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So i was thinking it would be a good idea to implement a transmit speed bar on antennas, so when you're really far out in the solar system (Or others) you can have time to recharge instead of always losing electricity. 

So it would be like the traverse speed thing in the BG expansion for robotics, if youre using a diminishing RTG mod it would be useful to set the transmission speed from high to low, or forgot batteries

at the lowest of 1 %/S it would send one percent of data per second and at highest it would send it all in one second

Each percent could use different amounts of EC/s to transmit (Maybe even having certain experiments transmit faster or slower depending on tech level) and if you are further away and/or have a weaker antenna it could take more EC to transmit it

Just an idea

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1 hour ago, Souptime said:

So i was thinking it would be a good idea to implement a transmit speed bar on antennas, so when you're really far out in the solar system (Or others) you can have time to recharge instead of always losing electricity. 

So it would be like the traverse speed thing in the BG expansion for robotics, if youre using a diminishing RTG mod it would be useful to set the transmission speed from high to low, or forgot batteries

at the lowest of 1 %/S it would send one percent of data per second and at highest it would send it all in one second

Each percent could use different amounts of EC/s to transmit (Maybe even having certain experiments transmit faster or slower depending on tech level) and if you are further away and/or have a weaker antenna it could take more EC to transmit it

Just an idea

....

Just trip "Allow partial"....then it will transmit packets as soon as it has enough power until completed. So basically it will Transmit> Lose power>Recharge>Transmit in a loop until data is exhausted.

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17 minutes ago, Incarnation of Chaos said:

....

Just trip "Allow partial"....then it will transmit packets as soon as it has enough power until completed. So basically it will Transmit> Lose power>Recharge>Transmit in a loop until data is exhausted.

Whenever that happens i constantly lose power and everyhting else, is kind of annoying really. Plus i mentioned about diminishing RTG mods and if you dont bring batteries so you'll need to use hyperedit or cheats to bring back EC. its not meant to be a big thing really just a small tidbit like IRL, new horizons had an RTG that only gave out 70 watts of power so it needed really slow data streams but LKO satellites have lots of sunlight for solar panels and they can transmit faster

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2 hours ago, Souptime said:

Whenever that happens i constantly lose power and everyhting else, is kind of annoying really. Plus i mentioned about diminishing RTG mods and if you dont bring batteries so you'll need to use hyperedit or cheats to bring back EC. its not meant to be a big thing really just a small tidbit like IRL, new horizons had an RTG that only gave out 70 watts of power so it needed really slow data streams but LKO satellites have lots of sunlight for solar panels and they can transmit faster

Nuclear reactors solve the first one, if you're already using mods I'm surprised you don't have NFE already. 

I just wanted to mention it; some people aren't aware the option exists. I really wouldn't mind either way if what you're proposing was implemented.

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3 hours ago, Incarnation of Chaos said:

....

Just trip "Allow partial"....then it will transmit packets as soon as it has enough power until completed. So basically it will Transmit> Lose power>Recharge>Transmit in a loop until data is exhausted.

Note, this ends up giving you less total science point gain when the transmission is complete.

I like the OP suggestion, though it does take away from the electrical puzzle a bit.

Edited by Superfluous J
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Kerbalism does this- each antenna has a maximum data rate and it decreases according to signal strength, plus you can switch data transmission off automatically when the power gets low and on again when the batteries recharge. I’m not sure if the science-only Kerbalism config does this too, if the whole life support/radiation/part failure thing is too much (though you could probably turn those off).

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10 hours ago, Incarnation of Chaos said:

Nuclear reactors solve the first one, if you're already using mods I'm surprised you don't have NFE already. 

I just wanted to mention it; some people aren't aware the option exists. I really wouldn't mind either way if what you're proposing was implemented.

Oh i have NFE, i just dont wanna bring a nuclear reactor on my new horizons replica

I just thought it would be a nice thing to implement for a little extra realism

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2 hours ago, Souptime said:

Oh i have NFE, i just dont wanna bring a nuclear reactor on my new horizons replica

I just thought it would be a nice thing to implement for a little extra realism

Fair enough then.

12 hours ago, Superfluous J said:

Note, this ends up giving you less total science point gain when the transmission is complete.

I like the OP suggestion, though it does take away from the electrical puzzle a bit.

Never seen that happen, but then again i only use it to transmit data from labs. No use transmitting the raw experiment when you can mill it for free bonus in a orbiting lab.

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You don't need mods, you just need to understand how things work. Each experiment generates a known amount of data; and each aerial transmits data at a known rate, using a known amount of power. So you can calculate how much "burst" electricity you need, to transmit data; thus how much battery capacity your vehicle has. There is also "base" load electricity requirement to calculate, this is useful for knowing how many solar panels to fit*.

*The other factor being, where will it be? A vehicle in a solar orbit is pretty much assured to "see" the sun 99.9% of the time. A vehicle in a low equatorial orbit will see the sun (slightly more than) 50% of the time with the time in darkness (slightly less than) 1/2 the orbital period. And a vehicle on the surface of the Mun, will be in darkness for 1/2 Mun month, due to the tidal locking (--> slow rotation rate of Mun). Land deep in a crater and its even less.

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