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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
  2. I have Realism Overhaul installed with Remote Tech, and I can't seem to understand how to get an connection going. I added an antenna an it is activated but it does say no target? But to set a target I need a connection. Help pls. https://imgur.com/a/MmnmeDn
  3. RemoteTech - StockConfigs What is this? RemoteTech - StockConfigs will add several ground stations on Kerbin that are compatible with RemoteTech. They are placed in the original places of the stock dishes and named after them. What you will get: Six additional groundstations as shown in the picture below. These are: Baikerbanur with an Omni Range of 1Mm Crater Rim with an Omni Range of 30Mm Harvester Massif with an Omni Range of 30Mm Mesa South with an Omni Range of 30Mm North Station One with an Omni Range of 30Mm Nye Island with
  4. 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 D
  5. Contracts for RemoteTech, built using Contract Configurator! Description This is a Contract Pack for the popular RemoteTech mod. Note that I am not affiliated with the Remote Technologies Group, but think the work they do is awesome! There are 14 one-time contracts included in the pack of varying difficulty. Here's a peek at what some of the contracts look like: Download CKAN: In CKAN, Select and download the mod "Contract Pack: RemoteTech" GitHub: For the direct download option, please ensure you have all the dependencies before raising a support request:
  6. 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,
  7. My aim was to provide for a coherent system of comms under SCANSAT, and to provide for a set of visually tolerable science parts while eliminating the ugly or impractical ones and the Probes+ historical bling. I've also boosted P+'s RTGs, axed quite a few redundant Ven parts, refitted the aerospike to its old modded appearance (which may require parts and models from an older version of Ven's overhaul), rewrote Ven's Radial Avionics Hub to be a probe core, and included an improvised fix to an old part issue. I hereby declare them public domain, and probably crap because of my bizarre tast
  8. 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
  9. I have the RemoteTech mod installed for this. I have a network of 3 comm sats around Kerbin and they have the CommTech-1 dish on it (range: 350 Gm). I also set up a network of sats around the Mun and Minmus (Mun has HG-5s that talk to each other and with Kerbin along with a C-16 omni. Minmus has DTS-M1 to talk to kerbin, HG-5s to talk to each other, and an omni). Now attempting Duna, I initially put on an 88-88 to talk to Kerbin with HG-5s to talk to each other and after launching the second sat, when its behind the planet (not in line of sight of kerbin), I get no comms even though it has c
  10. 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. 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 and prototype for one feature proposal of constellations in the RemoteTech project. (I am a member of the
  11. Hello Guys! I've started playing KSP again some coupple days ago and I have ran into a problem when I tried to work with Probes. I have an Image that is self explainatory: http://imgur.com/gallery/zUKll . But just in case, I can't send any command to my probes, I put a deployed omni antenna, have electricity, I'm in the lounchpad, the letters in the top left are green, the antennae say "Status: connected". So I don't understand what is wrong, it may be caused by some mod, since I have a lot installed -they are listed below-. The problem solves when I desactivate RemoteTech, and doesn't o
  12. Okay, maybe this has been asked before but I can't find anything that helps. I have put RemoteTech for 1.2.2. into my GameData folder, as per usual, and KSP loads fine, until it reaches RemoteTech. As far as I can tell it will load up to the RemoteTech parts folder and stop. It won't load past it. What am I supposed to do?
  13. Hi all! I am playing in the Career mode now, in the KSP: 1.1.3 (Unix) - Unity: 5.2.4f1 - OS: Linux 3.10 CentOS 7.2.1511 64bit with changed gameplay. My main mods, for change gameplay: DMagic Orbital Science - 1.3.0.2 Kerbal Attachment System - 0.5.9 Kerbal Inventory System - 1.2.12 NearFutureConstruction - 0.6.4 NearFutureElectrical - 0.7.8 NearFuturePropulsion - 0.7.4 NearFutureSolar - 0.6.2 NearFutureSpacecraft - 0.5.1 Kerbal Planetary Base Systems - 1.1.4 DeepFreeze Continued... - 0.22.3 RemoteTech - 1.7.1 SCANsat - 1.1.6.6 StageRecovery - 1.6.4 TAC Life Support - 0.12.4 kOS
  14. Hi Guys, Having real issues with my (fairly large) Duna probe in an RT install... my signal delay is up to about 2s and I'm trying to do a course correct ion burn... however I'm having major issues aligning with the manouver marker. Neither the ASAS nor the flight computer can actually align to the node - they just circle around it always over-correcting and wasting precious monoprop. I've checked in both RCS buildaid and as the manouvers are conducted and there's no errant 'spin' imparted by unbalanced RCS. Nor is the probe itself unbalanced... it just burns like cray in one direction, o
  15. 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 ch
  16. There is a bug in The mod us probes and remotetech on some of the probes the antennas have a dynamic pressure limit that is set very low. As a result the antenna snaps creating an invisible part that caues clipping bugs and other problems. I don't want to uninstall remote tech as my rockets all have the antennas integrated with them as well as us probs. can someone help plz??!
  17. Constellation Builder v0.3 - Web version File version - requires GeoGebra software, download link below DIRECTIONS: Adjust slider for range of omnidirectional antenna to be used on the satellites, in 100's of kilometers. 4Mm range? Set it to 40. As of v0.3 all distance sliders display in kilometers. The grid scale is still 1 unit = 100km. Anjust slider for number of satellites in the constellation. Select connection requirements. (Do they need to connect to KSC and/or each other?) IMPORTANT: IF YOU DO NOT SELECT EITHER CHECKBOX IT WILL PUT THE CONSTELLATION IN AN OR
  18. Hello. I have recently installed Remotetech and I have been trying to set up a satellite network around Kerbin. I have been unable to position the satellites however. For example, I tried to get a sat directly above KSC. I tried moving the manuverability nodes around and doing different burns each time I tried, but I couldn't get the sat in the correct spot, let alone a set of three. My question is: Is there a mod that allows you to tell it where you want a satellite, and it will tell you where and when to burn? It would be even better If it can place the node for you like MechJeb
  19. So, I just discovered RemoteTech and I liked the difficulty of having to micro-manage signals and time delays. This mod, along with TAC and KCT, are serious game changers. But, in my experiment save, I tried to establish system-wide comms for the Kerbin system. I already had a triplet of comsats in a low-ish (625 km) orbit and that covered comms up to 4.5 Mm altitude. I built another satellite, with two dishes, one for each of the moons, and two omnis, and launched it into a 4.5 Mm orbit. I set Mun and Minmus as the targets for the dishes. It should help if I added my crappily-drawn
  20. Hi, I've found a bug most likely caused by remotetech, after the recent 1.1.3 ksp update I found I couldn't launch an unmammed rocket. The main problems are "T" and the space bar don't work, these actions couldn't be clicked on either, has anyone come across anything like this? also I've deleted my add ons and isolated it to remotetech, any help would be greatly appreciated.
  21. I made a RemoteTech constellation building helper, would anyone be interested if I uploaded it? It's both a file and a web app. You'll need the GeoGebra geometry software to use the file. EDIT: Released! Find it here:
  22. I'm gonna do a Jool mission, but to get the mission working i'll need ISRU, so I made some 'scansats'. However, the VAB says they need data transmitters. I tried using stock antenas instead of remotetech ones, but that didn't help. I can't launch my mission untill I'm sure this will work. what antenae can the orbital scanner use
  23. Hi all, I'm setting up my RemoteTech relays in kerbostationary orbit. I do so by getting the sat up to approx 2866km, then burn to circularize until the orbital period as reported by Kerbal Engineer Redux is as close as I can get to 6 hours. Usually I'm not off by more than a few milliseconds (e.g. 5h 59m 59.995s or 6h 0m 0.005s). At the same time I try to get the eccentricity as close as possible to zero What I am currently observing in KSP 1.1.2, is that even with no time warping, the surface longitude reported by KER slowly drifts. If I time warp it becomes very visible. I'll get
  24. 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?
  25. Hi All, Experiencing a strange bug where on some (not all) of my vessels, I suddenly cannot toggle SAS (i.e. I could yesterday). When I hit T it goes on for a fraction of a second, thats it. Doesn't change if I hold down the key. I'm using RemoteTech which I feel might be relevant here. Anyone experienced this before? http://imgur.com/8LAukQ6
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