![]() It all depends how "perfect" it has to be for you.Īlthough I have never attempted to precisely align a network of satellites, I do believe the Station Keeping mod can be helpful in the situation you've described: For example, lower Pe for some amout to get exact wanted time difference, depending how much satellite drifted, wait couple of orbits for time difference between SOI rotation and satellite orbit take effect and then raise Pe again at previous altitude. If you want to make "perfect" network, it is possible to create some kOS script that will reposition drifted satellite, but you will need to "visit" such satellite and execute such script from time to time. I plan to develop script for setting maneuver nodes too, but too lazy for that and too litle time for playing lately too. Using precise node to set desired maneuver and kOS script to execute maneuver. I only babysit that one satellite abve KSC in geostacionary orbit if it drift too much. By that time, first 6 sattelite in orbit are driffted quite a lot, but no longer matter, com network is by then properly covered even without those. Also at that stage, I'm able to put some satellite around Mun and Minimus too. And few additonal trough contracts that are geostat/geosync orbit, where I also put some good antenna on it, so it is not only for contract, it serve purpose later on for the rest of the game.Īt that middle stage game I also, put two additional satellite in polar orbit with high Ap, almost near Mun, that usualy cover all comunication needs. Later on, I put at least one sattelite in geostacionary orbit just above KSC. Two additional satelite in polar orbit, with difference around 90 degree between those two polar satellies. Note that I play without additional ground stations. At begin of new career, I try to launch around 6 satellites around equator, more/less equaly distributed around 120-140 km. For that reason, I never create "perfect" satelite network, rather good enough for certain period of time. Yep, that driffting bug is quite annoying. ![]() ![]() How frequently have you tried to setup a perfect kerbal net satellite system around Kerbin/Mun/Sol and failed, due to the satellites started deviatin g from the designated positions? For once then I've tried to play a full scale career game, I've quickly realised that building a reliable satellite relay system is a big challeng e. Never tweakscale anything that ends up in the list below. Manufactured "tech" pieces like solar panels and lights shouldn't be tweaked. Tweakscale disables stacking, so list some overrides of common items used on EVA. = 100000 // needed for emergencies like Construction Ports not working right This is my patch for // Add a screwdriver and some EVA tanks to all seatsĪddToAllSeats = // Bump up the seat inventory slots (not changing = 4 // = 4 // // Increase range allowed to pickup most cheaty option = 5 // 50 // 3 (default) ![]()
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