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Showing results for tags 'comms networks'.
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I've been playing with Remote Tech lately, and setting up a comms network that stays in one spot for a long time is pretty hard without something like MechJeb. With the addition of a stock communication mechanic, I assume it will be necessary to make similar networks. Maybe once a satellite has been moved into the desired position it can be 'locked' into that position relative to the other sats in the network? It would skimp on realism of the orbital mechanics, but essentially what it would do is once a satellite is in a similar orbit (as precisely as the game currently defines orbits for "put a ship in this orbit" contracts, with a little leeway) to another satellite in that network*, it would automatically be teleported into a perfectly synchronized orbit with that satellite. It would be a bit harder than a normal "Put a sat in this orbit" contract, because the comms sats would have to be placed into a specific place in the orbit** (for the first sat this wouldn't matter). All sat locations would be shown in the map view and predefined based on the first sat in the network. If the first sat was placed in an eccentric orbit, the spots for the other sats would be shown moving in the map view/tracking station moving along their orbits as the sat would making a flower shape. *The player would create a network with a button in the probe core/command pod's right-click menu, such as: [Add to Network]. Clicking on it would open a box where you could a) name a new network to put the satellite in and define how many satellites will be in that network or b) select a network from a list of networks previously created via method (a). Additional mechanics could be implemented so that more complex networks like synchronized Kolniya orbits or highly inclined orbits would be possible. **That spot could be selectable as a target so that one could use a maneuver node to find an encounter with it. I think the above points would be very useful to implement in 1.2, considering that it will be necessary to build working, long-lasting communication networks in the stock game, and it's no use having a stock feature that needs a mod like MechJeb or Hyperedit to work correctly. If a mechanic to make timewarp-safe comms networks is already in progress at Squad, please let me know and this might become a discussion thread on that mechanic instead of the one I am proposing.