-flight display : in flight : it's always accurate at the space center : * when coming from the main menu : accurate most of the time * when coming from the editor or the tracking station : always accurate * when coming from flight : always wrong at the Tracking Station : * first time entering it : accurate most of the time * n+1 time entering it : always wrong At first I believed I was getting the info too early, before the CommNet gets properly initialized, but even with a coroutine that wait 10s before retrieving the signal strength it was still off. For a proper testing I wrote a little plugin that display all the link of all the vessel when a CommNet event is fired (only three exist : OnNetworkInitialized, OnCommStatusChange and OnCommHomeStatusChange), the plugin also display the link when pressing X. You can find it, along with its source, here. (Launch a game, open the console and look for entry starting by "[CommTry]") This save can be helpful, it has three ships, relay_A (signal of : 66%), relay_B (signal of : 36%) and transmitter (connected to relay_B : 69%, combined : 25%). I wanted to bring it to the attention of the forum before writing a proper bug report, I check and it haven't been reported. But @TaxiService made a bug report about incorrect value in the CommNet instance. This may be connect to my issue but not sure : in the CommNet instance, values are always off (and way off, not even in the 0 - 1 range) but in the Vessel.Connection.ControlPath.CommLink they are sometimes valid... @TaxiService your issue still stand, I add a method to test it in my plugin, press Y and it list all the existing links (from CommNet.CommNetNetwork.Instance.CommNet.Links). Pinging @RoverDude, he was assigned @TaxiService issue.
  18. The CommNet feature, introduced in 1.2, made communications-satellite constellations relevant in the base game. A three-satellite constellation, in an equatorial orbit, is a relatively easy way to provide pretty good communications coverage; but such a constellation does not provide full coverage over the entire surface of a celestial body. However, a four-satellite constellation, orbiting in a tetrahedral configuration, does! What does such a constellation look like? It looks like this... With that in mind: I've compiled a list, for every celestial body in the Kerbol system, of orbital parameters for a tetrahedral constellation. Legend INC. Inclination ECC. Eccentricity SMA. Semi-Major Axis LAN. Longitude of the Ascending Node LPE. Longitude of Periapsis (a.k.a. Argument of Periapsis) MNA. Mean Anomaly at Epoch EPH. Epoch Moho Satellite 1 INC. 33° ECC. 0.28 SMA. 1812500m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 1812500m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 1812500m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 1812500m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 Eve Satellite 1 INC. 33° ECC. 0.28 SMA. 5075000m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 5075000m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 5075000m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 5075000m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 Gilly Satellite 1 INC. 33° ECC. 0.28 SMA. 94250m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 94250m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 94250m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 94250m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 Kerbin Satellite 1 INC. 33° ECC. 0.28 SMA. 4350000m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 4350000m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 4350000m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 4350000m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 Mun Satellite 1 INC. 33° ECC. 0.28 SMA. 1450000m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 1450000m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 1450000m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 1450000m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 Minmus Satellite 1 INC. 33° ECC. 0.28 SMA. 435000m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 435000m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 435000m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 435000m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 Duna Satellite 1 INC. 33° ECC. 0.28 SMA. 2080000m* LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 2080000m* LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 2080000m* LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 2080000m* LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 * Note: Due to Ike's proximity, the correct semi-major axis of 2320000 metres causes satellites to be thrown out of orbit. The given SMA corresponds to the highest stable orbit I could find. Ike Satellite 1 INC. 33° ECC. 0.28 SMA. 942500m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 942500m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 942500m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 942500m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 Dres Satellite 1 INC. 33° ECC. 0.28 SMA. 1000500m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 1000500m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 1000500m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 1000500m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 Jool Satellite 1 INC. 33° ECC. 0.28 SMA. 43500000m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 43500000m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 43500000m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 43500000m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 Laythe Satellite 1 INC. 33° ECC. 0.28 SMA. 3625000m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 3625000m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 3625000m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 3625000m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 Vall Satellite 1 INC. 33° ECC. 0.28 SMA. 2175000m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 2175000m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 2175000m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 2175000m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 Tylo Satellite 1 INC. 33° ECC. 0.28 SMA. 4350000m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 4350000m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 4350000m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 4350000m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 Bop Satellite 1 INC. 33° ECC. 0.28 SMA. 471250m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 471250m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 471250m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 471250m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 Pol Satellite 1 INC. 33° ECC. 0.28 SMA. 319000m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 319000m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 319000m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 319000m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 Eeloo Satellite 1 INC. 33° ECC. 0.28 SMA. 1522500m LAN. 0° LPE. 270° MNA. 0 EPH. 0 Satellite 2 INC. 33° ECC. 0.28 SMA. 1522500m LAN. 90° LPE. 90° MNA. -1.57078 EPH. 0 Satellite 3 INC. 33° ECC. 0.28 SMA. 1522500m LAN. 180° LPE. 270° MNA. 3.14159 EPH. 0 Satellite 4 INC. 33° ECC. 0.28 SMA. 1522500m LAN. 270° LPE. 90° MNA. 1.57078 EPH. 0 The information in this post is based on John Draim's paper, Three- and Four-Satellite Continuous-Coverage Constellations, and an excellent thread by maltesh. The maths are all his; I only did the number-crunching and table-setting.
  19. Recently starting new career saves using CommNet, and found out that no antenna is consuming any EC when i'ts idle. It was a bit strange because I could still control probes and activate various parts at no cost at all. As this is the case for both relay and direct antennas, relay antennas which can handle signals from various sources has no disadvantage of the feature, making direct antenna somewhat less attractive. How about add a module that forces base EC consumption whenever an antenna is deployed? And set those values differently for their target range, actual communication range, type? Then You'll have to spend a lot more time in VAB editor wondering whether the EC generation on current vessel can handle these antennas or not, and direct antennas will be attractive option for more situations.
  20. What does multihopping mean, exactly? I've seen it on some command pods, and even searched it up on what it means, but nothing really explained to me what it is. So I decided to go here, the forums, to ask this very question. So what does multihopping mean?
  21. I've been using CommNet for a while, and love it. I have just managed to find myself in a particular situation I want answers to in my science game. In it, I'm still waiting for transfer windows thanks to kerbal alarm clock, so I'm sticking to Kerbin system-based operations. My rather primitive and outdated relay system contains two relay sats, exactly the same including layout, with four of the antennas directly superior to the Communitron 16, except they're pointing opposite directions. This is obviously because they're supposed to be on opposite sides of Kerbin(And yes I do have newer antennas.) Anayway, I did not align the orbits perfectly so they shifted very close to each other, so any vessel can hit up both at once. In Map view, I noticed one of my ships had a very strong(green) connection to probe A but a weak(red) connection to probe B. They have since moved on but I still want to know: Is the weak connection because the antennas were pointing away from the target? Does signal strength relate to the angle of an antenna relative to the connection direction? Thanks in advance. --GKSP
  22. le_JEW

    Need to find a mod

    Hey guys, can you help me? Since the introduction of Commnet in KSP 1.2 I am looking for a mod that lets me say to a probe: "Do this action (for example Retro-burn) in 30 minutes". This is because I often have the problem that I can't circularize my orbit because I am not connected to KSC because the planet is in my way. Are there any mods that let me do this?
  23. I don't know if it's something I'm doing wrong, but my relay satellites don't seem to be working. Despite having a sat halfway between Minmus and Mun, my Minmus probe refuses to connect to anything except Kerbin itself. The probe in question:
  24. So I was thinking about this the other day, and realized one simple thing: for crewed craft that intend to return to kerbin, there is no point to maintaining a commnet(or kerbnet if u call it that) link to the KSC. So I was thinking about a perfect option for that, which is to limit the visibility in map mode without a link. I would say that one will not be able to see beyond their current soi that they are in or beyond 1m meters, whichever is closer(this is so people could not see everything when they are in kerbol orbit). Another thing for this limited map is that the orbits will only show the same amount as the lvl 1 tracking station aka no patched conics or encounters. If this is implemented, then players will be more enticed to build a relay network, making the game more fun. Also, if there is a mod for this that works in 1.3 that you know of please point to it. thank you, 322997am
  25. Just Some Guy

    RemoteTech or Commnet?

    I have a bit of a dilemma here I could either go with remote tech and have the following mods with it and reasons why I like it. 1) Time Delay, 2) 10km EVA kerbal antenna, 3)Remote Tech Contracts, 4) KOS would work fine for the time delay. For Commnet I would use 1) Science Relay so I can send science to a science lab on a space station orbiting above 2) Commnet Constellations for better organization of signals 3) Works with my mods kerbal health so I get the perk of being connected to home Con is there is no time delay so there is no challenge or real use for KOS being used. I would like a second opinion on these thank you.