www.Twitter.com/Matt_Lowne The background music is the gallery theme from Sonic Generations, and the outro music is the rooftop run theme from the same game. Craft File: mega.nz/#!pRVW...
I like having some really weak RCS thruster for those kind of missions to fine tune the orbit and make sure all the satellites have exactly the same orbital period so that they don't drift too much apart as time goes. Of course without ker, it makes things a bit trickier :/
For planets and moons where you can't put geostationary satelites, this is not a problem, just put sufficient amount of satelites in different polar orbits, just at the limit of the planet/moon's sphere of influence at dofferent angles, that should do the trick 95% of the time.
is there a setting or mod to make it so the further you are or the more relay satalites needed to talk to a certain probe it "lags" like in real life there's a huge delay to probes and what not? or a way to make it harder to get a good signal?
the mun is tidal locked to kerbin right? cause i landed for the first time on the mun and warped for a very long time and noticed kerbin stayed in the same place
How to watch a KSP video: Step 1: Watch cool KSP video Step 2: Be inspired to do super cool stuff on KSP Step 3: Start-up KSP and try to build cool stuff Step 4: Give up, it's futile.
I want Squad to add food water, or supplies into KSP. Maybe they could add a new game mode for that. Kerbals need to eat drink and stay healthy in order to survive in outer space
This is by far the most comprehensive (single-launch) geostationary tutorial I ever watched! Really well done, Matt! Now you done it, I have to share your tutorial ;)
www.Twitter.com/Matt_Lowne Thank you for watching my first tutorial, in fact this is my first non-SSTO tutorial! Let me know how it went! I'll be putting satellites around Mun and Minmus anyway, would this be a video people would be keen for (with a commentary)? I'm aware that the "equilateral triangle" I was aiming for ended up slightly scalene...but it's good enough I think! In order to keep the video short, I omitted my fine-tuning of the satellite orbits. However, remember that lower orbits move at higher velocities and higher orbits move at lower velocities. This means circularizing the orbit just below the 2 863 334.06 m mark will cause the craft to move "East" relative to Kerbin's surface, and circularizing just above with will move the craft "West" relative to the surface. Quick note: those familiar with Scott's tutorial may notice that the apoapsis he used is different to the one I use. This is because Kerbin's rotation was increased in the 1.05 update, which came out after Scott made his tutorial. Anyways, craft file in the comments etc. etc. The background music is the gallery theme from Sonic Generations, and the outro music is the rooftop run theme from the same game.
I'm a new subscriber, but really enjoying your content! Keep it up! Something I always struggle with is "efficient" rocket design. Maybe a tutorial on figuring out the dV actually needed to do things instead of just wildly guessing like I do would be nice?
5 yrs old and still useful information. A video that stands the test of time! Well done sir... I was just releasing my sats for my network, then going to deploy my second to find out everything is dead. All batteries are toast. Apparently the main rocket wasn't getting any sunlight in between, held SAS on accident and it used up all the juice... DAMN, so...... AGAIN!
dont need to be perfect geostationary orbits if i have 50 relay satellites orbiting 500 KM off the ground randomly put into orbits that are more like ellipses (200 KM to 500 KM... ish)
Its actually not hard at all. You can either change the thrust limiter to 1% or you add small RCS thrusters which are even more accurate. The real hard problem to me is KEEPING that when you turn your ship. But to be fair, it not too important and you can still add RCS thrusters to each satellite and fix the orbit after you roughly deployed them.
I know this video is old, but with the upcoming release of KSP 2, I started playing again. I just performed a geosync with three satellites. I based my ship off the one you provided, but I used roughly half the parts and for a third of the price.
but whats the purpose of making them geostationary? as long as they are all in the same orbit wont you get the same effect? oh nevermind you explained it at 2:10 :P
I usually fudge it by not requiring an accurately circular orbit; as long as it's close, it's good enough. The key is matching the orbital period to ensure that the satellites don't drift over time, either relative to each other or to their SOI -- but that requires MJ, KER, or kOS to ensure accuracy.
Sorry to be picky, but it is not 6 hours. It is 5 hours 59 minutes 4.901 seconds. 6 hours causes you to drift west over time. You want the Kerbin Sidereal rotational period, not the Kerbol Day rotational period.
That is the rotation based on the position of Kerbol above a certain point on Kerbin at the same time each day, not the actual rotation of the planet Kerbin. Synchronous satellites need to be placed based on the sidereal rotation of the planet respect of other stars (if the game had them) and not with respect to Kerbol. Kerbol appears directly over the KSC every 6 hours, but as Kerbin goes around Kerbol in prograde in both its orbit and its rotation the sidereal day will always be slightly slower. Using 6 hours causes satellites to drift. Try it by hacking a save file and placing a craft directly above the KSC with an orbital period of 6 hours and speed time forward, it will drift over time.
+Simon Warburton The new cheat mode should be enough I think, also why would it matter as long as you always have line of sight to the other sattelites and ksc the geostationary is really not necessary, is it?
Wyman and Brad Gaming Co. with Clamshell deploy fairing deploys to 2 pieces (as in real life). With stupid default mode we have MANY, MANY small pieces
I did a Keostationary space sation with 100 tons and circular format (like interstellar or your circular space station on Eeloo) Everytime I dock some ship in the station, the orbit get a bit modification. I away ajust the orbital period to 5h59m9s (most close to this) even ignoring the orbit imperfection, that aways is around 2.862~2.864Km with 0.1m/s or less of relative speed at surface. That is my best for the most keostationary orbit
Not really, I needed that scaffholding to provide somwhere to attach the decouplers for the satellites. The symmetry of the structure was more for aesthetics
1.2 is out? my ksp on steam don't update yet. maybe I need to just wait for few more hours. BTW, I have been waiting for this kind of relay network for years!!!!!!! CAN"T WAIT TO PUSH THAT KABOOM BUTTON!!!!!
Check the KSP announcements on Steam, it's in open beta requiring an opt-in via the steam client right now. It'll be made live in a few weeks pending any last minute bugs.
As a long time player I recommend having mechjeb for the fine details. I'd use the node generator to make a set apoposis* then when you need to do the circulation burn just make the node. It'll do accurate burns down to like 2m it's sweet. You could even get rid of the drift on the inclination by getting the info from the wiki.
you're sitting and you hear a boom: oh my ship ... but you're not in the game: hahaha that's good *you hear boom and you're not in the game* : wait ...
Question : Why is it most of these vids have a "standard" orbit instead of a polar orbit for satellites? Seems a polar orbit would cut down on a lot of the dead spots.
I used to do this to a 99% or so accuracy and then use hyperedit to fix the damn things into a proper orbit because KSP tends to screw around with the highly precise orbits sometimes which caused my network to decay over time. Not feeling guilty at all :P Also, I usually tried that quite early in the Career, so no RTGs, instead my relays were quite big to accommodate all the batteries and solar panels.
Matt Lowne That's why i always use 'this'. But to reach the not kerbin facing sides from mun and minmus i placed 3 relays in a more dostamt orbit than minmus.
The signals also go through the ground, slightly. Or at least it appears to in map view. I forget which RU-vidr covering the 1.2 update mentioned this, but the person I heard it from has speculated that it had to do with not wanting you to lose control on a slight mountain LoS clipping, or to simulate how signals can bend when going through the atmosphere and all that. So there's some useful wiggle room.
Hello! Great video but I'm with a doubt and a problem. Every time I go to do my Geostationary Relay, I throw it and I get a limited connection on it and I can't start the engine or do anything with the satellite, so I can't adjust my orbit. What am I doing wrong? What antenna should I use? And, what antenna you used in this video? I'm new to the game and bought him recently, I'm using the mods RT and MechJeb. Any tip will be very welcome! Thank you
When you set up a new game you can go to advanced setting in the difficulty setup and disable the other stations around kerbin. This makes it to where only KSC can get a signal and you would need this network for full coverage. You will also need this on other bodies to control on the radio dark side. This or some other systems which there are a few that would help you get around this on planets where you cant do that.
Gotta say, the satellites itself does little work and basically makes a laser show. HOWEVER, the rocket that delivers the satillite into orbit is the best rocket ever that I ever find in the ksp and on youtube. Good job on making that rocket tho! Super super reliable .
Great video. I'm fairly new to KSP, and your vids are very helpful (and entertaining). I had a thought - that the ratio of the geosynchronous orbit AP to the "deployment orbit" (1/3 the geosync orbit time) PE would likely be the same, independent of the body you are putting the satellites around, so I gave it a try on Minmus. Deployment PE/AP=1225/2863 (your vid), indicates that the PE should be .4278 that of the geosynchronous AP - so for Minmus, AP=357.94 / PE=357.94*.4278=153.13 ... worked like a charm. Suspect it will work elsewhere as well. Many thanks.
You don't really need the fancy rig to hold the satellites. Just make each one a separate stage (with a faring), and use enough of a second stage to get them into the elliptical timing orbit. You use a normal stage separation to drop each satellite off the back side of the stack, instead of unpacking them from the front. Less weight, less fuel, less boosters, same result.
Matt Lowne, I started playing the pre release of ksp 1.2 and i noticed that my antenna strength GUI is not there and also that the green lines that show the communications from the vessel to KSC (or a control point) is not there either!!! Am I doing something wrong??? Thanks!! :)
it does matter now! there are missions for it and you have to build coms networks and I believe keostationary orbits are helpful! Especially if you want to establish connections around distant planets with no tracking stations!
AOESNITAOHEISOAEDIOAESUDOASIDHAOSND THIS SONG IS DRIVING ME CRAZY WHAT'S IT FROM? Sonic the Hedgehog, obviously, I think 3 probably. Oh I know, it was the save file select screen. Okay I'm good now.
About Duna: You might not be able to get a perfect geostationary orbit because of Ike's interference, but what about just matching orbits with Ike? In KSP we don't have the problem of satellite dishes constantly needing adjustment or gimbals to point at them.
challenge: get to minmus and back, with 2+ kerbals... in the KSP demo. (no refueling, only very basic parts, no docking ports, no planes, only one-seater cockpits, only 3 types of engines, only 2 types of fuel tanks, etc.) I can't do it, I want to see if you can!
that's until you reach interstellar, and because the missions last for years (if not centuries) suddenly, that 1 km difference in orbit fucks off your relay
I made a relay network a while ago.Recently popped on and realized I must have made a VERY small error because I made the network around day 40 but now nearing year 4 in game and now I am noticing that one of the relays is drifting ever so slowly out of position. This is going to be a very difficult fix haha. Thinking on it I might just upgrade the satellite and do a whole new network. Why not right? It would be easier than doing a whole new launch just to maybe correct one satellite and then it not even work. The network still provides near 100% coverage and it took a couple years in game to drift off course. that gives me tons of time to work on the new solution before the old network begins failing. Edit: My solution ended up being setting up a new network on a different plane and leaving the old one as is. This generates a more relay mesh style setup that is more realistic to how we currently run it IRL. Also, the new relays are much more powerful so my effective max range with the relays has increased greatly.
I made a craft suitable for ferrying up to 5 satellites into arbitrary orbits around kerbin(including keostationary, munar, minmus, and a wide host of wild and eccentric orbits). You can find it here: drive.google.com/file/d/0Bz8OsQ1QAdFCNGJYSFVsUDNkVU0/view?usp=sharing. It doesn't require too many tech trees to be unlocked, though it is kind of pricey for an early game rocket. It may have some quirks with power delivery, though, so be warned.
I don't know why, but for some reason I don't have anything telling me of signals, I'm in 1.2 and have a relay network, but there's no signs of signals, my probes can even work without signal. Any ideas?
What do you mean KSP 1.2 is out? It hasn't been officially released, but if you mean it's available as beta then yes, it is. Still though, I'm waiting for it to be officially released as to not potentially screw up my career save, just to be safe c:
A question; if probes require a connection for any amount of control, and you've placed satellites heading to Duna in hibernate... What level of network connection do they maintain? In other words, how f'd are you, seeing as you might not be able to reactive the craft?
Scott Manley has it done already.... lol *scnr One Day SpaceX landing on Mars, they open the door and Scott hands them a beer and say's: (with Scottish ascent) "Well you are here too?" ;)
Can't update the website version. *Uninstalls KSP and reinstalls* There we go. An update that makes the game harder! :D! * has never landed on the moon before *
i have a big problem during the pre release. When my sat reachs orbit around sun (My sat leave from the influence of kerbin) my fps go to 1-2 fps. Well, pre releases :P
Geostationary is unnecessary hassle when building relay network. Just put three satellites on any roughly circular orbits high enough that they can see each other and spaced by 120 degrees and make sure they have the same orbital period, bam you got your network. Actually I would say the higher the orbit the better as on higher orbit you can tune their orbital periods to higher relative precision.
Well how long does it hold? After 20 years my network satelites are all near by the first 12 years they hold kind of their distance but then... But i mean how long does a satlite life in reallife before getting destroyed xD 13 years is already good ^^
hi i have a problem with the relays. I have one soletary rellay satilite in high orbit around kerbin og give my long range spaceships som more "range" but my ships and satelites just wont establich connection to my relay satilite and i dont know why?