Go back to each satellite and make the final adjustments. But for them, put the apoapsis where you'd want the satellite to be relative to each other.ħ. ![]() Repeat 4 and 5 for the other two satellites, or however many you have. Don't worry about fine-tuning the orbit yet.Ħ. You'll have to do some trial/error/math with this to get it right.ĥ. Pick one of your satellites by random, and try to adjust its orbit so that the apoapsis is at 2868 km (geosynchronous), slightly ahead of KSC. If you mess up, at least now you can rely on the window when the satellite passes over KSC to regain control of your satellite and make any needed adjustments.Ĥ. Get them into a somewhat rough shape of how you'd want them to be in geosynchronous orbit.Īt this point, you have a rough, approximate version of your final geosynchronous orbit. Make the satellite communication links, and make sure they work. Launch your satellites into a relatively low orbit. If it was easy it wouldn't be fun - and with RT, particularly, if you want it to be easy just delete it!įrom experience, I would suggest you to not try to get a Geosynchronous orbit with your first set of communication satellites.ġ. It explodes (do it again!), try something else. One thing doesn't work, try something else. In addition I want to say that this is rocket science, it's meant to be a bit difficult so don't expect it 'just' to be Lego. PS: Yes, of course I am being a bit sarcastic but I hope several of those ideas will really help. but apart from that, off the top of my head, I can't think of anything. L) Make sure I understand how the mod works J) Use a manned ship, since that's low-tech and doesn't have comms problems I) Delete RT because the only thing it solves is the problem it creates H) Delete RT because it requires too much thinking redacted because I can't be bothered with another forum warningĬ) Drop 'repeat stations' around Kerbin so I can 'see' the whole skyį) Wait until the thing came around on its next orbit, then boost it higher Previous contributions by: Peppie23, neitsa, d4rksh4de, tomek.piotrowski, Erendrake, Pezmc, Starstrider42, woogoose, JDP, The_Duck, gresrun, Tosh, rkman, NovaSilisko, r4m0n, Alchemist, Kreuzung, Spaceghost, Tomato, BoJaN, Mortaq, Cilph, TaranisElsu, acc, Vrana, MedievalNerd, NathanKell, jdmj, kommit, koritastic, Dail8859, Grays, Jsartisohn, MOARdV, and Reignerok.A) Read all, or at least some of, the stuff that's been written about exactly the same issue already RemoteTech is currently maintained by taxiservice. Forum posts are difficult to track, and incomplete reports make it impossible for us to locate the source of the problem. Please follow the instructions at when reporting your bug. You can browse the current list of issues to see if your problem has already been reported by somebody else at. To make a Bug Report, please use the Github issue tracker. They are intended for those that wish to test out the next version of RemoteTech before it goes on general release and are aware of the risks of doing so. They are not guaranteed to be feature-complete or bug-free. Important: The 'pre-releases' are debug builds of the current development tree. The part models are not licensed to the general public and may not be redistributed without permission from their original creators.ĭownload from SpaceDock, GitHub or via CKAN The source code for RemoteTech is licensed under GPL version 2. ![]() An extensive instruction manual is available at and includes a player guide, gameplay mechanics, detailed part summaries, and tutorials.
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