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KSP2 Release Notes
Everything posted by Resender
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Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
Would also kind of be 'cheaty' cause the fairing would protect the antenna from being ripped off. Now on a side note how high does your antenna (of the current) need to be above ground to be connected to another ground based antenna near the poles,cause I'm getting issues there. I could off course make a manned relay station but what would the fun in that be -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
besides me waiting for over the horizon to make a good ground based network, anyone got a clue why max signal length differs so much & why I'm already losing comm less then 10 km away from the previous relay, on the polar cap -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
Yes,that's true. It's not cause one sie has the range the other side can answer SO the probe isn't that far out that you can't see the dot clearly. Also if this probe is going to Duna,how were you planning to make course changes when you got there,in other words whats your alternative paths -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
Are you sure you have a direct line of sight how did you check -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
I agree on that,in my plans I'm planning a mobile space station to deploy ground stations on Mün,Minmus & Ike. You can't realistically make a comms network in KSP but you can make it more challeging -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
That wouldn't be a challenge + I did that last season of my lp + the fact a ground based network can exploit how Kerbin & it's moons behave + I want to limit the objects I have in orbit off Kerbin to a bare minimum so I don't have to fight space debris all the time As for the amount,I flew the first as unmanned aircraft/drone/landers. The closer to the equator the distance I could fly before losing connection was 75 km in the air, 30 km on the ground (meaning I could fly 75 km from a comm relay or ksc, but the max distance on the ground when landed & still having comms was 30) Bit more north I have comm lines going up to a 100km Bit more north from that it dropped to 50 km max on the ground Just started landing on the ice with max ranges of 20-30 km,with about a 100 km of the location for the polar relay -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
Good cause right now,I got like 20 relays between KSC & a north pole station. As why there so many,lets say it isn't always easy to cover last distances without losing connection,near the poles and the equator the distance seems short -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
As long as their is a better way to set up ground networks I'll be fine with it, annoyed a bit,but fine with it. -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
I developed an unmanned aircraft with disposable wings & landing gear, allowing me to land it with parachutes and landing legs. After it landed it acts as a ground based relay, I'm going to make a chain from KSC to the North Pole where I'll set up an unmanned relay station that connects up with relays on both Mun & Minmus's poles I'm doing this since my keostationary satellites always seem to degrade their orbital periods -
JUst had a quick test launch and I got it into a 100 by a 100 km orbit without any probs
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Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
It might be possible in real life, but imagine how much lag that could introduce to the game. Reason why I'm going to be putting com relays on the following places in my lp: *Kerbin *Mün *Minmus *Ike *Dres -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
Anyone know how to keep the antenna's dishes in as not only part but as valid antenna's. Current bugs & troubles have made me seriously consider remotech2 from my lp,but I find the stock antenna's a bit lacking for especially long range missions -
Hello all, I'm doing a series called 'The Race to Eeloo',which is not a race against anyone rather then just against myself since I want to get their. Currently season 2,I restarted after my mods became unstable with 0.23. The episodes are between 5-20 minutes long,I record them in a bulk on Saterdays, and edit them the day I upload them. Due to my limited free time and even more limited knowledge of graphical editing,their no fancy intro/outro's Mods I use: *Mechjeb,which I use to get really heavy payloads in orbit,change orbits,execute manouver nodes for me,help me with docking,landing should be doable with the new sas. *Kethane *Remotetech 2,although I might do the same thing as Scott Manley *Procedural fairings *KSP Interstellar *Scansat,version 5 atm *Tarsier Space Technology spacetelescope Mods I'm considering *B9 *Kerbal EVA parachutes As a rule I will try to get science back to Kerbin completely instead of transmitting it,unless of course my current tech level hinders me from doing that. There are currently 9 video's in the playlist I try daily uploads,unless my work schedule hinders me from getting home at a decent hour. And that daily schedule will end as soon as my main series on my channel,starts it's 3 season,after that it will be every 2-3 days I hope you guys like this and give me some honest feedback
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Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
Indeed,ok it looked fixed yesterday now I'm bk to what was going on yesterday -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
it did not create one on the fresh .23 but it seems to accept the settings file of a .22 -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
I knew that but I'm not finding it in the4 cfg's I'm seeing,or more to the point I don't see the remote tech settings cfg -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
How does one turn off signal delay atm -
Now-defunct-thread-that-should-not-appear-in-google-search.
Resender replied to Cilph's topic in KSP1 Mod Releases
Nope consider it broken for now -
I hoped they done more then just Minmus,although did Eve already have biomes in 0.22
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Or just give us a UTC/GMT or CET time
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Well those on steam will prolly get it ealier
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I'm a dba,not a nerd
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That only works for 13 minutes and back in time,not forward,it also puts you bk in the spot you were 13 minutes ago
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Or for those of us who were kids in the late '80's early '90's in Flanders & the Netherlands 'We zijn er bijna,we zijn er bijna maar nog niet helemaal' Meaning We're almost there, We're almost there but not entirely