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Found 15 results

  1. This mod provides the player with a new line of probe models called the K-Sat series, with integrated power (storage and generation) as well as buildt in antennas. It is usable in stock KSP, but it truly shines when used alongside Remote Tech, where the buildt in antennas can be put to good use. Alongside the probe cores the K-Sat series also includes some accessories, such as structural pylons, fuel tanks, stand-alone antennas and science equipment. It also comes with a brand new engine made specifically with satellites in mind. All parts are balanced to work equally well in all game modes. The probe cores may seem a bit costly in career, but the cost is taking the nuclear generated power into account and is actually a bit low compared to the stock nuclear generator when measured against charge per second. Mass has been calculated by comparing all integrated functions to stock parts. Download the mod here: SpaceDock -=::::::::v::::::::=- So how does it work? Just use the parts provided to build satellites. The upside compared to stock probes is that all K-Sat probes come with integrated power storage and generation and buildt in antennas. In a stock game the antennas are regular data transmitters, but when used with Remote Tech the K-Sat probes will provide several options for building various com networks. You can also use the new engine to get a bit moire Dv for your satellites, as it is has a very high Isp in vacuum, and you have a selection of structural pylons to choose from. If you so choose, you can also equip your satellites with the new inline science part that comes with all four sensors buildt into one. The K-Sat Series also includes a fuel tank, a stand-alone dish and an inline battery bank capable of storing 500 units of electrical charge. Can it be used in KSP 1.3.1? Yes. It also supports Remote Tech version 1.8.9 I think part A should do thing B instead! Balancing the gameplay has been trying since I have done it alone. Input and suggestions are therefore very welcome, please post your thought and I will take them into consideration for the next build. I found a bug! Good. Please share it in a post below, and I will look into it. Pics or it didn't happen Imgur Album -=::::::::v::::::::=- Installation 1. Locate your gamedata folder in your KSP installation. For example, if you are a Steam user it should be something like Steam/steamapps/common/Kerbal Space Program/GameData 2. Double click on the downloaded zip file (PzL_Ksat_1.1.zip) to open it up. 3. Drag and drop the folder named 'PanzerLabs' into your GameData directory. 4. If asked, allow windows to overwrite content (In case you have other PanzerLabs mods installed) 5. Drag and drop 'ModuleManager.3.0.1.dll' into your GameData directory. 6. Have a Gin & Tonic and enjoy the game. License This work uses the Creative Commons Attribution-ShareAlike 4.0 License. For a full legal text, go to: http://creativecommons.org/licenses/by-sa/4.0/legalcode This means that you can: Share — copy and redistribute the material in any medium or format Adapt — remix, transform, and build upon the material for any purpose, even commercially. Under the following terms: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. This work is distributed along with Module Manager, as permitted by the license of that particular work. Credit (and a deep gratitude) for Module Manager goes to it's original creator ialdabaoth as well as to the current caretaker of the project, sarbian. The forum thread for the original release can be found here: This work provides support for the mod Decal Stickers, as permitted by the license of that particular work. Decal Stickers was created by blackheart612 and can be found here: This work provides support for version checking through MiniAVC, as permitted by the license of that particular work. For more information on MiniAVC: -=::::::::v::::::::=- Changelog 1.1.1 -Fixed a typo that lowered the cost of the LO-242 by almost 75%. 1.1 -Included MiniAVC support -Included support for Decal Stickers -Updated all antennas for KSP 1.3.1 -Updated the MM patch for Remote Tech 1.8.9 -Changed folder structure -Changed category for the inline battery, from Utility to Electrical -Made the small dish (PzL-COM D1) physicsless -K-Sat PzL-BB 888 *Added "Marble" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT omni range to 2.5Mm -K-Sat PzL-LO 242 *Now allows surface attachments (on it, not with it) *Added "Lancelot" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT integrated omni range to 150km -K-Sat PzL-LO 1138 *Added "Cobra" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT dish range to 90Mm *Changed RT integrated omni range to 150km -K-Sat PzL-LO 1142 *Added "Crabhead" to the name *Added internal launch antenna *Added hibernation option *Added KerbNet access *Changed RT dish range to 50Gm *Changed RT integrated omni range to 150km 1.0 -Lowered the heat production of LFE-808 "Bolt" by a significant amount. It should no longer cause critical overheating of parts attached to it. -Changed the name of the tripod girder from "K-Sat Structural Support A" to the correct "K-Sat Structural Support C". -Changed the description of the tripod to differentiate it more from the regular structural support. -Added cross feed toggles for all Structural Supports. 0.9 -Initial Release.
  2. I have the Remote tech mod installed and cannot communicate between ships outside of line of sight of the of Mission Control. This is true of both omni and directional antennas. This is true of a manned craft as well. Plenty of electricity is available. Sitting on the launch pad it shows no connection to Mission Control, bar graph and connection light are dark, though the connection seems to work fine. Away from mission control there is no communication between ships, making it impossible to set satellites or strictly automated missions. I can't help but feel there is a setting somewhere that is preventing communication, but I have been through all settings I could find, and saw nothing useful. Any help is much appreciated.
  3. I am experiencing really strange behavior from MechJeb, RemoteTech and KSPI modules at the same time. This is what happens: I spawn a cargo ssto and fly to the station in orbit. Dock with station and transfer cargo. Build a station module with EL dockyard and dock it to the station. Everything is working without any problems. Undock ssto. RemoteTech reports N/A instead of local control for ssto(station has local control). Both vessels have crew that can fly them. Orient ssto retrograde and execute deorbit burn. Start time warp(focus on ssto). When separation between station and ssto becomes 12.5km(physics range??) and station unloades, some strange things happen to ssto: KSPI reactor(nuclear salt reactor) stops working. Reactor control window reads active but no fuel is consumed and no power is produced. MechJeb's SmartASS module starts orienting vessel RAD+ regardless of the setting. SAS turns itself off, although rapid consecutive clicks will turn SAS button eventually. MechJeb is completely turned off, SmartASS is off. I have control over the ssto and can orient it manually or using SAS, when it is on. But no power is generated and mechjeb becomes useless. Although 3 mods are affected at the same time, I believe it is not the fault of any one of them, but an underlying problem, which I am trying to identify. Here is the log file, in case someone knows how to troubleshoot it: https://drive.google.com/file/d/0BzaLdTtFg_piZzZEcklNZjd2LTQ And here is list of mods:
  4. Hello, I'm playing KSP with the realism overhaul mods installed, and the thing is that I was wondering if there is any mod that allows you to control a probe witch has no more antenna conection than a crewed vessel witch has no conection with the earth. For example control a rover on the martian surface from a martian base witch has no connection to the earth. Thanks in advance!
  5. so which do you like more? the stock Comnet or Remote Tech, i like Remote Tech more because it just, i just like it better, but i barely play with a communications network anyways so eh..
  6. Looking at the RT flight computer's 2nd page (the one you get to by clicking the arrows in the upper left), I am wondering if someone can tell what that all is and how to use it. The RT documentation doesn't mention it as far as I could tell so it would be awesome of someone who knows could chime in with a description and how-to on this.
  7. Are downlinks essential if you can uplink everything? Sat 1 > Sat 2, Mun, Minmus, Act Sat 2 > Sat 3, Mun, Minmus, Act Sat 3 > Sat 1. Mun, Minmus, Act Also, this would cover all of the Kerbin system using a DTS M1, right?
  8. Today will be spent setting up a comm network and deep space probes for the inner and outer planets. Come check it out and give your opinion how to improve it. Find me at http://twitch.tv/tosclive
  9. Problems with Remote Tech. I can not seem to launch/stage an unmanned craft.... I have a core. I have a connection. When I use the flight controls they work... just cant seem to launch? KSP ver 1.1.3 remote tech ver. 1.7.0
  10. I recently installed the RemoteTech mod and was trying to figure out how to activate it in my game file. I can see that the KSC has the Mission Control icon over it, but I have no additional UI showing a satellite connection or range. I tested a rocket with no antenna and it worked in full orbit with no line-of-sight. Is this a mod that doesn't work in Sandbox Mode? Also, is there a way to edit the settings file to allow for RemoteTech in Sandbox Mode?
  11. Hi guys!! hope everyone's doing great! Quick one over here: would it be too hard to create a simple mod that sounds an alarm when you are about to loose connection to the KSC or any other tracking stations? I am playing in RSS/RO with Remote Tech and I think this would be an useful thing to have
  12. Parts inside storage bay or cargo bay should have better crash tolerance under water... or even water shouldn't be able to break them at all. I have tested remote tech (before 1.1) and if we are going to have similar stock functions then default range for probe cores should be more than 3 km... near 70-100km seems fine for me. More capsules with many additional functions like in this mod This is really great idea to have empty tanks in capsules, so we can save few parts. I would add some capsules tweak for small solar panes, RCS thrusters, additional life support (for future use ), landing legs and lights. Few more wheels and landing legs would be good addition... like SpaceX legs used on Falcon 9, and tracks wheels for heavy vehicles (using plane landing gears for this is really ugly). Landing legs could have tweaks, like cargo bays doors, for how much we want them to eject them. More adapters... this is pain in stock. Stock ramp, 2.5 tail section is great, but for smaller crafts would be great to have small ramps for ground vehicles.
  13. 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.
  14. 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.
  15. Ok, so I am still new to RT and I just set up my first relay system of 4 satellites at 500 km but now I have the issue that whenever I have a science experiment and I try to send it nothing happens. Although I do have connection with 3 comms (DP-10, Com-16 and Com D-T). Doesn't even work on the launchpad... is this a glitch or is there a solution for this?