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tf58

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Posts posted by tf58

  1. On 27/06/2016 at 2:07 AM, AndrewZ said:

    Hi, I just added custom vsr antennas to AntennaRange.cfg, but actually i don't know what means all these options. :D So, i calculated their by the cost (relative to the default antennas), maybe someone else knows how be better.. :confused:

     

    Config right here:

    
    // VSR
    @PART[SmallFixedAntenna]:FOR[AntennaRange]:NEEDS[!RemoteTech]
    {
    	@MODULE[ModuleDataTransmitter]
    	{
    		@name = ModuleLimitedDataTransmitter
    		@packetResourceCost /= 1.156967
    		nominalRange = 7567425000
    		simpleRange = 46018125000
    		maxPowerFactor = 14
    		maxDataFactor = 2
    	}
    
    	MODULE
    	{
    		name = ModuleScienceContainer
    
    		dataIsCollectable = true
    		dataIsStorable = false
    
    		storageRange = 2
    	}
    }
    
    @PART[mediumFixedAntenna]:FOR[AntennaRange]:NEEDS[!RemoteTech] 
    {
    	@MODULE[ModuleDataTransmitter]
    	{
    		@name = ModuleLimitedDataTransmitter
    		@packetResourceCost /= 1.791242
    		nominalRange = 11716050000
    		simpleRange = 71246250000
    		maxPowerFactor = 18
    		maxDataFactor = 2
    	}
    
    	MODULE
    	{
    		name = ModuleScienceContainer
    
    		dataIsCollectable = true
    		dataIsStorable = false
    
    		storageRange = 2
    	}
    }
    
    @PART[largeFixedAntenna]:FOR[AntennaRange]:NEEDS[!RemoteTech]
    {
    	@MODULE[ModuleDataTransmitter]
    	{
    		@name = ModuleLimitedDataTransmitter
    		@packetResourceCost /= 2.914213
    		nominalRange = 29045000000
    		simpleRange = 176625000000
    		maxPowerFactor = 22
    		maxDataFactor = 2
    	}
    
    	MODULE
    	{
    		name = ModuleScienceContainer
    
    		dataIsCollectable = true
    		dataIsStorable = false
    
    		storageRange = 2
    	}
    }
    
    @PART[LongDeployableAntenna]:FOR[AntennaRange]:NEEDS[!RemoteTech]
    {
    	@MODULE[ModuleDataTransmitter]
    	{
    		@name = ModuleLimitedDataTransmitter
    		nominalRange = 4410000000
    		simpleRange = 25200000000
    		maxPowerFactor = 6
    		maxDataFactor = 8
    	}
    
    	MODULE
    	{
    		name = ModuleScienceContainer
    
    		dataIsCollectable = true
    		dataIsStorable = false
    
    		storageRange = 2
    	}
    }
    // ...

     

    Much thanks, that worked just fine!

  2. Just want to that I've been using this mod a little while now and I think it is a good simple way to add a little more realism.

    Right now all antennas are capable of performing the relay function assuming range and LOS requirements are met. My one suggestion is that there should be some way to limit the relay functionality, this way will force the player to actually make dedicated relay satellites. I see two ways of doing it:

    1) The more realistic way is to add a "Relay Circuit" part, so an antenna can only act as relay if the relay circuit is also on the same craft. But this mean existing saved games will have no comm relays until the player launch new comm sats.

    2) The simpler way is just to add a toggle on the antenna's context menu to turn on/off the relay function. This will allow players to retain their comm network in existing save games.

  3. Kerbal engineer #1: 'The problem isn\'t getting to the Mun.'

    Kerbal engineer #2: 'That\'s easy.'

    KE1: 'It\'s not easy.'

    KE2: 'Relatively easy.'

    KE1: 'Pretty easy. The problem is getting back.'

    - from the Kerbal Box Office documentary series 'From Kerbin to Mun'

    OK I can get to the Mun and even get back and splash down. But my Mun-Kerbin return trajectory always result in a very high orbit around Kerbin (peri-ker around 7-9000 km and apo-ker just outside of Mun orbit) when I exit Mun SOI and reverts back to Kerbin as orbital reference. This means I have to do another big burn in order to lower my peri-ker. How should I change my trans-kerbin burn so that I will end up somewhere closer to Kerbin?

  4. 2 hours after installing KSP I finally built a rocket that made it into orbit, spent more than 5 hrs of simulated time in space, then deorbited and splash down. Damn that was fun. Less academic than OrbiterSim.

    This is a keeper.

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