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Found 26 results

  1. Hello kind people, I have a question about antenna, relays and power consumption. In my new rebirth game I am about to launch my first satellite contract and just for giggles I thought I'd make it a relay sat. This made me think. The satellite I have built for the contract has a 200 battery, an OKTO, 4 communotrons ( just for looks ) 4 basic solar panels, an oscar-b tank and a spark engine. I was thinking of adding an HG-5. The HG-5 uses 51.4 charge per second when transmitting so in theory my 200 unit satellite could transmit for around 3.9 seconds before zonking out (assuming no input from the panels ) This then left me asking the question - what If I had extra ground stations turned off and I was using relay sats for an actual network and I wanted to transmit data from say eve to the far side of kerbin where the KSC is. This would route through my dinky relay sat. Am I going to lose connection to the KSC after 4 seconds or does the game ignore power requirements on comnet sattelites? I'm well aware that if I had one on a mun station and transmitted data back to Kerbin I'd quickly run out of power if I didn't have sufficient battery life and or solar panels, But that's on a craft that's currently loaded in memory and being fully simulated. So I think my actual question is: Do I need to make sure that my comnet satellites always have enough power to transmit for at least a few minutes at a time or does the game just check for the presence of a relay sat and not worry about power ?
  2. Hi, I am unable to get the comm network working. I built a number of networks in previous versions with relays, however now in 1.3.1 I can't get it to work. Also, when I enable comm network in settings, it doesn't actually do anything - I don't see the signal strength panel in top left corner, and after returning to settings comm network is off again. Is this a KSP bug or somehow my problem? Thanks
  3. Hey guys, quick questions. I recently launched my first interplanetary probe, but I can't stay connected to KSC. I'm only going to Duna, and there isn't any other stellar bodies blocking communications. The probe consists of multiple probes, 12 in total, but the 12 Hg-5's on board aren't working to establish a connection to ksc. is it just a matter of range, and I've missed something, or what? Any help is appreciated. Pictures attached.
  4. Hello! I'm in mid-game KSP and currently trying to scan Eve and its lil moon. I've successfully set up network relays around Kerbin and Duna. I just set up a new relay around Eve and got my scanner there. However now suddenly I have no connection. My relays are connected fine, and it looks like my scanner is connected to the relays, but I have no control over them. I'm pretty confused. How can I find out what the issue is. I've taken screenshots to show what I'm talking about but can't figure out how to insert them
  5. Hi, I've got a vessel stuck in low Kerbin orbit which desperately needs a Level 1 or better pilot to re-enter safely. The re-entry module was badly designed and it wants to tip over the wrong way (heat shield up, Mk1 command pod down) in the atmosphere; I've tried (many times) and failed to re-enter it manually without hitting the ground too hard. However, when I fly the same craft with Jebediah Kerman (who's currently at Level 1) on board, he can keep it stable all the way down with the "hold retrograde" SAS option. :-) The stranded vessel has three tourists on board, so all it has is an OKTO probe's SAS, which doesn't support "hold retrograde". The usual rescue options are precluded because 1) it doesn't have a docking port, 2) tourists can't EVA, and 3) there are no empty seats for me to EVA a pilot into. So I had an idea "what if I could use Remote Pilot Assist to transfer a Level 1 pilot's skills to it". I'm having some trouble getting this to work, though. As a preliminary test, I built a simple craft which has a Mk1-2 (3 man) command pod, two HG-5 (relay) antennas, a stack of batteries on top, and a token engine (not enough to get it off the ground) so that I can "launch" the thing and get the MET clock going without actually moving it anywhere. I then attempted to use it to control an unmanned probe (OKTO-based) which I already have up in keosynchronous orbit with visibility of the launch pad. However, it's not working. Even with two level 1 pilots on board the ground craft, both craft's antennas extended (they are both equipped with HG-5's), the orbiting probe still has only the OKTO's basic SAS (stability assist only) and the status bar at the top of the screen indicates it's being controlled from KSC, not the remote craft. In map view on the ground control pod, when I set it to "vessel links" it shows a faint green line from the ground control pod to the orbiting probe, so they do have a line-of-sight link. But still...the piloting skills are not being transferred. Am I missing something? Some requirement that's not met one one or other of the craft? Some button I need to press to activate the Remote Pilot Assist? Or does Remote Pilot Assist only kick in when the "normal" DSN link to KSC is occluded/too weak? Or does it not like the fact that the control craft is landed on Kerbin? (Should that even matter, since I did "launch" the thing and the mission clock is counting up like it should?) Thanks...any ideas are appreciated. :-)
  6. PowderMonk

    About antennas

    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
  7. After the squad introduced us 1.2 with its new communication and relay system, we discovered many new possibilities. It was interesting to revive old probes, connecting kerbals that are separated by billions of kilometers from each other and making every meter on any planet or moon, a place, with great connection. But we often forget about relay, sometimes people don't even launch it, they simply use antennae attached to their craft. But what if we took the opportunity, and made a challenge out of it? I present you the “Butterflies and Hurricanes” challenge! Despite that you might think that it is an easy and boring challenge, you may face a lot of interesting situations, and discover something you didn't know about relay. I will start from rules because they will affect the whole challenge. 1.You have only 80 500 funds and If you will spend more, you basically fail the challenge (reusable rockets are allowed) 2.Using mechjeb and other calculative mods is allowed, though no cheat mod can be used in this challenge (Alt+f12 counts as a cheat). And if mod adds some kind of infinite propulsion it is also considered cheating. 3. If you made the whole challenge with some money left it means you are a cheater it means that you have completed the challenge, quite well. Back to the challenge itself. You have to put 6 satellites in 170 000 m orbit (a bit lower or higher also counts). Into orbits with different inclination of 30,-30,0,50,-50 and 90. They need to have the RA-2 antenna The final step is to put 2 satellites into a very high orbit of 7 000 000 m orbit (higher or lower also counts) You have to design these 2 satellites to have powerful antennae like RA-15. After you've set up all the satellites you have to perform a first task of your relay system- you need mark all anomalies and space centres (like baikenbanour and etc.) You will end up with a relay covering the whole kerbin surface. In case that you've already made a relay around kerbin try to do so with other planets/moons. In such case orbital altitudes may be random, but inclinations must be done according to the challenge. Send your screenshots! Have fun! Invent cool relay designs! Now to the scoring system: I made it different from many other challenges. Here is it: There is factors that will make up your challenge: Launcher design (reusable, SSTO, launch from water, launched via plane, lifted with air balloon) Relay design (more than 10 parts on the satellite, decorative use of other parts for looking good, a copy or an analog to the real relay) Perfectionism (ideal orbits, ideal inclination, ideal landmarks) Fund economy (lower than the certain amount given in the challenge, reusablilty) Perfect funding (the given fund amount is spent perfectly with 0 funds left) Other planets/moons ( add 2 to your score if you visited other planets, add 1 if it is Kerbin's in moons) Visited at least one landmark that you've made during the challenge (each visited location is a factor point) The more factor points you have, the better you did the challenge. Leaderboard itself 1. 2. 3. 4. 5. 6. 7. 8. ... This thread may be necroposted, but I think I edited enough of it to be clearly different to the previous one. If this is out of forum rules,I ask moderators such as @Vanamonde, messenge me, so I could edit it enough. Please don't lock this.
  8. KerbalNetwork

    SP-1 Mission

    SP-1 MISSION Payload SC-Relay 1 (type: Relay) aboard the Arrowel rocket. Launched date: June 9 2017 Screenshots: Rocket Arrowel on Launchpad Liftoff Maximum Aerodynamic Pressure No screenshots for Main Engine Cutoff and Stage 1 Separation. Orbit Burn Stage Two Engine Cutoff Payload Deploy Payload SC-Relay 1 successfully deployed 400km above ground at t+ 1hour 23m with 424 remaining fuel left.
  9. As we know, There's an option in Difficulty enabling Extra GroundStations. Letting us Depend on them for Signals on Kerbin, and Build Relay network for Poles and DeadZones. Now, being inspired, and for fun, I Launched Selene-1 Relay GroundStation for Mün and as Mockup Test for Vidhyoot-II Launcher. The problems I faced is that any two groundStations (actually station and a Relay just 250KM far landed) Dont connect each other, and Depend on relays. My first ground station, have signals that passes through mün surface, that I supposed to Occlude, and is it Possible for a probe at north polar orbit to connect a series of ground station on mun and connet relays on kerbin on low orbit. I had this Plans for my new Mun Base, Connection on Far Side, as Synchronized orbit are not possible. I cant perfectly explain the problem and express my plans, Pics to be added soon.
  10. Hello Guys, can anybody tell me why my Science-Lab-Base on Mun can't get a connection to my Mun-Relays? I have 3 Relays with an AP/PE of 3.5M km in inclinations of 90° so they form a kind of "sphere". But as you can see in the picture, the relays connect to each other, other relays in Orbit of Kerbin and Kerbin itself. Just not with my Lab on Mun. I am pretty sure the problem doesn't result from missing elektronic charge because even when the sun shines on my base and panels generate charge + full batteries I cant transmit my science. Because of that I am not able to transmit science from a lab on Minmus too. I could fly an unmanned probe there, transmitting data even worked once! but suddenly there is no more connection. Now my scientist stacked up 600+ science at the lab. Transmitting that amount would eat through my batteries at half way so is there a way to transmit the science part by part? Maybe I just don't understand the logic behind relays though, KSP mechanics can be confusing sometimes... Here a screenshot of the situation
  11. Alvargon

    No new antenas relay System

    Hi, I have the game updated but there isn't the new relay system, I didn't see even the network signal overlay, I try put away the kerbalism mod, that has interaction with antenas, but nothing change. Any idea?
  12. Hello everyone, I'm looking for a mod that add science data relay system to KSP (1.0.5) because I'm tired of always needing to get the craft back to kerbin to get 100% Science... If you don't understand what I mean, here's an example : I have a rover on Duna and a little orbiter around Duna, the rover does the science, send it to the orbiter that get back to kerbin ( and land ) to get 100% of the collected science without having to get the rover back... Thanks for your help
  13. rockbloodystar

    Comm Orbits & Range

    Hi, i'm having some maths problems. Can anyone explain my error. I've ended up with relay stations with 32 HG-5 High Gains. (Based on maths, but i guess if this is wrong then that is too). Using the wiki I think the power of each relay is: (5*10^9)*32^0.75=6.73*10^10 As all relays are identical that gives a maximum link range of 6.73*10^10. Using the signal strength formula at a range of 2.20*10^10, i get a effeciency of: 1-((2.20*10^10)/(6.73*10^10))=0.67 0.67*0.67*(3-2*0.67)=0.75 (=75%) So, if I want a seperation of 2.20*10^10 in an equilaterl triangle arrangement I need an orbital radius of: (2.20*10^10)*(sqrt(3)/3))=1.27*10^10. I now have three such relays at a Kerbol Orbit of 1.27*10^10, yet not only are they not at 75% power, they are not linking at all. My initial hunch is that some of the measurements are from sun centre and some are from sun surface, but that only affects the third significant figure and smaller, reducing effeciency to 74%, not 0%. What is wrong with my maths (not just the aesthetic choice for the 32 antennae) Thanks in advance, RBS.
  14. 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?
  15. I dont know where to put this... So i just Put it in here... Ive got 2 Relay networks in my KSP game, 1 at the mun and 1 at Kerbin, Im playing with RemoteTech so its Important for me that these work. My Relay networks are made like this: 4 Probes In a Polar Orbit and 4 Probes in an Equatorial Orbit, but now these Probes are magical Moving, they dont Change orbit, butThey move closer to each other or further away from each other.... I even tryed to Place them With hyper edit (Used the Argument of Periapsis) but they are always moving. I Want to ask if anyone else has this Problem and may knows a fix for it? Thanks for the Help already HurricanKai
  16. sauerkrautpie

    Kerbalitiy Activites on Laythe!

    NOTE: I play in Sciene Mode, with Cheats, because of my time. Hello! I love space, and space projects. I am very interested in so i decided a project like this, Let's get started! Laythe is very very likes each other with Kerbin, like Earth and Europa-Ganymende and Io moons. But I can't trust the moons geography, so i send a Lander here named Gaia II (it is my second build of another probe) And, here is Laythe, ı use four parachutes for stabilised landing, it is too difficult landing on continents, to my luck, i have succes landing on continent named "Dansen" There is no chance to communicate with mainworld without any Relays, so i make Uranoos. It is orbitting in Jool now. I transmitted all of informations about Laythe for Space Center. I gain lot of TP's after transmit Tomorrow, i'll try send a passenger file and edit this thread. I plan build first village in here. I wait your proposals and comments! Have fun! Regards.
  17. After the squad introduced to us 1.2 with its new communication and relay system, we discovered many new possibilities. It was interesting to revive old probes, connecting kerbals that are separated billions of kilometers from each other and making every meter on any planet, a place, with great connection. I present you the “Butterflies and Hurricanes” challenge! Despite that you might think that it is an easy and boring challenge, you may face a lot difficult challenges like lack of fuel and money. I will start from rules because they will affect the whole challenge. 1.You have only 90 500 funds and If you will spend more, you basically fail the challenge (reusable rockets are allowed) 2.Using mechjeb and other calculative mods is allowed, though no cheat mod can be used in this challenge (f12 counts as a cheat). And if mod adds some kind of infinite propulsion it is also considered cheating. 3. If you made the whole challenge with some money left it means you are a cheater it means that you have completed the challenge. Back to the challenge itself. You have to put 6 satellites in 170 000 m orbit (a bit lower or higher also counts). Into orbits with different inclination of 30,-30,0,50,-50 and 90. They need to have the RA-2 antenna The final step is to put 2 satellites into a very high orbit of 7 000 000 m orbit (higher or lower also counts) You have to design these 2 satellites to have powerful antennae like RA-15. After you've set up all the satellites you have to perform a first task of your relay system- you need mark all anomalies and space centres (like baikenbanour and etc.) You will end up with a relay covering the whole kerbin surface. In case that you've already made a relay around kerbin try to do so with other planets/moons Here is a flag for your relay missions! (this is also an award if you have completed the challenge)
  18. rockets-don't-make-toast

    Probe Mania

    this is a challenge to see how many probes you can get into kerbin orbit in one launch. rules: 1. the probes can be intended for what ever you want. 2. ONLY ONE LAUNCH, that's the point of this challenge. 3. the probes all have to be on one craft at some point. has to be one vessel getting into orbit, then the satellites will be released for it to count. can't be just a big launch station on the ground. look to rule 4. 6. it has to be at least a 200 km orbit. 7. you have to prove that you did it, preferably a video of the launch but pictures are fine as well. 8. proof that you didn't cheat. no infinite fuel or anything. 9. the probes have to be self sustaining. you can't just launch a load of small probe cores and call it good. 10. each probe must have: the ability to gain and store power, an antenna (not just a built in one), the ability to orient itself with some sort of reaction wheel (built-in or not) and the ability to control it. when you make an entry there will be two categories: modded and UN-modded. if you have any modified parts on the craft its considered modded. there will be two running scores, each for the categories. if you have a question just ask. even more so when it comes to rules. lag has besieged my attempts. good luck. p.s. how do you post pictures? the modded winner so far is: TheEpicSquared at 16 satellites. the UN-modded winner so far is: doctor davinci at 225 satellites. my record: 240 Un-modded
  19. (This is my first time posting here, so I don't even know if I'm in the right place) So, I have a probe orbiting Jool with 4 smaller probes attached that I intend to send to some of Jool's moons. One problem: I'm not sure if my relay system will work, after reviewing some parts. On the probe "mothership" of sorts, I have a communitron 88-88, which can get signal back to KSC without a hitch. BUT on my 4 smaller probes, I have smaller antennas that I was going to use to relay to the mothership probe, and then back to KSC. However, I have noticed that the communitron 88-88 is a "Direct" antenna rather than a "Relay" antenna as some of the other dishes are. Does this mean that I won't be able to relay using the antenna? Or can I still establish a connection? Thanks for any help!
  20. bertibott

    How to relay?

    Hi, first I should mention that I am running a rather heavily modded install. Still my problem is with mechanics from the stock game. I am using the Galileo plent system. I sent a probe to the second moon (Ceti). This probe has some siency stuff on it and is also supposed to function as a relay. For this purpose it is fitted with an HG-5 High Gain antenna (this is the only "real" antenna on it). This probe is orbiting in a circular, polar orbit at abit 200km (it was supposed to go to a higher orbit but ran out of fuel). So now I launch a second probe. A lander this time. This one has a Communotron 16 on it. Unfortunatly I forgot to activate the antenna after my transfer burn (at the time the built in antenna in the probecore was enough). So after a while I lose the connection... but I think to myself not all is lost... I still have the probecore antenna and the relay... that shoudl fix things for me... right? But when the lander gets closer to the relay it does not establish a connection. So in short... a probecore antenna does not connect with the relay... How do I have to design a relay so that it will actually do its job? Do the probecore antennas not work with relays? Does a relay have to have multiple antennas?
  21. Atubara

    Relay Kesslers

    Ever since I watched Danny's video about playing around with the relay networks in his first time of 1.2, I have become obsessed with his design that shot off several probes in orbit of the Mun. I want to expand on this idea, something I like to call Relay Kesslers. My dream relay kessler would include about 12-18 probes that include their own reaction wheels, boosters, solar panels, and of course, the relays. This is heavy, RAM intensive, and somewhat impractical if the kessler itself had enough Dv to transport the relays. So far, I have gotten a stable design that only holds six of these probes. I added heat shields and parachutes to go to Eve. They would've survived long-term if it weren't for the gravity smacking them hard enough on the ground to shatter their solar panels. Supposing the kessler has enough Dv and torque (for stability) to transfer simplistic relays (just a probe core, solar panels/RTGs, a relay, and possibly a battery just in case)about the Kerbol system would theoretically shave off a large amount of Dv to waste. The biggest challenge I find myself encountering is the means to deploy said relays. Some designs have a structural element on top of the 2.5m probe core and the small girders to hold separators. My latest attempt has simplistic designs encased in stacked 2.5m service bays. These have to be much more simplistic and have huge trouble getting out of the bay, often breaking the solar panels, but it's lighter. I'm thinking of deploying an empty mothership with several docking ports and launch several of the small probes to dock with it, but then what's the point of wasting all the time and effort when it can all be in one simple launch? I've also been trying to find a career-friendly way to incorporate this malicious military and government surveillance device wonderful way to cross together a DSN. Most importantly, I'd like to stay fully stock. What do you think of the relay kessler?
  22. So I updated to 1.2 KSP. Now I had a save in 1.1, and had started a Duna probe with lander. The problem is, I only have a Commutron-16 on the probe, so I don't have link back to Kerbin. DSN is level 3, and I just launched a Relay into 16 000 000 m Orbit with HG-5s. My question is, how could I establish a connection with the probe, if my best relay is the HG-5? Thanks
  23. Not sure if this is a bug or what, but the "HG-5 High Gain Antenna" seems to be no good for contracts Bug or not? I don´t really think its a bug, but i can´t see anything else thats wrong... Edit: Just checked the part´s description. It specifically says it does direct transmissions...
  24. The Boffins have not been idle despite it having been a long time since the Circus did anything. No, they've been hard at work testing and tweaking stuff for the next chapter of the Glorious Kerbal Space Empire. Their current project is to develop a kOS script to facilitate the deployment of what they call "Moonsats". In the Circus concept of communications networks (see the link in my sig), there are 2 general species of commsats: Main Relays, which have huge antennae and are in highly eccentric polar orbits over the central body in each planetary system, and Moonsats, which are in moderately low circular orbits, usually but not necessarily around moons of the central body. There usually needs to be more than 1 of these latter per "moon", and they need to be spaced neatly, and that requires more math than the Boffins want to do manually. Thus, the goal was to make KAL9000 (actually the name of the computer part in kOS) do crunch the numbers for them . Anyway, the project has gone from the drawing board to partial implementation and successful completion of early milestones in the course of today. The Boffins are feeling a little proud of themselves so decided to show off what they've done so far. And here it is: Really, that's all it does right now, just calculate and display those 5 particular numbers, only 2 of which are really important at the moment. But that was the main challenge. The rest of the project should be somewhat simpler as it traverses known ground. Today the Boffins had to learn more about the "anomalous rectums" (actual technical term) of orbits than they ever wanted to know . There's a non-negligible amount of code and a lot of research behind this simple display. The idea of the whole project is as follows: A carrier vehicle (CV) with 3 moonsats aboard gets into an elliptical orbit at the desired inclination around the body the Circus wants to hang a network on. At this point, the kOS script is activated. The kOS script figures out a good altitude for the moonsats to orbit the body and adjusts the CV's Pe to that altitude. The kOS script determines the orbital period for a circular orbit at this altitude, then multiplies that by 1.33333 to get the desired orbital period of the CV. The kOS script calculates the Ap needed by the CV to have that orbital period and adjusts the CV's Ap as needed. Once so adjusted, the CV releases 1 moonsat per orbit, each of which then circularizes at the Pe of the elliptical CV orbit. Because the CV's orbital period is 1/3 longer than that of the moonsats, each time it or a released moonsat reaches Pe, it will be 1/3 of an orbit behind the previous moonsat, so they end up evenly spaced and able to see each other around the body. To accomplish this, the Boffins broke the project up into phases: Phase I: Develop the basic algorithms for computing the required orbital parameters, in such a way that the same script can be used at any body with a reasonably large SOI. Just print these numbers on the screen and test their validity by performing the necessary maneuvers manually. This is actually the only important phase because the system is workable at this point. The later phases are gravy. Phase II: Add the ability to deploy n >= 3 satellites, and add automation so the CV performs all maneuvers itself. Phase III. Write a separate program for the moonsats so they can tweak their own orbits automatically. Today, the Boffins are please to report that Phase I is complete! It's that output which appears in the pic above. The process starts by determining a "good" altitude for the moonsats. This has to be high enough that they can see the adjacent moonsats sharing the orbit without the planet in the way, plus have some margin of error for imprecise maneuvers getting there. For the 3-moonsat problem, this altitude is determined as follows: The desired quantities are the line CS (for calculation purposes) and also CS minus the radius of the planet (orbital altitude for maneuvering purposes). The length of the line CF is arbitrary, whatever you think gives enough clearance between the edge of the planet (and atmosphere, if present) and the LOS between adjacent moonsats. In Phase I, the Boffins chose 120% of the body's radius. This turned out to be just a tad too short in practice, so will be increased to 150% in the next round of testing. In any case, for the 3-moonsat problem, Triangle CFS is a 30-60-90 right triangle so with CF given, calculating the length CS is just 1 trig function away. The next step is to calculate the orbital period for a circular orbit of radius CS. Just plug the numbers into Kepler's 3rd Law: T = SQRT[(4 * π2 * R3) / (G * MP)] where T is the period, R is CS, G is 6.673 x 10-11, and MP is the mass of the body you're orbiting. Simply multiple this value by 1.3333 to get the period of the CV/s desired elliptical orbit. It was at this point that the Boffins started running into all the "anomalous rectums" and thought they were going to have to do a bunch more calculations using them to figure out the CV/s desire Ap by way of the semi-major axis. But fortunately, the Boffins figured out a shortcut after a chance reading of a footnote buried deep in dense pages of complex equations. That life-saving footnote said this: "A circular orbit with a radius equal to an elliptical orbit's semi-major axis has the same period as the elliptical orbit." The Boffins already now had the period of the elliptical orbit so could plug that back into Kepler's 3rd Law (above) rearranged to solve for R, which in this case would be the semi-major axis of the CV's elliptical orbit. R = [(T2 * G * MP) / (4 * π2)]^(1/3) Then, because the planet is at one focus of the ellipse, the altitude of the CV's desired Ap would simply be: Ap = [( 2 * SMA ) - CF] - the body's radius. Wow. That wasn't so hard, thanks to the shortcut Anyway, with all these numbers determined, the script simply printed them out as shown above. All this worked fine at Kerbin in an equatorial orbit but to really test Phase I, the Boffins sent a wad of 3 moonsats to Mun and had them arrive with a 60^ inclination. Here they all are still attached to the CV en route to Mun. And here they are being deployed, all being flown manually using the numbers calculated by KAL9000 using the script. You can see the CV is in a slightly elliptical orbit with the 1st moonsat in place and the next in-process. With all 3 moonsats in place, the Boffins de-orbited the CV. As it turns out, 2 of the moonsats can't quite see each other and the others are borderline due to their orbits being a shade too low. As mentioned above, fixing this is just tweaking 1 scalar value so really isn't important here. What is important is that the Boffins managed to code this script without any egregious logic errors, despite not knowing much about fancy orbital mechanics, and that the algorithms work well enough to provide good results even with substantial rounding errors (for clarity in the display of the numbers) and the imprecision of manual flying. So now the Boffins are celebrating with their traditional whiskey and wondering if it's even worth the trouble to go on with Phases II and III.
  25. Hi everyone, I've got some, i think, problem. I see in every screenshot or video of 1.2 version this "part" of HUD and those green lines (the connections between relays) But in my game I got none. My version of KSP is updated but i do not have that part of HUD. Am i doing something wrong? EDIT: I already launched some relays in orbit around Duna and Kerbin to test it, even the stock Relay. The Surface scanner btw works well.