Search the Community

Showing results for tags 'satellites'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • Making History Expansion
    • Making History Missions
    • Making History Discussion
    • Making History Support
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 10 results

  1. ^Model is not actually 8-bit After lots of research, lots more math, and lots more tinkering, I am proud to present this 3D model (version 2.0!) of the KSP solar system. This tool provides accurate visualization and measurement of KSP’s celestial bodies with respect to one another using GeoGebra, a free and open-source graphing software. Sure, it’s pretty to look at, but its real strength is that you, the user, can use it to model and/or measure just about anything in-game. All planets and moons are represented accurately in terms of scale, eccentricity, orientation, inclination... all of it. The base state of the model has all bodies located where they would be in-game at UT=0, and can be run forward from there to 1000 in-game years (and beyond if you really need). Scale is in megameters (1Mm = 1,000km = 1,000,000m). ^Applet screenshot All stock planets and moons are represented accurately on their orbits. Semimajor axis, eccentricity, inclination, longitude of ascending node, argument of periapsis, orbital period, phase angle, body size (including atmosphere), and sphere of influence are all modeled. All bodies start exactly where they would at the beginning of a game (UT=0), and can be run forward from there to 500 in-game years (and beyond if you really need). Scale is in megameters (1Mm = 1,000km = 1,000,000m). Some of the data have been extracted directly from KSP (v1.2). Everything else is calculated within the model using that raw data. See below for the code used for the extraction. To use: To use the base tool (a version that is not easily modified or customized), follow this link to view and use it in the GeoGebra web app. You can get the customizable version at this link. It is strongly recommended that users download and install GeoGebra to their computer, as it’s faster and more stable. You can download the source file for the model by navigating to the appropriate link above and clicking in the top right corner of the applet. Full Instructions on using/customizing the model are available at the wiki. This project was very much an adventure for me, so I would not be surprised if there are (still) things I've missed, inaccuracies, etc. Please don't hesitate to bring them to my attention, along with suggestions for how to fix them, if available. I'm also open to ideas about additional features. Licensing: Because I've published the model on, it is subject to the Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) license. Keep in mind that Geogebra is something altogether different. I have had no part in developing it, and it is subject to its own licensing, terms, and conditions. Updates: 05/20/2017: Major update with updated/streamlined calculations, fixed mathematical errors, improved accuracy (thanks to a script for the direct extraction of data from the game), new basic/customizable versions, and a wiki! 04/08/2017: Addressed crowding of AN/DNs & Pe/Aps by replacing the checkbox for each with a drop-down menu, allowing users finer control over what is shown/hidden. Added hide-able stats pane for body in focus, displaying orbital/physical parameters and time to AN and Pe. Changed auto-zoom levels to depend on body in focus. Original 2D model updated/converted to 3D. Known Issues: Body in "Focus View" drop-down often needs to be selected twice in order to display the target body at intended zoom level. Suggestions welcome. When focusing view, viewVector should orient camera to particular angle. It does not. Commented out for now. Discrepancy between JS syntax accepted by the web app and desktop versions causing error in customizable version's web app at launch. Not sure of reason, no "proper fix" at this time. Works fine in desktop version. Simple workaround is here. ^Joolian system
  2. This is a probe expansion pack inspired by real missions from the mid-1960s to now. Including probe cores, engines, solar panels, and new science parts! Parts are inspired by (Including some replicas of) Voyager, Pioneer 10, Venera, Cassini, Kepler, New Horizons, Juno, And more! IMGUR ALBUM Beta v0.16 Download: To prevent issues, please remove any previous versions of the mod before updating If you have any issues please check this FAQ Also available soon (probably) on: Requires: Firespitter, DMagic ScienceAnimate (both included) Mod configs included: Remote Tech by @rakol Tweakscale by @Jso SCANsat by @akron Rovers and Landers Pack: Bundled with ProbesPlus are a set of Lander parts inspired by Lunokhod, Viking, Beagle, Rosetta/Philae, And the many mars rovers. This may eventually become a stand-alone pack, but for now will be included with the main mod. Rover parts may take a while due to my disdain for wheel physics. Here is the WIP Parts list: Sample Crafts v0.2: (Two Barquetta Communication Satellites, Barquetta-Odyssey, Deep Space 1, Landvermesser, Mariner, Quetzal, Tatsujin, Tatsujin-Express, Torekka, Vorona, Vorona-SAR) Nerva HT Engine 1.0 Released! Link to release thread or download below: Spacedock Dropbox Real Plume config by @VenomousRequiem. Module Manager required for RealPlume configs. License: CC-BY-NC-SA 4.0 Please let me know if you release anything based on my work. I'd love to check it out! Want to support the mod? Check out below, and thank you! Paypal
  3. rockets-don't-make-toast

    How many satellites?!?! *reboot*

    This is a simple challenge, get as many satellites into lko as possible in one launch. 2 categories: modded unmodded rules: No cheats Proof All satellites must have regeneratI've power source, the ability to orient itself in a specific angle, and have an external antenna. Please say modded or unmodded, mechjeb counts as mod, but if it doesn't affect the craft itself, like a clouds mod, then it's considered not modded. My attempt, It all exploded in the end, but it usually works.
  4. So, i have 22 Satellites and non of them have Kerbnet access, if says always this I can not really understand this because it works in the past.
  5. enjoystastycheeses

    Add-on for Satellite Contracts

    I am a bit bored with the basic "put a satellite here" contracts, and wanted to spice it up. I use Contract Configurator for Clever Sats but even still it hasn't quite scratched the itch. I thought that being given a randomly generated satellite (sizes/parts/layout) and told where to place it might be a fun spin on the existing satellite contract model. It could be displayed as a popup when entering the VAB (similar to the passenger UI when on the launch pad) where you would select the contract and it would insert the part for you to start attaching items to. Alternatively, the contracts could specify satellite requirements themselves (similar to the space station check lists that already exist) Must generate power Must have x units of electricity Must have x science experiments on board Specific number of satellites per rocket (if even possible?) Could also name specific parts to be installed on the satellite, but might be problematic with multiple part mods installed. Does this exist as its own add-on or as an enhancement to an existing add-on?
  6. Step 1: put a satellite in Kerb-o-synchronous (geostationary/geosynchronous) equatorial orbit. Step 2: once in desired orbit, push 'V' until in "chase camera". Step 3: play your favorite space themed ambience music. Step 4: push F2. Step 5: profit. Working on putting a little video together to share here shortly. It's times like these that remind me how much I appreciate this game and its developers. 400+ hours deep and it's the little things.
  7. hey I'm pretty new to KSP but watched a lot of Scott Manley's uploads and managed to get a satellite into orbit. It has 5 solar panels and 4 batteries which was working fine as I transmitted science back home but after the first I think 1 or 2 transmissions it ran out of power and I figured "ok, the panels need a minute to recharge" but they aren't. Is there a certain place on the craft I need to place them or do they maybe require more time to recharge? (OX-STAT Photovoltaic Panels) thanks a lot for anyone who takes time to help me out:)
  8. Is there any reason to keep old satellites in orbit? Ive done a few sat contracts and they always say something along the lines of "this satellite shall henceforth belong to insert company name here". I already have the money and rewards for the contract and the space around kerbin is getting cluttered, so does it even matter if i just destroy them all?
  9. Mostly profit. Thinking about the SES-9 mission and the idea of having a propellant depot in space with a tug to pull satellites into their desired orbit. Having an active propellant depot in orbit would be fantastic in terms of generally expanding our access to space, but unless it would be profitable, no one would ever do it. So...under what circumstances would an immediate-term (e.g., within the next five years) propellant depot and space tug system be profitable? Let's assume that the project would be undertaken by an independent private company rather than NASA. Let's assume it's not SpaceX or another current launch provider. Your primary customers would be comsat companies who choose to pay you some stated fee to tow their satellites into a desired orbit, though you could also potentially give the ISS boosts. You need at least one space tug -- probably several, to maximize your profit and to lower launch costs. Each tug needs solar panels, ion engines, a grappling or towing mechanism, and the ability to refuel in space (either by mating to disposable propellant capsules or by transferring propellant to an onboard tank. You'll probably want to buy two Falcon Heavy launches to start -- one for as many space tugs as you can fit, and one for your initial propellant depot. You'd then re-launch a Falcon Heavy each time you needed to top-up your propellant depot. Would anyone actually buy your services? How many comsat companies would say, "Hmm, instead of giving my satellite an engine and fuel tanks to push it into the desired orbit, I'll just pay these folks, and so I can make my satellite a little bigger and give it more capacity"? And would you be able to have low enough prices to actually save them money?
  10. I recently installed RemoteTech. Ever since I have done this the stock satellites have not been extending while in space or on the ground. When I right click on it I do not get the option to extend it instead I get a status/locked notice and no way of changing it. I have no leads as to why this is happening anyone know why?