Kertech Posted July 11, 2016 Share Posted July 11, 2016 12 minutes ago, hab136 said: That's from ESLD Jump Beacons, nothing to do with RemoteTech. Cool thanks, was wondering where that came from (put in a whole load of mods at once!) Quote Link to comment Share on other sites More sharing options...
Kiro Posted July 11, 2016 Share Posted July 11, 2016 Does the latest pre-release build address issue #605? I wouldn't mind testing it out if that bug is being addressed. Thanks. Quote Link to comment Share on other sites More sharing options...
BgDestroy Posted July 12, 2016 Share Posted July 12, 2016 (edited) Communication network <image> Components: 1x 2.5Gm antenna (active) AP/PE = 1.2Gm (+/- 0.01Gm with same time period)) Math: AB=AC=BC= 3R / sqrt(3) = 3*1.2/1.73= 2.08Gm !!!!!!! Why communication between sattelite and space center is OK, but communication betwen sattelites NOT ? 2.08 < 2.5 !!! EDIT: sin alpha = v / AC => sqrt(3)/2 = 3R/2 / AC => AB=AC=BC= 3R / sqrt(3) alpha = 180/3=60 => sin 60° = sqrt(3) / 2 Edited July 12, 2016 by BgDestroy Quote Link to comment Share on other sites More sharing options...
N_Molson Posted July 12, 2016 Share Posted July 12, 2016 Because the ground-based dishes have MOAR power ? Quote Link to comment Share on other sites More sharing options...
Zhetaan Posted July 12, 2016 Share Posted July 12, 2016 4 hours ago, BgDestroy said: Communication network <image> Components: 1x 2.5Gm antenna (active) AP/PE = 1.2Gm (+/- 0.01Gm with same time period)) Math: AB=AC=BC= 3R / sqrt(3) = 3*1.2/1.73= 2.08Gm !!!!!!! Why communication between sattelite and space center is OK, but communication betwen sattelites NOT ? 2.08 < 2.5 !!! EDIT: sin alpha = v / AC => sqrt(3)/2 = 3R/2 / AC => AB=AC=BC= 3R / sqrt(3) alpha = 180/3=60 => sin 60° = sqrt(3) / 2 ... Because you're forgetting to add the planet. You're using your apsis values. That's a mistake, because those numbers are altitudes. In other words, they measure from Kerbin's surface and ignore the big, rocky part that goes down to the actual centre of the circle. Kerbin has a planetary radius of 600 km. Adding that to the calculation, we get: 3 * (1.2 + .6) / 1.73 3 * 1.8 / 1.73 = 3.12 Mm 3.12 Mm > 2.5 Mm Working backwards: 2.5 Mm * 1.73 / 3 - .6 = roughly 840 km. Communotron-16s in a circular 3-sat configuration such as you have won't make a network above that altitude. Quote Link to comment Share on other sites More sharing options...
BgDestroy Posted July 12, 2016 Share Posted July 12, 2016 3 hours ago, Zhetaan said: ... Because you're forgetting to add the planet. You're using your apsis values. That's a mistake, because those numbers are altitudes. In other words, they measure from Kerbin's surface and ignore the big, rocky part that goes down to the actual centre of the circle. Kerbin has a planetary radius of 600 km. Adding that to the calculation, we get: 3 * (1.2 + .6) / 1.73 3 * 1.8 / 1.73 = 3.12 Mm 3.12 Mm > 2.5 Mm Working backwards: 2.5 Mm * 1.73 / 3 - .6 = roughly 840 km. Communotron-16s in a circular 3-sat configuration such as you have won't make a network above that altitude. Omfg, i forget on R planet. You have true. Thank you. :-D. Max altitudes 840 km is correct. I will build about 800km. Thank you. Quote Link to comment Share on other sites More sharing options...
Yemo Posted July 12, 2016 Share Posted July 12, 2016 (edited) 15 minutes ago, BgDestroy said: Omfg, i forget on R planet. You have true. Thank you. :-D. Max altitudes 840 km is correct. I will build about 800km. Thank you. Go for around 776km, so you have a nice orbital period of 90 minutes, which is 1/4 of a kerbin day. So easy for deploying multiple sats with one launch. Edited July 12, 2016 by Yemo Quote Link to comment Share on other sites More sharing options...
Maxsimal Posted July 13, 2016 Share Posted July 13, 2016 Dunno if this has been reported, but disabling remote tech through menu on the toolbar disables my ability to stage or use SAS. Quote Link to comment Share on other sites More sharing options...
BgDestroy Posted July 14, 2016 Share Posted July 14, 2016 (edited) image What know: G = 6.6742 * 10 ^ (-11) M = 5.2915793 * 10 ^ (22) kg {Kerbin} Circle start orbit AP = PE = 100km After igniton new elipse orbit AP. New orbit AP=100km, PE=500km how math travel time from PE to new AP, speed on PE and new AP. becouse g is not constant and s = g t^2 is incorrect . Edited July 14, 2016 by BgDestroy Quote Link to comment Share on other sites More sharing options...
Zhetaan Posted July 14, 2016 Share Posted July 14, 2016 (edited) @BgDestroy: Kepler's Third Law says that the square of the orbital period is proportional to the cube of the semi-major axis. In other words, if: T = orbital period a = semi-major axis k = constant of proportionality Then: T2 = a3 * k It happens that k = 4π2 / GM, so to calculate it out, let's look at both cases. Circular orbit, Ap = Pe = 100 km: a = (Ap + Pe + dKerbin) / 2 = (100 + 100 + 1200) / 2 = 1400 / 2 = 700 km = 700000 m GM = 3.5316 * 1012 m3 / s2 k = 4π2 / 3.5316 * 1012 = 1.1228 * 10-11 T2 = (700000)3 * 1.1228 * 10-11 = 3851204 s2 T = 1962.4 s = 32.7 min Elliptical Orbit, Ap = 500 km, Pe = 100 km: a = (Ap + Pe + dKerbin) / 2 = (500 + 100 + 1200) / 2 = 900 km = 900000 m T2 = (900000)3 * 1.1228 * 10-11 = 8185212 s2 T = 2861.0 s = 47.7 min The travel time from the new Pe to the new Ap would be half the orbital period, or about 23.9 minutes. The orbital speed when you get there is a different set of calculations: v = (GM * [(2 / r) - (1 / a)])1/2 where v is the orbital speed, a is the semi-major axis, and r is the distance to calculate the speed. For your question, when you arrive at a 500 km apoapsis from a 100 km periapsis: a = 900000 m r = Ap + rKerbin = 1100000 m v = (3.5316 * 1012 * [(2 / 1100000) - ( 1 / 900000)])1/2 = (3.5316 * 1012 * [1.818 * 10-6 - 1.111 * 10-6])1/2 = (3.5316 * 1012 * 7.07 * 10-7)1/2 = (2.497 * 106)1/2 = 1580.1 m/s In like fashion, the speed at the periapsis: r = Pe + rKerbin = 700000 m v = (3.5316 * 1012 * [(2 / 700000) - ( 1 / 900000)])1/2 = (3.5316 * 1012 * [2.857 * 10-6 - 1.111 * 10-6])1/2 = (3.5316 * 1012 * 1.746 * 10-6)1/2 = (6.167 * 106)1/2 = 2483.2 m/s Edited July 14, 2016 by Zhetaan Quote Link to comment Share on other sites More sharing options...
Kram45 Posted July 14, 2016 Share Posted July 14, 2016 (edited) Hey guys I've been trying to add ground relay station, but they don't show up. Here is an example one: { STATION { Guid = 5105f5a9-d628-41c6-ad4b-21154e8fc489 Name = JC Relay Station Latitude = -0.131331503391266 Longitude = -150.594841003418 Height = 1000 Body = 1 MarkColor = 0.996078,0,0,1 Antennas { ANTENNA { UpgradeableOmni = 4E+06;3.0E+07;7.5E+07 Dish = 0 CosAngle = 1 } } } } } Edited July 14, 2016 by Kram45 Quote Link to comment Share on other sites More sharing options...
BT Industries Posted July 18, 2016 Share Posted July 18, 2016 My friend and I were going too play pilot and mission control using Telemachus when I thought of this... What if there was an option that if you had no signal in-game it would turn of your internet connection in real life. This would mean that my friend's view of the telementay data would drop out and so would the voice chat, but when I regain signal in-game my internet connection goes back online and my friend can see/hear every thing again. I think this would bring KSP role-playing to the next level in regards to realism. What do you guys think??? Quote Link to comment Share on other sites More sharing options...
Gryphon Posted July 18, 2016 Share Posted July 18, 2016 (edited) 2 hours ago, BT Industries said: This would mean that my friend's view of the telementay data would drop out and so would the voice chat, but when I regain signal in-game my internet connection goes back online and my friend can see/hear every thing again. I think this would bring KSP role-playing to the next level in regards to realism. What do you guys think??? I think that's a cool idea! It would probably be best as a mod for Telemachus, to tell it when to turn on and off (or even affect your data rate) based on your connection staus. For voice comms, you'd need a voice chat application that would respect a status setting of connected or not. (Ooh, and it would be great if the voice comms would also add a simulated lag delay. But probably out of scope for RemoteTech itself... Edited July 18, 2016 by Gryphon Quote Link to comment Share on other sites More sharing options...
blu3wolf Posted July 18, 2016 Share Posted July 18, 2016 Thats more the provenance of a plugin for TeamSpeak, and Telemachus. Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted July 18, 2016 Share Posted July 18, 2016 @Kram45 RT has changed the way that it saves it's data (separate for each save) so you have to load your save, open the RT UI and reload all the available ground station configs. Quote Link to comment Share on other sites More sharing options...
BT Industries Posted July 18, 2016 Share Posted July 18, 2016 1 hour ago, blu3wolf said: Thats more the provenance of a plugin for TeamSpeak, and Telemachus. Well Telemachus has has no idea if you have a remote tech signal or not. Where as if it was inbuilt as an option in remote tech it would work with everything. Imagine the tutorial your watching on YouTube dropping out when you lose signal in-game. 3 hours ago, Gryphon said: It would be great if the voice comms would also add a simulated lag delay. That's a brilliant idea (Fingers crossed) 3 hours ago, Gryphon said: Probably out of scope for RemoteTech itself... I'm hopeing not Maybe someone could make this into a separate mod, I'll start a thread later. Quote Link to comment Share on other sites More sharing options...
blu3wolf Posted July 18, 2016 Share Posted July 18, 2016 1 hour ago, BT Industries said: Well Telemachus has has no idea if you have a remote tech signal or not. Where as if it was inbuilt as an option in remote tech it would work with everything. Imagine the tutorial your watching on YouTube dropping out when you lose signal in-game. It would also not be publishable on the forums, as it would not meet the requirements for KSP mods. Telemachus presently has no idea if you have a remotetech signal or not, but remotetech deliberately exposes that information to other mods. Its entirely possible to achieve this with a plugin. It would be easiest to achieve this with a plugin, and a modified version of telemachus. Quote Link to comment Share on other sites More sharing options...
Kram45 Posted July 19, 2016 Share Posted July 19, 2016 On 7/18/2016 at 9:12 AM, Phineas Freak said: @Kram45 RT has changed the way that it saves it's data (separate for each save) so you have to load your save, open the RT UI and reload all the available ground station configs. Cool, thanks man! Quote Link to comment Share on other sites More sharing options...
BgDestroy Posted July 19, 2016 Share Posted July 19, 2016 On 14. 7. 2016 at 3:58 PM, Zhetaan said: @BgDestroy: Kepler's Third Law says that the square of the orbital period is proportional to the cube of the semi-major axis. In other words, if: T = orbital period a = semi-major axis k = constant of proportionality Then: T2 = a3 * k It happens that k = 4π2 / GM, so to calculate it out, let's look at both cases. Circular orbit, Ap = Pe = 100 km: a = (Ap + Pe + dKerbin) / 2 = (100 + 100 + 1200) / 2 = 1400 / 2 = 700 km = 700000 m GM = 3.5316 * 1012 m3 / s2 k = 4π2 / 3.5316 * 1012 = 1.1228 * 10-11 T2 = (700000)3 * 1.1228 * 10-11 = 3851204 s2 T = 1962.4 s = 32.7 min Elliptical Orbit, Ap = 500 km, Pe = 100 km: a = (Ap + Pe + dKerbin) / 2 = (500 + 100 + 1200) / 2 = 900 km = 900000 m T2 = (900000)3 * 1.1228 * 10-11 = 8185212 s2 T = 2861.0 s = 47.7 min The travel time from the new Pe to the new Ap would be half the orbital period, or about 23.9 minutes. The orbital speed when you get there is a different set of calculations: v = (GM * [(2 / r) - (1 / a)])1/2 where v is the orbital speed, a is the semi-major axis, and r is the distance to calculate the speed. For your question, when you arrive at a 500 km apoapsis from a 100 km periapsis: a = 900000 m r = Ap + rKerbin = 1100000 m v = (3.5316 * 1012 * [(2 / 1100000) - ( 1 / 900000)])1/2 = (3.5316 * 1012 * [1.818 * 10-6 - 1.111 * 10-6])1/2 = (3.5316 * 1012 * 7.07 * 10-7)1/2 = (2.497 * 106)1/2 = 1580.1 m/s In like fashion, the speed at the periapsis: r = Pe + rKerbin = 700000 m v = (3.5316 * 1012 * [(2 / 700000) - ( 1 / 900000)])1/2 = (3.5316 * 1012 * [2.857 * 10-6 - 1.111 * 10-6])1/2 = (3.5316 * 1012 * 1.746 * 10-6)1/2 = (6.167 * 106)1/2 = 2483.2 m/s wow, thank you very very much, excelent Quote Link to comment Share on other sites More sharing options...
Makeone Posted July 21, 2016 Share Posted July 21, 2016 Has anyone tried to make RT configs to Ven's new dishes? It would be nice to see maybe 200Mm antenna there... (Playing 4x HSS Career, 90Mm antenna isn't enough to Minmus... ) Quote Link to comment Share on other sites More sharing options...
HerrGeneral Posted July 22, 2016 Share Posted July 22, 2016 Maybe this is a dumb question, but how should I land probes on non-atmospheric bodies if I'm playing with signal delay? I'm playing in RSS, and while the 1.2 second delay from Earth to the Moon is concievably something I can still fly manually, trying to land anything with engines anywhere else seems like an impossible task. What do people do for that? The flight computer seems like it'd be difficult to get the timing right, and it seems to screw up when playing with RealFuels- I had an engine with 50 ignitions and it managed to deplete all 50 of them within about two seconds when I tried asking it to execute a maneuver node, in addition to sending the craft into a wildly uncontrollable spin upon completion of the node. Quote Link to comment Share on other sites More sharing options...
Zhetaan Posted July 22, 2016 Share Posted July 22, 2016 @HerrGeneral: It's certainly not a dumb question, but there are no easy answers. The flight computer in RemoteTech is advertised as 'simple' and airless landing is about the least simple operation you can do with a remotely-controlled probe. ... Okay, docking is worse. But only just. It is possible, but you would need to pre-calculate everything in advance because the computer takes no input aside from the instructions you sent minutes or hours ago. In other words, the probe will cut the engine when the time runs out and only then, whether or not it is grounded (and also possibly after it's bounced back into the sky), and if there are any local variations in the terrain--variations you don't know about because you haven't been there yet--and they will ruin the landing ... well, that sucks, but you're out of luck. For my advice, the best ways to do it would be either to reduce the signal delay (set up a command station nearby) or, and this is probably the best choice for the long game, install kOS and learn to write a landing script that does take input from the craft. Quote Link to comment Share on other sites More sharing options...
SilverlightPony Posted July 22, 2016 Share Posted July 22, 2016 7 hours ago, HerrGeneral said: Maybe this is a dumb question, but how should I land probes on non-atmospheric bodies if I'm playing with signal delay? I'm playing in RSS, and while the 1.2 second delay from Earth to the Moon is concievably something I can still fly manually, trying to land anything with engines anywhere else seems like an impossible task. What do people do for that? The flight computer seems like it'd be difficult to get the timing right, and it seems to screw up when playing with RealFuels- I had an engine with 50 ignitions and it managed to deplete all 50 of them within about two seconds when I tried asking it to execute a maneuver node, in addition to sending the craft into a wildly uncontrollable spin upon completion of the node. Landertrons are your friend. (Grab the download from page 10, posted by kerbas_ad_astra, and make sure they're armed or you'll be experiencing the joys of lithobraking) Quote Link to comment Share on other sites More sharing options...
SmashBrown Posted July 22, 2016 Share Posted July 22, 2016 Greetings folks, some of my dish's from ven's stock revamp do not seem to be working with remotetech. Does anyone happen to have a cfg file lying around for it? Quote Link to comment Share on other sites More sharing options...
SilverlightPony Posted July 22, 2016 Share Posted July 22, 2016 They're working fine for me with 1.1.2, but there are several mods that have been updated for 1.1.3 that I haven't updated on my install yet, so you may be using different mod versions than me. Quote Link to comment Share on other sites More sharing options...
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