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A plugin for Kerbal Space Program which adds some SSTV, beeps, and nonsensical radio chatter between your crewed command pods and Mission Control. There is also some environmental sounds as : wind in atmosphere, breathing on EVA and background noises inside spacecrafts. *** Reviews *** (Thanks to maxrsp, nice review - (Chatterer v0.9.6 / 22 Aug. 2015)) (Featured in TinyPirate "2 Minute Mods" series - (Chatterer v0.9.6 / 20 Aug. 2015)) Different tabs : KSP Application Launcher buttons and RemoteTech2 integration : Integration with Blizzy78's Toolbar Mod (optional) : Advanced filter settings : Installation : Unzip 'Chatterer_x.x.x.zip' file anywhere you see fit, Copy only the 'Chatterer' folder (and its content) you will find under 'Chatterer_x.x.x\GameData' Then paste this 'Chatterer' folder in your KSP 'GameData' folder. Usage : Chattering/background noises should start automatically upon flight start, you will see the Chatterer button on your application toolbar on the upper right of the screen, Click on it to access Chatterer settings (watch for tooltips). (optional when using Blizzy78's Toolbar Mod) if you have Blizzy78's Toolbar Mod installed, you can also find a Chatterer Icon available (must be enabled on first load), you can also choose to use Blizzy78's Toolbar only and hide KSP stock applauncher button (check Chatterer settings). This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Download from Spacedock - RIP Kerbal Stuff :'(( - : Download from Curse thingy : ___________________________________________________________________________________ Additional sound packs : Chatterer+ Soundpack by Nick233 Chatterer Extended - more kerbalized chatter for "Chatterer" by hoover2701 Real Chatterer - Real Clips for Chatterer - (chiefly meant for Realism Overhaul and Real Solar System players) by TheRealWiwaxia ___________________________________________________________________________________ Purely optional and by request here is a donate button, but again don't feel obliged : (Also please leave me a PM if you do so, just want to check this button actually work) __________________________________________________ https://gnu.org/licenses/gpl-3.0.en.html Source code : https://github.com/Athlonic/Chatterer Changelog : v0.9.99 [20 Mar 2020] - Recompiled for KSP 1.9.1.2788 - Targeting Net 4.8 - Moved initialization of GameObject variables into Awake() function (Thanks to our linuxgurugamer <3 ) - Removed MiniAVC.dll (waiting for MiniAVC-2 update) v0.9.98 [23 Oct 2019] - Fixed some 1600+ error (due to .dll split & Net 4.x target) - Fix for : new AudioClip(); not accepting 0 argument / compile error - Recompiled for KSP 1.8.2686 [Warning : this version and newer will not work on KSP version 1.7.x and older] v0.9.97 [15 Sep 2019] - Recompiled for KSP v1.7.3 - fixes a possible crash when using Scatterer and Chatterer together v0.9.96 [18 Oct 2018] - Recompiled for KSP v1.5.0.2332 v0.9.95 [12 Apr 2018] - Recompiled for KSP v1.4.2.2110 - Switched chatter exchange code to a coroutine method (this didn't fix chatter hang since KSP 1.4.0 issue tho) - Moved quindar clips to chatter's Audiosource instead of quindar Audiosource (this actually fixed hanging issue) - Added chatter exchange trigger on SOI change Events - Added chatter exchange trigger on vessel situation change Events(all but Flight and Landed to avoid the notorious spam on bumps issue) - Added chatter exchange trigger when CommNet link goes online - Added a new sound "void noise" which kicks when CommNet link goes offline - Trigger an exchange on crewed vessel load (just to say hello) - Some code cleanup v0.9.94 [12 Mar 2018] - Recompiled for KSP v1.4.0.2077 - Fixed reverb_filter deprecated function roomRolloff preventing plugin execution in KSP v1.4 v0.9.93 [27 May 2017] - Recompiled for KSP v1.3.0.1804 - Fix for chatter spam on jumps (avoid exchange to trigger every time vessel leaves the ground) - Automatically mute all sounds when game is paused Older changes : Credits Original idea and work : ***Iannic-ann-od*** Thanks a lot to him for his awesome work and to allow me to continue it since version 0.5.9 at the end of december 2013. I promised him I will do my best to keep Chatterer chattering things high in Kerbal space and beyond. Audio : Apollo 11 and STS-1 chatter created from audio found at the NASA Audio Archive. [usage Information] Russian chatter created from audio recorded by Sven Grahn. [usage Information] Sound effects by acclivity, adneonlux, AGFX, AMPUL, Argitoth, be-steele, blaukreuz, bubaproducer, carbilicon, ch0cchi, Corsica_S, datwilightz, DJ Chronos, DodoDuck, DrNI, ERH, FreqMan, HerbertBoland, junggle, klankbeeld, laiskvorst, Leady, mario1298, m-o-m, NUpton, pera, plagasul, REC242, Setuniman, suonho, UdoPohlmann, yewbic, Zozzy Chatterer logo : modified from : http://jmtrivial.info/infographie/art-libre/
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Hello all! With KSP2 being announced, communication and innovation will be more useful than ever! To ensure better communication between players and the ability to more easily share innovative builds, I decided to create a discord server. I am experienced with managing other servers. https://discord.gg/Usw3Nx7 I wish you all a good day! Spectacular Vernacular
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I'm completely new to KSP and currently trying to set up a CommNet. Is it necessary for the relay antenna on a communication satellite to point at Kerbin? Also, do you need two (relay) antennae, one on each side? (the 1st one aligned to Kerbin, the 2nd one to e.g. a probe)
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I have a question that pertains to the new comm-sat mechanics that were added to the game recently. I know that unmanned ships need to have a path to the KSC in order for them to be controlled, and that manned spacecraft can control themselves regardless of whether they have line-of-sight to Kerbin or not. But when controlling unmanned spacecraft, will any Kerbal pilot with a connection do? For example, say I had two spacecraft, one remote controlled, and another with a Kerbal crew, and neither of them have a path to the KSC; is it possible to control the unmanned spacecraft using the Kerbal pilots in the manned spacecraft? Or do I have to set up relay satellites in order to establish a connection back home before I can control the unmanned satellite?
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I tried to send one to EVE but i lost contact with it And so many hard works of creating NavNodes was wasted I wonder does i need more antennas or just need upgrade my tracking station (currently is level 2) and next upgrade would cost me 1,23 billion kerbo dollars (i use to call it that ) so how make it to works
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I know I'm not the only one having trouble giving orders to my distant probes. I can't increase relay size with tweakscale either.
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Energy I've noticed there is technological gap between OX-STAT solar panels and panels that track sun. We could have two new parts based on HG-5 High Gain Antenna animation. Instead of antenna on the end put solar panel (circular and triangular), they wouldn't be able to track the sun. Next thing is wind turbine, since we have drills that require lots of energy and we want them to work at night, we could use at least one small wind turbine. Making PB-NUK Radioisotope Thermoelectric Generator larger version for 1.25m would also be nice. Geothermal energy would be great to have on few planets, it can be heavy and large part, but it would add 24/7 energy source to the game. Z-400 Rechargeable Battery are small, IMO we need 800, 1600, 3200 radially mounted batteries. Wheels https://en.wikipedia.org/wiki/Mecanum_wheel lots of people in here would make real wonders with those wheels Communication Current antennas and communication system is easy and lets keep it that way. For harder and more realistic game play we could have laser communication systems that would require visibility between devices. Failures I was thinking about random failures that would add to the game, but not make it frustrating and there are minor game mechanics that may break randomly to makes things harder, but they won't break your mission. Solar panels - they could have malfunction in sun tracking system, this would require engineer to repair them, but you could keep going with your mission without repairs. Antennas - they could lose their ability to relay signal, this one could break your mission if you have single antenna per relay satellite. But making critical systems double/backup is good idea in space flights Lights - it is not critical system Wheels - motor malfunction, you can go further on other 3 motors, but you will go slower. Engines - broken alternator or Thrust vectoring won't make your rocket crash, but it will make your mission harder
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Is there a Devnote Tuesday this week @SQUAD, @Badie? We understand they might be delayed or not posted this week if the devs are taking a break after the 1.2 release. However, please let us know on the forums or by a tweet or something. One sentence would do... you know, communication and all.
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