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hbkmog

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    Rocketeer
  1. New to this mod but just a stupid question here, what's the difference between this and EVE? I see that SVE includes EVE but what's added and different?
  2. Oh yeah I can achieve that too. But when you do that for the 5th or 10th time, it gets tedious, especially when you try to set up a network on other planet with long signal delay.
  3. Like I said, it is achievable. Limit thrust, RCS and capslock I can do that too. But it's tedious and time consuming. I can tweak that to perfection but with the same amount of time, I could do more other things, not to mention how much you have to do it when you set up multiple network. The table I provided is exactly the data from the synchronous orbit and yet you see 0.1 second error will collapse the network within just short 3 years. That's pretty low tolerance compared to real world. Moreover, I play career mode so high orbit isn't really possible in the beginning. With the starting Communotron 16, the highest orbit you can go without breaking the line of sight is around 840km. Even that is pushing the margin of error. I have done some extensive testing. Even with Hyperedit, with exact same orbit parameter, the orbit shifts by itself and the orbit periods desynchronize at an accelerated rate as time goes by. There's simply no way to lock the orbit or at least have it oscillate within certain margin. Even on the tutorial page, it clearly says this: It is nearly impossible to give two satellites exactly the same orbital period, because the period will change whenever the satellite rotates (for example, to keep facing the sun over the course of the year). For the last word in satellite synchronization, you may wish to edit your save file. Some RemoteTech players see this as essential to get around game engine limitations, others see it as cheating. You will have to decide for yourself.
  4. I played it but now I'm thinking about stopping using it. It's fun if you play it the first time around. It feels great when you set up your first communication network. However it gets old and tedious when you do that the fifth time as you are basically repeating the same thing over and over. Another fatal flaw of this mod is that due to the game engine and scale of universe in this game, unlike real world, your satellites will drift within years and you have yo readjust them again. It becomes a chore when you have multiple network setup. Don't get me wrong. I like the mod but it's just not sustainable if you play for a long period of time.
  5. You can see it with Kerbal Engineer or Mechjeb.
  6. Well that's exactly my method as well. I launch 3~4 sats on one rocket and release them at apoapsis then change my orbit period to 4/3 to release the next one at apoapsis again. The thing is it's still tedious and time consuming to fine tune the orbit period of each satellite due to the game engine constraint, especially if you are doing this the 10th time. Seriously, in real life nobody jumps back and forth on different satellite fidgeting the orbit period. Here's the drift error data: [TABLE=class: data, width: 100%] [TR] [TH=align: center]Period Error[/TH] [TH=align: center]Drift Rate[/TH] [TH=align: center]Time to drift out of contact (38°)[/TH] [/TR] [/TABLE] 0.01 seconds 0.00067° per orbit10 Earth years (33 Kerbin years) 0.1 seconds 0.0067° per orbit360 Earth days (3 Kerbin years) 1 seconds 0.067° per orbit36 Earth days (140 Kerbin days) The problem is with the limitation of the game engine, you won't get the period error around 0.01 seconds stably. And even with 0.1 error, 3 kerbin years is simply too short because of the scale of the planet and universe in game. In real world, 1 second of period error isn't a big deal considering how big earth is but in the game, that simply won't work. - - - Updated - - - Let me tell you even with Hyperedit placing satellites in "perfect" orbit, it is still not accurate and the constellation deteriorate over time. You will see your orbit wobble a lot and orbit period flickering back and forth and all different on different satellite, even if you set exactly the same parameters for them. It's just the game engine that can't be that accurate.
  7. Better way? Other than manually fine tune the orbit period? Yes it's totally possible to achieve rather stable network but it's just very grindy and unnecessarily time consuming. It's okay to do that with first 1 or 2 networks. But once you do the same thing for the 20th time, it becomes very tedious. Optimizing orbit is fun the first few times, after that, it becomes a chore and repetitive. To each their own though. Some people like grinding in MMOs and I absolutely hate it. - - - Updated - - - Yep, or better just use RCS, limit thrust, capslock fine tune. But even with that, it's quite tedious to switch back and forth the satellites to have the closest orbit period possible. I did that with the first several network I set up and then felt I was just repeating the chore with no real progression or new discover. It stopped being fun.
  8. Yeah I feel the same about RemoteTech. I like the concept and have successfully set up some communication networks. It feels really great the first few times when you do that and watch the network nice and tidy. But the problem is the satellites drift away way too fast even if you have set up a very closely synced network. The game engine itselfs limits how fine tuned the orbit can be and it gets quite tedious and boring to have to manually correct it every few hundred days. I hope there could be a feature like ground satellite control that the system automatically synchronize and adjust the orbits of satellites, provided you have launched them properly within a reasonable margin of error(eg. 5 seconds). That would relieve a lot of tedium of maintaining the networks.
  9. If you really want immersion or realism, you shouldn't do everything manual. Flight computer is pretty much essential in real life space mission. Just opinion.
  10. The skin bug: when you open set menu to change the skin the KSP style, it changes as intended. However when you click set button to close the window, the skin returns to black transparent default one. Also I have noticed that it seems the electricity drain calculation doesn't support ScanSat? I tried with altemetry sensor and multispectral sensor but their power consumption wasn't reflected. Edit: Also it seems it doesn't calculate the omni antennas from remotetech. The dishes are fine but not antennas.
  11. I don't know why but when I use MJ to execute maneuver node, it's always inaccurate, as in it doesn't execute the node at the correct burn time. Sometimes it burns too early and sometimes it burns too late. Anyone else with the same problem?
  12. I really hope Squad can open up tech tree modding a bit more. With the current state, there are too many empty nodes or nodes with only one or two part. I chose USI LS instead of TAC so a bit portion of the tech tree is empty because of that. The early to mid game is good but further on the tech tree becomes a lot less exciting.
  13. Regarding RemoteTech tech tree placement, I have a question. This is the RemoteTech parts: https://remotetechnologiesgroup.github.io/RemoteTech/guide/parts/ I noticed that I unlocked Reflectron KR-7 before Comms DTS-M1, which seems a bit odd because Reflectron KR-7 is an upgraded version of the latter. Is that intended?
  14. That's great idea. I think what's gonna be most helpful is a tech tree map indicating what mods are where in the nodes. I know right now there's one out there but that doesn't seem complete, especially that near future technology and interstellar extended seem a bit confusing.
  15. One small request regarding the UI. Is it possible to use yellow font on the background? I think it's a bit hard to read the red on dark background. Also will you fix the KSP skin bug?
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