https://wiki.kerbalspaceprogram.com/api.php?action=feedcontributions&user=Ferrous&feedformat=atomKerbal Space Program Wiki - User contributions [en]2024-03-29T02:25:44ZUser contributionsMediaWiki 1.29.0https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=72864Tutorial:RemoteTech22016-04-26T21:49:09Z<p>Ferrous: /* Operational Details */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by requiring the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. Transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
Communications delay, caused by the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark.<br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 10 to 30 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Unlike in vanilla KSP, where the player can control any craft at all times as long as there is a pilot or powered probe core onboard, here an unkerballed probe can only be controlled if it can communicate with KSC via antennae. Specifically, any two crafts can communicate if they have a direct line of sight between their respective antennae, which is not blocked by any celestial objects. ''This is known as forming a '''direct communication link'''.'' In practice, maintaining a direct link from crafts to KSC is not always feasible since planet rotates, but communicaiton links doesn't have to be direct, other crafts can relay the signal for the original craft, by-passing the blocking geometries of celestial bodies. Thus, a satellite relay network to reliably relay signals to KSC is highly desirable.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna, on the other hand, have far greater range, able to communicate within and among planetary systems. But they must be targeted to function, they are also power intensive and comparatively unwieldy. Regardless, both make your satellite look totally awesome.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. Unfortunately the KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': For reasons later explained, it is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]] (C-16), and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, which means it does not need to be pointed at any direction to connect. This is useful for two reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
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The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
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The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed near KSC. For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
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The DTS-M1 is the first available dish antenna, which means to be used they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbal Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite for lower-than-target orbit, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to establish a stable orbit before it goes over the horizon, else we might not be able to control it again before it hits the ground and or air too hard. if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna (remember to target KSC if it's directional!), after that and only after that we can deactivate the DP-10 to save power.if we have reached stable orbit and our uplink receiver is nominal, we will always, eventually, be able to maneuver the craft again when it is above KSC once more.<br />
<br />
But if comms link did break prior to our first satellite reaching stable orbit, there is one way to save it! By launching another one immediately after the link is broken, we can relay signals between KSC and the first satellite. Allowing the first satellite to finish stablizing its orbit. And if the second satellite went over the horizen itself, well, we can always launch another one! But we will probably need to launch one satellite that has a stable orbit prior to going over the horizen eventually.<br />
<br />
If we havn't already, we should now launch the remaining satellites into stable orbit, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Once stable orbit is reached for each satellite, we can now take our time in transfering the crafts to the intended orbit... But here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then lower or raise the orbit a bit to let the satellites "give chase" or "wait for" each other respectively, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
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Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
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To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are directional, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]] (KR-7).<br />
<br />
To use this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simply target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. Alternatively, having a omnidirectional antenna as downlink receiver will greatly simplify operations nearing the relay network.<br />
<br />
As a probe leaves Kerbin, we will start noticing mild signal delays. Near the mun this will likely only be a 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult. Within the Kerbal system, signal delays, however annoying, should still be manageable.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay satellites on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the pros and cons of different network configurations.<br />
<br />
In this case, there are three primary types of cost to be concerned about: '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required, as long as the satellites are well-designed.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. For non-Kerbin celestial objects, a single relay satellite will already grant near-full coverage half of the time. And two relay satellites in Lagrangian points will grant near perfect coverage. Nevertheless a disconnection at the wrong place or time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-14 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
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The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
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Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
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Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to point straight up while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3&nbsp;km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=72863Tutorial:RemoteTech22016-04-26T21:39:54Z<p>Ferrous: /* Operational Details */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by requiring the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. Transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
Communications delay, caused by the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark.<br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 10 to 30 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Unlike in vanilla KSP, where the player can control any craft at all times as long as there is a pilot or powered probe core onboard, here an unkerballed probe can only be controlled if it can communicate with KSC via antennae. Specifically, any two crafts can communicate if they have a direct line of sight between their respective antennae, which is not blocked by any celestial objects. ''This is known as forming a '''direct communication link'''.'' In practice, maintaining a direct link from crafts to KSC is not always feasible since planet rotates, but communicaiton links doesn't have to be direct, other crafts can relay the signal for the original craft, by-passing the blocking geometries of celestial bodies. Thus, a satellite relay network to reliably relay signals to KSC is highly desirable.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna, on the other hand, have far greater range, able to communicate within and among planetary systems. But they must be targeted to function, they are also power intensive and comparatively unwieldy. Regardless, both make your satellite look totally awesome.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. Unfortunately the KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': For reasons later explained, it is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]] (C-16), and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, which means it does not need to be pointed at any direction to connect. This is useful for two reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed near KSC. For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, which means to be used they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbal Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite for lower-than-target orbit, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to establish a stable orbit before it goes over the horizon, else we might not be able to control it again before it hits the ground and or air too hard. if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna (remember to target KSC if it's directional!), after that and only after that we can deactivate the DP-10 to save power.if we have reached stable orbit and our uplink receiver is nominal, we will always, eventually, be able to maneuver the craft again when it is above KSC once more.<br />
<br />
But if comms link did break prior to our first satellite reaching stable orbit, there is one way to save it! By launching another one immediately after the link is broken, we can relay signals between KSC and the first satellite. Allowing the first satellite to finish stablizing its orbit. And if the second satellite went over the horizen itself, well, we can always launch another one! But we will probably need to launch one satellite that has a stable orbit prior to going over the horizen eventually.<br />
<br />
If we havn't already, we should now launch the remaining satellites into stable orbit, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Once stable orbit is reached for each satellite, we can now take our time in transfering the crafts to the intended orbit... But here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then lower or raise the orbit a bit to let the satellites "chase" or "wait for" each other respectively, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are directional, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]] (KR-7).<br />
<br />
To use this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simply target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. Alternatively, having a omnidirectional antenna as downlink receiver will greatly simplify operations nearing the relay network.<br />
<br />
As a probe leaves Kerbin, we will start noticing mild signal delays. Near the mun this will likely only be a 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult. Within the Kerbal system, signal delays, however annoying, should still be manageable.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay satellites on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the pros and cons of different network configurations.<br />
<br />
In this case, there are three primary types of cost to be concerned about: '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required, as long as the satellites are well-designed.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. For non-Kerbin celestial objects, a single relay satellite will already grant near-full coverage half of the time. And two relay satellites in Lagrangian points will grant near perfect coverage. Nevertheless a disconnection at the wrong place or time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-14 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to point straight up while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3&nbsp;km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=72862Tutorial:RemoteTech22016-04-26T21:37:30Z<p>Ferrous: /* Operational Details */ restructuring</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by requiring the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. Transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
Communications delay, caused by the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark.<br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 10 to 30 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Unlike in vanilla KSP, where the player can control any craft at all times as long as there is a pilot or powered probe core onboard, here an unkerballed probe can only be controlled if it can communicate with KSC via antennae. Specifically, any two crafts can communicate if they have a direct line of sight between their respective antennae, which is not blocked by any celestial objects. ''This is known as forming a '''direct communication link'''.'' In practice, maintaining a direct link from crafts to KSC is not always feasible since planet rotates, but communicaiton links doesn't have to be direct, other crafts can relay the signal for the original craft, by-passing the blocking geometries of celestial bodies. Thus, a satellite relay network to reliably relay signals to KSC is highly desirable.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna, on the other hand, have far greater range, able to communicate within and among planetary systems. But they must be targeted to function, they are also power intensive and comparatively unwieldy. Regardless, both make your satellite look totally awesome.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. Unfortunately the KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': For reasons later explained, it is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]] (C-16), and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, which means it does not need to be pointed at any direction to connect. This is useful for two reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed near KSC. For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, which means to be used they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbal Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite for lower-than-target orbit, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to establish a stable orbit before it goes over the horizon, else we might not be able to control it again before it hits the ground and or air too hard. if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna (remember to target KSC if it's directional!), after that and only after that we can deactivate the DP-10 to save power.if we have reached stable orbit and our uplink receiver is nominal, we will always, eventually, be able to maneuver the craft again when it is above KSC once more.<br />
<br />
But if comms link did break prior to our first satellite reaching stable orbit, there is one way to save it! By launching another one immediately after the link is broken, we can relay signals between KSC and the first satellite. Allowing the first satellite to finish stablizing its orbit. And if the second satellite went over the horizen itself, well, we can always launch another one! But we will probably need to launch one satellite that has a stable orbit prior to going over the horizen eventually.<br />
<br />
If we havn't already, we should now launch the remaining satellites into stable orbit, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Once stable orbit is reached for each satellite, we can now take our time in transfering the crafts to the intended orbit... But here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are directional, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]] (KR-7).<br />
<br />
To use this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simply target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. Alternatively, having a omnidirectional antenna as downlink receiver will greatly simplify operations nearing the relay network.<br />
<br />
As a probe leaves Kerbin, we will start noticing mild signal delays. Near the mun this will likely only be a 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult. Within the Kerbal system, signal delays, however annoying, should still be manageable.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay satellites on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the pros and cons of different network configurations.<br />
<br />
In this case, there are three primary types of cost to be concerned about: '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required, as long as the satellites are well-designed.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. For non-Kerbin celestial objects, a single relay satellite will already grant near-full coverage half of the time. And two relay satellites in Lagrangian points will grant near perfect coverage. Nevertheless a disconnection at the wrong place or time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-14 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to point straight up while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3&nbsp;km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=72737Tutorial:RemoteTech22016-04-22T03:18:52Z<p>Ferrous: /* Introduction: Antennae and Links */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by requiring the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. Transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
Communications delay, caused by the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark.<br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 10 to 30 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Unlike in vanilla KSP, where the player can control any craft at all times as long as there is a pilot or powered probe core onboard, here an unkerballed probe can only be controlled if it can communicate with KSC via antennae. Specifically, any two crafts can communicate if they have a direct line of sight between their respective antennae, which is not blocked by any celestial objects. ''This is known as forming a '''direct communication link'''.'' In practice, maintaining a direct link from crafts to KSC is not always feasible since planet rotates, but communicaiton links doesn't have to be direct, other crafts can relay the signal for the original craft, by-passing the blocking geometries of celestial bodies. Thus, a satellite relay network to reliably relay signals to KSC is highly desirable.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna, on the other hand, have far greater range, able to communicate within and among planetary systems. But they must be targeted to function, they are also power intensive and comparatively unwieldy. Regardless, both make your satellite look totally awesome.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. Unfortunately the KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': For reasons later explained, it is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]] (C-16), and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, which means it does not need to be pointed at any direction to connect. This is useful for two reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed near KSC. For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, which means to be used they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbal Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to establish a stable orbit before it goes over the horizon.<br />
<br />
Once LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna (remember to target KSC if it's directional!), after that and only after that we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are directional, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]] (KR-7).<br />
<br />
To use this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simply target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. Alternatively, having a omnidirectional antenna as downlink receiver will greatly simplify operations nearing the relay network.<br />
<br />
As a probe leaves Kerbin, we will start noticing mild signal delays. Near the mun this will likely only be a 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult. Within the Kerbal system, signal delays, however annoying, should still be manageable.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay satellites on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the pros and cons of different network configurations.<br />
<br />
In this case, there are three primary types of cost to be concerned about: '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required, as long as the satellites are well-designed.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. For non-Kerbin celestial objects, a single relay satellite will already grant near-full coverage half of the time. And two relay satellites in Lagrangian points will grant near perfect coverage. Nevertheless a disconnection at the wrong place or time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-14 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to point straight up while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3&nbsp;km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=72625Tutorial:RemoteTech22016-04-13T00:36:05Z<p>Ferrous: /* Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by requiring the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. Transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
Communications delay, caused by the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark.<br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 10 to 30 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Unlike in vanilla KSP, where the play can control any craft at all times as long as there is a pilot or powered probe core onboard, here an unkerballed probe can only be controlled if it can communicate with KSC via antennae. Specifically, any two crafts can communicate if they have a direct line of sight between their respective antennae, which is not blocked by any celestial objects. ''This is known as forming a '''direct communication link'''.'' In practice, maintaining a direct link from crafts to KSC is not always feasible since planet rotates, but communicaiton links doesn't have to be direct, other crafts can relay the signal for the original craft, by-passing the blocking geometries of celestial bodies. Thus, a satellite relay network to reliably relay signals to KSC is highly desirable.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna, on the other hand, have far greater range, able to communicate within and among planetary systems. But they must be targeted to function, they are also power intensive and comparatively unwieldy. Regardless, both make your satellite look totally awesome.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. Unfortunately the KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': For reasons later explained, it is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]] (C-16), and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, which means it does not need to be pointed at any direction to connect. This is useful for two reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed near KSC. For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, which means to be used they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbal Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to establish a stable orbit before it goes over the horizon.<br />
<br />
Once LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna (remember to target KSC if it's directional!), after that and only after that we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are directional, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]] (KR-7).<br />
<br />
To use this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simply target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. Alternatively, having a omnidirectional antenna as downlink receiver will greatly simplify operations nearing the relay network.<br />
<br />
As a probe leaves Kerbin, we will start noticing mild signal delays. Near the mun this will likely only be a 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult. Within the Kerbal system, signal delays, however annoying, should still be manageable.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay satellites on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the pros and cons of different network configurations.<br />
<br />
In this case, there are three primary types of cost to be concerned about: '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required, as long as the satellites are well-designed.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. For non-Kerbin celestial objects, a single relay satellite will already grant near-full coverage half of the time. And two relay satellites in Lagrangian points will grant near perfect coverage. Nevertheless a disconnection at the wrong place or time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-14 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to point straight up while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3&nbsp;km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=72624Tutorial:RemoteTech22016-04-12T23:58:20Z<p>Ferrous: /* Introduction: Antennae and Links */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by requiring the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. Transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
Communications delay, caused by the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark.<br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 10 to 30 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Unlike in vanilla KSP, where the play can control any craft at all times as long as there is a pilot or powered probe core onboard, here an unkerballed probe can only be controlled if it can communicate with KSC via antennae. Specifically, any two crafts can communicate if they have a direct line of sight between their respective antennae, which is not blocked by any celestial objects. ''This is known as forming a '''direct communication link'''.'' In practice, maintaining a direct link from crafts to KSC is not always feasible since planet rotates, but communicaiton links doesn't have to be direct, other crafts can relay the signal for the original craft, by-passing the blocking geometries of celestial bodies. Thus, a satellite relay network to reliably relay signals to KSC is highly desirable.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna, on the other hand, have far greater range, able to communicate within and among planetary systems. But they must be targeted to function, they are also power intensive and comparatively unwieldy. Regardless, both make your satellite look totally awesome.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. Unfortunately the KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': For reasons later explained, it is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]] (C-16), and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, which means it does not need to be pointed at any direction to connect. This is useful for two reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed near KSC. For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, which means to be used they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbal Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to establish a stable orbit before it goes over the horizon.<br />
<br />
Once LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna (remember to target KSC if it's directional!), after that and only after that we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are directional, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]] (KR-7).<br />
<br />
To use this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simply target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. Alternatively, having a omnidirectional antenna as downlink receiver will greatly simplify operations nearing the relay network.<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay satellites on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the pros and cons of different network configurations.<br />
<br />
In this case, there are three primary types of cost to be concerned about: '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required, as long as the satellites are well-designed.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. For non-Kerbin celestial objects, a single relay satellite will already grant near-full coverage half of the time. And two relay satellites in Lagrangian points will grant near perfect coverage. Nevertheless a disconnection at the wrong place or time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-14 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to point straight up while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3&nbsp;km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Agencies&diff=68555Agencies2015-11-30T10:15:43Z<p>Ferrous: /* Agency mentality */</p>
<hr />
<div>'''Agencies''' provide [[contract]]s in [[career]] mode which grants [[funds]], [[science]], and/or [[reputation]] if completed successfully. These are mostly manufacturers, with two exceptions: the interal Research and Development Department, and the Kerbin World-Firsts Record-Keeping Society.<br />
<br />
==Agency mentality==<br />
Differeent agencies have different senibilities, which will manifest in the way they set up their contracts. This feature has mostly not been done yet, but the following are some of the implemented mentalities.<br />
*Commercial: These agencies are more finacially minded, and offer heftier monetarial rewards. Though this also means harsher financial pentalies in the case of failures.<br />
*Hasty: These agencies' contracts won't stay on the table as long, and have tighter dealines. However, succesful contracts under such circumstances will understadbly grant a greater increase in reputation.<br />
*Pioneering: These agencies prefer tasks that hasn't been done before.<br />
*Record-breaking: A mentality specific to the World-First Record-Keeping Society, self-explanatory.<br />
*Stern: These agencies take their contracts very seriously, successful cooperation with them is thus more pretigeous and grants more reputation. On the other hand, failures will result in a inflated loss of reputation<br />
*Easy-Going: These agencies are more forgiving with The Space Center, so reputation loss from contract failures won't be as much. Conversely, successful contract won't be as rewarding reputation-wise.<br />
<br />
====Unimplemented mentalities====<br />
* Competitive: Ties in with the unimplemented "standing" system.<br />
* Conglomerate: Unknown<br />
* Startup: Presumebly the opposite of "Conglomerate"<br />
* Cooperative: Unknown<br />
* Ecomental: Unknown<br />
* Economic: These agencies are "cheap"<br />
* Patient: Presumebly the opposite of "hasty".<br />
* Industrial: Unknown<br />
* Perfectionist: Unknown<br />
* Scientific: These agencies are more likely to offer science data gathering contracts<br />
* Kerbalminded: These agencies will set up conditions against losing Kerbals in their contracts.<br />
* Moral: Unknown<br />
<br />
==List of agencies==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Logo<br />
! Name<br />
! Description<br />
|-<br />
|[[File:C7 Aerospace Division.png|128px]]<br />
|<big>[[:Category:C7 Aerospace Division|C7 Aerospace Division]]</big><br />
|N/A<br />
|-<br />
|[[File:Dinkelstein Kerman's Construction Emporium.png|128px]]<br />
| <big>[[:Category:Dinkelstein Kerman's Construction Emporium|Dinkelstein Kerman's Construction Emporium]]</big><br />
|Dinkelstein Kerman has become somewhat of a legend in the spacecraft industry, not least impressively because he vehemently claims to have been constructing and flying spaceships long before the first actual recorded instance of any such vehicle being assembled. This has led to some controversy and a lot of awkwardness between him and the Kerbin World-Firsts Record-Keeping Society. Be that as it may, Dinklestein's Emporium is still generally well regarded as a traditional, old-fashioned company, and their products are actually a lot less rusty than the company's owner.<br />
|-<br />
|[[File:Experimental Engineering Group.png|128px]]<br />
| <big>[[:Category:Experimental Engineering Group|Experimental Engineering Group]]</big><br />
|The Experimental Engineering Group is a typical startup company: Low budgets and impossibly tight deadlines are part of a normal working day for them. Despite being such a young company however, Experimental Engineering has made a good start, quickly making a name for themselves in the industry, mainly thanks to their very educational and entertaining SC-9001 Science Jr. Experiment Kit. Despite valiant efforts from their representatives, however, they haven't quite been able to shake off the bad press that followed some leaked footage of an incident involving one of their units and a small critter that one of the scientists over at R&D used to keep as a pet. Some say the incident has made them extremely concerned with the safety of anything that approach their products. They've even rounded out the edges on their company logo.<br />
|-<br />
|[[File:FLOOYD Dynamics Research Labs.png|128px]]<br />
| <big>[[:Category:FLOOYD Dynamics Research Labs.|FLOOYD Dynamics Research Labs.]]</big><br />
|FLOOYD Labs is a company focused on doing one thing, and doing it as well as is conceivably possible to do it: Displacing liquids from one place to another. Their flagship product, the FTX-2 Fuel Duct, is the final result of years of research and development and endless Kerbal-hours of effort to produce a device that will pump any amount of just about anything, no matter how cold, dense or volatile it is. The company enjoys a well-deserved reputation for such an important contribution to the industry, and most agree that these days, almost nobody remembers the embarrassment of their recall of the FTX-1 series, which had a small but highly problematic issue, that while it did pump fluids flawlessly, it pumped them in the wrong direction.<br />
|-<br />
|[[File:Goliath National Products.png|128px]]<br />
| <big>[[:Category:Goliath National Products|Goliath National Products]]</big><br />
|N/A<br />
|-<br />
|[[File:Integrated Integrals.png|128px]]<br />
| <big>[[:Category:Integrated Integrals|Integrated Integrals]]</big><br />
|What this small company lacks in experience and reputation, it makes up for in the sheer ambitiousness of their projects. Their first product was the very massive Mobile Processing Lab, which rumour has it was first developed as a mobile processing facility to secretly brew an experimental, possibly illegal fuel mixture, which was reportedly far more potent than the currently available propellants, and had a distinctive blue tint to it. Those rumours have never been proven however, and this mysterious blue propellant has yet to be seen by a reliable source. Despite their repeated attempts to be rid of these rumours, the company still suffers from a (probably undeserved) bad reputation. They try to offset this initial impression by offering much larger cash payoffs than other companies of similar size, which admittedly does very little to improve their current image.<br />
|-<br />
|[[File:IonicSymphonicProtonicElectronics.png|128px]]<br />
| <big>[[:Category:Ionic Symphonic Protonic Electronics|Ionic Symphonic Protonic Electronics]]</big><br />
|One of the leading names in spacecraft electronics, and not just because the name itself sounds so cool. Ionic Symphonic Protonic Electronics has a large catalogue of components, ranging from simple comms devices to seriously cutting edge gear. This has made their products quite popular among aerospace engineers, and also nurtured a profound enmity from the pragmatic folks at Probodobodyne.<br />
|-<br />
|[[File:JebsJunkyard.png|128px]]<br />
| <big>[[:Category:Jebediah Kerman's Junkyard and Spacecraft Parts Co.|Jebediah Kerman's Junkyard and Spacecraft Parts Co.]]</big><br />
|It is universally agreed that Jeb's Junkyard is one the best examples of the triumph of unwavering motivation in the face of seemingly insurmountable odds. The unassuming junkyard where it is said some of Kerbalkind's first steps towards the depths of space have been taken, has now become a much larger junkyard, as it had to expand its facilities to accommodate the ever greater demand for spacecraft components. Jeb's Junkyard has become one of Kerbin's most iconic names, becoming far more than just a beloved brand. It now stands proudly as a symbol of the unstoppable Kerbal drive towards attempting the impossible while grossly underestimating the gravity of the situation.<br />
|-<br />
|[[File:KerbalMotion.png|128px]]<br />
| <big>[[:Category:Kerbal Motion LLC|Kerbal Motion LLC]]</big><br />
|N/A<br />
|-<br />
|[[File:KerbinWorldFirstRecordKeepingSociety.png|128px]]<br />
| <big>[[Kerbin World-Firsts Record-Keeping Society]]</big><br />
|An institution completely devoted to the tracking and curating all first instances of any event, the Kerbin World-Firsts Record-Keeping Society is a &nbsp;non-profit organization, for the purpose of rewarding the doing of anything that's never been done before, especially concerning feats of space exploration. Their work is more challenging than it would seem however, as the prestige associated with the first-ever accomplishment of any deed is also a valuable target for commercial companies, who wouldn't waste the opportunity to be the official sponsor of such an event. Taking on the Society's contracts will definitely send the message that you're not in it for the money, which is always a good message to send. It's also just about the only reward, since the cash prizes are mostly symbolic.<br />
|-<br />
|[[File:Kerbodyne.png|128px]]<br />
| <big>[[:Category:Kerbodyne|Kerbodyne]]</big><br />
|Although Kerbodyne is a relatively new name in the aerospace industry, their K series engines and fuel tanks have earned them a quite a reputation in a short amount of time. So much so in fact, that Kerbodyne was nominated for the "Best Debut" Award, at last year's Spacecraft Developers Convention. Unfortunately, that prize went to another company, but Kerbodyne fans are known to demonstrate loudly and publicly, their appreciation for the company and its products.<br />
|-<br />
|[[File:Kerlington.png|128px]]<br />
| <big>[[:Category:Kerlington Model Rockets and Paper Products Inc.|Kerlington Model Rockets and Paper Products Inc.]]</big><br />
|Kerlington has a long history of introducing ground-breaking new technologies, many of which are now considered indispensable for rocketry and aerospace engineering. This has fostered a strong community of loyal Kerlington fans, as well as a similarly large group of disgruntled competitors.<br />
|-<br />
|[[File:MaxoConstructionToys.png|128px]]<br />
| <big>[[:Category:Maxo Construction Toys|Maxo Construction Toys]]</big><br />
|N/A<br />
|-<br />
|[[File:MovingPartsExpertsGroup.png|128px]]<br />
| <big>[[:Category:Moving Parts Experts Group|Moving Parts Experts Group]]</big><br />
|The Moving Parts Experts Group started off as a mostly non-commercial initiative to bring some of the brightest minds together to create truly innovative and ground-breaking technologies for spacecraft construction. As is the case with many such enterprises, their initial investment funds very soon ran out and they were forced to start developing stuff that they could sell, quickly. As a result, the Group acquired a reputation for being always in a hurry, and always strapped for cash. They still try their best to stay true to their original motivations as much as possible though, and will always be willing to support any ventures that push the currently established boundaries.<br />
|-<br />
|[[File:OMBDemolition.png|128px]]<br />
| <big>[[:Category:O.M.B. Demolition Enterprises|O.M.B. Demolition Enterprises]]</big><br />
|For a company that made a reputation by creating as much destruction as possible, O.M.B. has found a remarkably suitable place for its highly volatile devices in the aerospace industry. Their precision Decouplers are second to none when the job calls for splitting spacecraft into multiple smaller ones. Some of their other demolition products however, despite being heavily advertised as far more powerful disassembly tools, weren't nearly as successful. O.M.B. is still unsure as to why those "clearly better" products weren't so well received.<br />
|-<br />
|[[File:PeriapsisCo.png|128px]]<br />
| <big>[[:Category:Periapsis Rocket Supplies Co.|Periapsis Rocket Supplies Co.]]</big>x<br />
|N/A<br />
|-<br />
| [[File:Probodobodyne_Inc.png|128px]]<br />
| <big>[[:Category:Probodobodyne Inc.|Probodobodyne Inc.]]</big><br />
|Probodobodyne was at one point one of the leading (and few) names in the industry. Over the years though, the company has fallen behind the times somewhat, but they continue to maintain their philosophy that space exploration should be the privilege of the few who can overcome the challenges of conquering it, with minimal technological assistance. Their products reflect that pragmatic and arguably obsolete outlook, even in spite of the many newer companies that are coming up around them with alternatives that make space travel far more accessible than it was back in the "early days". Despite all this, the company has retained a small but loyal following of hardcore fans, who live by their vision of a very selective industry, populated only by the very best astronauts and engineers.<br />
|-<br />
|[[File:R%26D_logo.png|128px]]<br />
| <big>[[Research and Development#Agency|Research & Development Department]]</big><br />
|The Space Program's own Research & Development Department. Headed by celebrity rocket scientist Wernher von Kerman, these guys are the brains of the whole operation. Driven by an unquenchable thirst for knowledge, no piece of data is too small or too irrelevant, and increasing the accumulated knowledge of Kerbalkind is their main motivation. Our resident geniuses only ask to be given due academic credit for their contributions to science, and that all astronauts PLEASE refrain from entering the labs without cleaning their boots first.<br />
|-<br />
|[[File:ReactionSystemsLtd.png|128px]]<br />
| <big>[[:Category:Reaction Systems Ltd.|Reaction Systems Ltd.]]</big><br />
|Reaction Systems is a small company, which enjoyed a reasonable amount of success with their one successful product, the Place-Anywhere Linear RCS Port. These days, nobody knows for certain what they're working on. Even though Reaction Systems is most definitely not the largest company out there, they try to make up for it by supporting all pioneering endeavours. Also, their eagerness to offer science-gathering contracts lends credit to speculation that they may be up to something.<br />
|-<br />
|[[File:Rockomax.png|128px]]<br />
| <big>[[:Category:Rockomax Conglomerate|Rockomax Conglomerate]]</big><br />
|Indisputably the largest supplier of rocketry components out there, Rockomax products are widely regarded as the most accessible way to get into space. This has earned them a somewhat negative reputation among the more posh or avant-garde engineers, some even outright refusing to admit to having used Rockomax-Brand products. Be that as it may, Rockomax's gigantic presence in the industry cannot be gainsaid, and their products are actually pretty good value, even if they do lack that 'trendy' feel of the more up-scale rocketry brands. They are a massively large corporation, so don't expect them to cut you very special deals. They are already giving all their customers a bulk discount, plus their 'super-value' deals when using products from their partner brands. All this provided, of course, that you have your membership card with you when you go shopping at their warehouses. <br />
|-<br />
|[[File:Rokea.png|128px]]<br />
| <big>[[:Category:Rokea Inc.|Rokea Inc.]]</big><br />
|Rokea is mainly known for their 'vertical mobility enhancer' products, which they go to great lengths to ensure are not mistaken by simplistic 'ladders'. Some say they are failing miserably in that effort, even though every Rokea representative will very eagerly educate all who come within earshot about the differences between ladders and a vertical mobility enhancement device. Perhaps this communications strategy is part of the reason nobody cares. <br />
|-<br />
|[[File:SeansCannery.png|128px]]<br />
| <big>[[:Category:Sean's Cannery|Sean's Cannery]]</big><br />
|Many question the reasoning behind Sean's Cannery's -known for their very excellent canned foods products- incursion into the aerospace engineering world. Despite the criticism, none can dispute that their flagship product, the Lander Can Mk1 Cockpit, has proven itself many times over as a reliable and perhaps not surprisingly, one of the most air-tight crew carrying modules available today. Lander Can crews often praise the module for its ability to keep stowed snacks crisp and fresh, and complain of how on other pods they become mushy after just a few days into the mission.<br />
|-<br />
|[[File:SteadlerEngineeringCorps.png|128px]]<br />
| <big>[[:Category:STEADLER Engineering Corps|STEADLER Engineering Corps]]</big><br />
|STEADLER is not known for being a very kind or yielding company. Rather, militaristic, stern and uncompromising are much more fitting adjectives to describe them. Some say these are good qualities for a company responsible mainly for engineering control systems for rockets and hypersonic aircraft, while others suggest that the company is actually being run by a rogue Guidance Module that achieved sentience. All we really know is that their gate security is much too Temperamental to allow for any observation, and that their stun guns recharge very quickly.<br />
|-<br />
|[[File:StrutCo.png|128px]]<br />
| <big>[[:Category:StrutCo|StrutCo]]</big><br />
|One of the largest manufacturers of structural components for any purpose, StrutCo is by all measures a very well-established company. The only thing they have never been able to get over is the fact that the legendary EAS-4 Strut Connector itself was actually invented by Kerlington Model Rockets.<br />
|-<br />
|[[File:Vac-Co.png|128px]]<br />
| <big>[[:Category:Vac-Co Advanced Suction Systems|Vac-Co Advanced Suction Systems]]</big><br />
|Vac-Co is a relatively new name in the industry. With previous experience only as a manufacturer of housecleaning equipment and small appliances, their recent venture into aerospace engineering has been met with no small amount of skepticism. Nevertheless, they seem to know what they're doing, as their products have been quite innovative in the air intakes for spaceplanes sector.<br />
|-<br />
|[[File:WinterOwl.png|128px]]<br />
| <big>[[:Category:WinterOwl Aircraft Emporium|WinterOwl Aircraft Emporium]]</big><br />
|WinterOwl is by no means comparable to other large aircraft companies in terms of sheer number of products they offer. However, the company is one of the best-known names in the industry as it's one of the oldest companies in operation. This has earned them a reputation for being a friendly, reliable partner, which means they have good standings with many other companies. In the aerospace circles, it is considered very poor manners to be rude about WinterOwl or its products.<br />
|-<br />
|[[File:ZaltonicElectronics.png|128px]]<br />
| <big>[[:Category:Zaltonic Electronics|Zaltonic Electronics]]</big><br />
|Zaltonics isn't exactly known as a strong leader in the electronic components industry, rather more as a somewhat utilitarian company that lacks a certain amount of ambition. These traits however, have made Zaltonic indispensable in their own way, as they are willing to take on the manufacturing of the less exciting devices, and they've become quite good at doing that in a quick and cost-effective way. Their products might not be all the rage, but when your fancy remote guidance unit runs out of juice, chances are you'll be using a Zaltonics battery to keep it powered.<br />
|}<br />
<br />
== Naming differences ==<br />
All agencies are defined in <tt>[[GameData]]/Squad/Agencies/Agents.cfg</tt> where some manufacturers differ from the manufacturer given in the respective parts. If the last character of manufacturer's name is a period to abbreviate the type of business, that period is omitted in the configuration file. There is also ''ROKEA Inc.'' written with only the first letter in upper case and while the agency is named as ''Jebediah Kerman's Junkyard and Spacecraft Parts Co.'' the manufacturer is given as ''Jebediah Kerman's Junkyard and Spaceship Parts Co.'' (Spacecraft instead of Spaceship).<br />
<br />
== Changes ==<br />
;[[0.24]]<br />
* Now provide [[contracts]]<br />
<br />
[[Category:Agencies| ]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Agencies&diff=68553Agencies2015-11-30T10:01:25Z<p>Ferrous: </p>
<hr />
<div>'''Agencies''' provide [[contract]]s in [[career]] mode which grants [[funds]], [[science]], and/or [[reputation]] if completed successfully. These are mostly manufacturers, with two exceptions: the interal Research and Development Department, and the Kerbin World-Firsts Record-Keeping Society.<br />
<br />
==Agency mentality==<br />
Differeent agencies have different senibilities, which will manifest in the way they set up their contracts. This feature has mostly not been done yet, but the following are some of the implemented mentalities.<br />
*Commercial: These agencies are more finacially minded, and offer heftier monetarial rewards. Though this also means harsher financial pentalies in the case of failures.<br />
*Hasty: These agencies' contracts won't stay on the table as long, and have tighter dealines. However, succesful contracts under such circumstances will understadbly grant a greater increase in reputation.<br />
*Pioneering: These agencies prefer tasks that hasn't been done before.<br />
*Record-breaking: A mentality specific to the World-First Record-Keeping Society, self-explanatory.<br />
*Stern: These agencies take their contracts very seriously, successful cooperation with them is thus more pretigeous and grants more reputation. On the other hand, failures will result in a inflated loss of reputation<br />
*Easy-Going: These agencies are more forgiving with The Space Center, so reputation loss from contract failures won't be as much. Conversely, successful contract won't be as rewarding reputation-wise.<br />
<br />
==List of agencies==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Logo<br />
! Name<br />
! Description<br />
|-<br />
|[[File:C7 Aerospace Division.png|128px]]<br />
|<big>[[:Category:C7 Aerospace Division|C7 Aerospace Division]]</big><br />
|N/A<br />
|-<br />
|[[File:Dinkelstein Kerman's Construction Emporium.png|128px]]<br />
| <big>[[:Category:Dinkelstein Kerman's Construction Emporium|Dinkelstein Kerman's Construction Emporium]]</big><br />
|Dinkelstein Kerman has become somewhat of a legend in the spacecraft industry, not least impressively because he vehemently claims to have been constructing and flying spaceships long before the first actual recorded instance of any such vehicle being assembled. This has led to some controversy and a lot of awkwardness between him and the Kerbin World-Firsts Record-Keeping Society. Be that as it may, Dinklestein's Emporium is still generally well regarded as a traditional, old-fashioned company, and their products are actually a lot less rusty than the company's owner.<br />
|-<br />
|[[File:Experimental Engineering Group.png|128px]]<br />
| <big>[[:Category:Experimental Engineering Group|Experimental Engineering Group]]</big><br />
|The Experimental Engineering Group is a typical startup company: Low budgets and impossibly tight deadlines are part of a normal working day for them. Despite being such a young company however, Experimental Engineering has made a good start, quickly making a name for themselves in the industry, mainly thanks to their very educational and entertaining SC-9001 Science Jr. Experiment Kit. Despite valiant efforts from their representatives, however, they haven't quite been able to shake off the bad press that followed some leaked footage of an incident involving one of their units and a small critter that one of the scientists over at R&D used to keep as a pet. Some say the incident has made them extremely concerned with the safety of anything that approach their products. They've even rounded out the edges on their company logo.<br />
|-<br />
|[[File:FLOOYD Dynamics Research Labs.png|128px]]<br />
| <big>[[:Category:FLOOYD Dynamics Research Labs.|FLOOYD Dynamics Research Labs.]]</big><br />
|FLOOYD Labs is a company focused on doing one thing, and doing it as well as is conceivably possible to do it: Displacing liquids from one place to another. Their flagship product, the FTX-2 Fuel Duct, is the final result of years of research and development and endless Kerbal-hours of effort to produce a device that will pump any amount of just about anything, no matter how cold, dense or volatile it is. The company enjoys a well-deserved reputation for such an important contribution to the industry, and most agree that these days, almost nobody remembers the embarrassment of their recall of the FTX-1 series, which had a small but highly problematic issue, that while it did pump fluids flawlessly, it pumped them in the wrong direction.<br />
|-<br />
|[[File:Goliath National Products.png|128px]]<br />
| <big>[[:Category:Goliath National Products|Goliath National Products]]</big><br />
|N/A<br />
|-<br />
|[[File:Integrated Integrals.png|128px]]<br />
| <big>[[:Category:Integrated Integrals|Integrated Integrals]]</big><br />
|What this small company lacks in experience and reputation, it makes up for in the sheer ambitiousness of their projects. Their first product was the very massive Mobile Processing Lab, which rumour has it was first developed as a mobile processing facility to secretly brew an experimental, possibly illegal fuel mixture, which was reportedly far more potent than the currently available propellants, and had a distinctive blue tint to it. Those rumours have never been proven however, and this mysterious blue propellant has yet to be seen by a reliable source. Despite their repeated attempts to be rid of these rumours, the company still suffers from a (probably undeserved) bad reputation. They try to offset this initial impression by offering much larger cash payoffs than other companies of similar size, which admittedly does very little to improve their current image.<br />
|-<br />
|[[File:IonicSymphonicProtonicElectronics.png|128px]]<br />
| <big>[[:Category:Ionic Symphonic Protonic Electronics|Ionic Symphonic Protonic Electronics]]</big><br />
|One of the leading names in spacecraft electronics, and not just because the name itself sounds so cool. Ionic Symphonic Protonic Electronics has a large catalogue of components, ranging from simple comms devices to seriously cutting edge gear. This has made their products quite popular among aerospace engineers, and also nurtured a profound enmity from the pragmatic folks at Probodobodyne.<br />
|-<br />
|[[File:JebsJunkyard.png|128px]]<br />
| <big>[[:Category:Jebediah Kerman's Junkyard and Spacecraft Parts Co.|Jebediah Kerman's Junkyard and Spacecraft Parts Co.]]</big><br />
|It is universally agreed that Jeb's Junkyard is one the best examples of the triumph of unwavering motivation in the face of seemingly insurmountable odds. The unassuming junkyard where it is said some of Kerbalkind's first steps towards the depths of space have been taken, has now become a much larger junkyard, as it had to expand its facilities to accommodate the ever greater demand for spacecraft components. Jeb's Junkyard has become one of Kerbin's most iconic names, becoming far more than just a beloved brand. It now stands proudly as a symbol of the unstoppable Kerbal drive towards attempting the impossible while grossly underestimating the gravity of the situation.<br />
|-<br />
|[[File:KerbalMotion.png|128px]]<br />
| <big>[[:Category:Kerbal Motion LLC|Kerbal Motion LLC]]</big><br />
|N/A<br />
|-<br />
|[[File:KerbinWorldFirstRecordKeepingSociety.png|128px]]<br />
| <big>[[Kerbin World-Firsts Record-Keeping Society]]</big><br />
|An institution completely devoted to the tracking and curating all first instances of any event, the Kerbin World-Firsts Record-Keeping Society is a &nbsp;non-profit organization, for the purpose of rewarding the doing of anything that's never been done before, especially concerning feats of space exploration. Their work is more challenging than it would seem however, as the prestige associated with the first-ever accomplishment of any deed is also a valuable target for commercial companies, who wouldn't waste the opportunity to be the official sponsor of such an event. Taking on the Society's contracts will definitely send the message that you're not in it for the money, which is always a good message to send. It's also just about the only reward, since the cash prizes are mostly symbolic.<br />
|-<br />
|[[File:Kerbodyne.png|128px]]<br />
| <big>[[:Category:Kerbodyne|Kerbodyne]]</big><br />
|Although Kerbodyne is a relatively new name in the aerospace industry, their K series engines and fuel tanks have earned them a quite a reputation in a short amount of time. So much so in fact, that Kerbodyne was nominated for the "Best Debut" Award, at last year's Spacecraft Developers Convention. Unfortunately, that prize went to another company, but Kerbodyne fans are known to demonstrate loudly and publicly, their appreciation for the company and its products.<br />
|-<br />
|[[File:Kerlington.png|128px]]<br />
| <big>[[:Category:Kerlington Model Rockets and Paper Products Inc.|Kerlington Model Rockets and Paper Products Inc.]]</big><br />
|Kerlington has a long history of introducing ground-breaking new technologies, many of which are now considered indispensable for rocketry and aerospace engineering. This has fostered a strong community of loyal Kerlington fans, as well as a similarly large group of disgruntled competitors.<br />
|-<br />
|[[File:MaxoConstructionToys.png|128px]]<br />
| <big>[[:Category:Maxo Construction Toys|Maxo Construction Toys]]</big><br />
|N/A<br />
|-<br />
|[[File:MovingPartsExpertsGroup.png|128px]]<br />
| <big>[[:Category:Moving Parts Experts Group|Moving Parts Experts Group]]</big><br />
|The Moving Parts Experts Group started off as a mostly non-commercial initiative to bring some of the brightest minds together to create truly innovative and ground-breaking technologies for spacecraft construction. As is the case with many such enterprises, their initial investment funds very soon ran out and they were forced to start developing stuff that they could sell, quickly. As a result, the Group acquired a reputation for being always in a hurry, and always strapped for cash. They still try their best to stay true to their original motivations as much as possible though, and will always be willing to support any ventures that push the currently established boundaries.<br />
|-<br />
|[[File:OMBDemolition.png|128px]]<br />
| <big>[[:Category:O.M.B. Demolition Enterprises|O.M.B. Demolition Enterprises]]</big><br />
|For a company that made a reputation by creating as much destruction as possible, O.M.B. has found a remarkably suitable place for its highly volatile devices in the aerospace industry. Their precision Decouplers are second to none when the job calls for splitting spacecraft into multiple smaller ones. Some of their other demolition products however, despite being heavily advertised as far more powerful disassembly tools, weren't nearly as successful. O.M.B. is still unsure as to why those "clearly better" products weren't so well received.<br />
|-<br />
|[[File:PeriapsisCo.png|128px]]<br />
| <big>[[:Category:Periapsis Rocket Supplies Co.|Periapsis Rocket Supplies Co.]]</big>x<br />
|N/A<br />
|-<br />
| [[File:Probodobodyne_Inc.png|128px]]<br />
| <big>[[:Category:Probodobodyne Inc.|Probodobodyne Inc.]]</big><br />
|Probodobodyne was at one point one of the leading (and few) names in the industry. Over the years though, the company has fallen behind the times somewhat, but they continue to maintain their philosophy that space exploration should be the privilege of the few who can overcome the challenges of conquering it, with minimal technological assistance. Their products reflect that pragmatic and arguably obsolete outlook, even in spite of the many newer companies that are coming up around them with alternatives that make space travel far more accessible than it was back in the "early days". Despite all this, the company has retained a small but loyal following of hardcore fans, who live by their vision of a very selective industry, populated only by the very best astronauts and engineers.<br />
|-<br />
|[[File:R%26D_logo.png|128px]]<br />
| <big>[[Research and Development#Agency|Research & Development Department]]</big><br />
|The Space Program's own Research & Development Department. Headed by celebrity rocket scientist Wernher von Kerman, these guys are the brains of the whole operation. Driven by an unquenchable thirst for knowledge, no piece of data is too small or too irrelevant, and increasing the accumulated knowledge of Kerbalkind is their main motivation. Our resident geniuses only ask to be given due academic credit for their contributions to science, and that all astronauts PLEASE refrain from entering the labs without cleaning their boots first.<br />
|-<br />
|[[File:ReactionSystemsLtd.png|128px]]<br />
| <big>[[:Category:Reaction Systems Ltd.|Reaction Systems Ltd.]]</big><br />
|Reaction Systems is a small company, which enjoyed a reasonable amount of success with their one successful product, the Place-Anywhere Linear RCS Port. These days, nobody knows for certain what they're working on. Even though Reaction Systems is most definitely not the largest company out there, they try to make up for it by supporting all pioneering endeavours. Also, their eagerness to offer science-gathering contracts lends credit to speculation that they may be up to something.<br />
|-<br />
|[[File:Rockomax.png|128px]]<br />
| <big>[[:Category:Rockomax Conglomerate|Rockomax Conglomerate]]</big><br />
|Indisputably the largest supplier of rocketry components out there, Rockomax products are widely regarded as the most accessible way to get into space. This has earned them a somewhat negative reputation among the more posh or avant-garde engineers, some even outright refusing to admit to having used Rockomax-Brand products. Be that as it may, Rockomax's gigantic presence in the industry cannot be gainsaid, and their products are actually pretty good value, even if they do lack that 'trendy' feel of the more up-scale rocketry brands. They are a massively large corporation, so don't expect them to cut you very special deals. They are already giving all their customers a bulk discount, plus their 'super-value' deals when using products from their partner brands. All this provided, of course, that you have your membership card with you when you go shopping at their warehouses. <br />
|-<br />
|[[File:Rokea.png|128px]]<br />
| <big>[[:Category:Rokea Inc.|Rokea Inc.]]</big><br />
|Rokea is mainly known for their 'vertical mobility enhancer' products, which they go to great lengths to ensure are not mistaken by simplistic 'ladders'. Some say they are failing miserably in that effort, even though every Rokea representative will very eagerly educate all who come within earshot about the differences between ladders and a vertical mobility enhancement device. Perhaps this communications strategy is part of the reason nobody cares. <br />
|-<br />
|[[File:SeansCannery.png|128px]]<br />
| <big>[[:Category:Sean's Cannery|Sean's Cannery]]</big><br />
|Many question the reasoning behind Sean's Cannery's -known for their very excellent canned foods products- incursion into the aerospace engineering world. Despite the criticism, none can dispute that their flagship product, the Lander Can Mk1 Cockpit, has proven itself many times over as a reliable and perhaps not surprisingly, one of the most air-tight crew carrying modules available today. Lander Can crews often praise the module for its ability to keep stowed snacks crisp and fresh, and complain of how on other pods they become mushy after just a few days into the mission.<br />
|-<br />
|[[File:SteadlerEngineeringCorps.png|128px]]<br />
| <big>[[:Category:STEADLER Engineering Corps|STEADLER Engineering Corps]]</big><br />
|STEADLER is not known for being a very kind or yielding company. Rather, militaristic, stern and uncompromising are much more fitting adjectives to describe them. Some say these are good qualities for a company responsible mainly for engineering control systems for rockets and hypersonic aircraft, while others suggest that the company is actually being run by a rogue Guidance Module that achieved sentience. All we really know is that their gate security is much too Temperamental to allow for any observation, and that their stun guns recharge very quickly.<br />
|-<br />
|[[File:StrutCo.png|128px]]<br />
| <big>[[:Category:StrutCo|StrutCo]]</big><br />
|One of the largest manufacturers of structural components for any purpose, StrutCo is by all measures a very well-established company. The only thing they have never been able to get over is the fact that the legendary EAS-4 Strut Connector itself was actually invented by Kerlington Model Rockets.<br />
|-<br />
|[[File:Vac-Co.png|128px]]<br />
| <big>[[:Category:Vac-Co Advanced Suction Systems|Vac-Co Advanced Suction Systems]]</big><br />
|Vac-Co is a relatively new name in the industry. With previous experience only as a manufacturer of housecleaning equipment and small appliances, their recent venture into aerospace engineering has been met with no small amount of skepticism. Nevertheless, they seem to know what they're doing, as their products have been quite innovative in the air intakes for spaceplanes sector.<br />
|-<br />
|[[File:WinterOwl.png|128px]]<br />
| <big>[[:Category:WinterOwl Aircraft Emporium|WinterOwl Aircraft Emporium]]</big><br />
|WinterOwl is by no means comparable to other large aircraft companies in terms of sheer number of products they offer. However, the company is one of the best-known names in the industry as it's one of the oldest companies in operation. This has earned them a reputation for being a friendly, reliable partner, which means they have good standings with many other companies. In the aerospace circles, it is considered very poor manners to be rude about WinterOwl or its products.<br />
|-<br />
|[[File:ZaltonicElectronics.png|128px]]<br />
| <big>[[:Category:Zaltonic Electronics|Zaltonic Electronics]]</big><br />
|Zaltonics isn't exactly known as a strong leader in the electronic components industry, rather more as a somewhat utilitarian company that lacks a certain amount of ambition. These traits however, have made Zaltonic indispensable in their own way, as they are willing to take on the manufacturing of the less exciting devices, and they've become quite good at doing that in a quick and cost-effective way. Their products might not be all the rage, but when your fancy remote guidance unit runs out of juice, chances are you'll be using a Zaltonics battery to keep it powered.<br />
|}<br />
<br />
== Naming differences ==<br />
All agencies are defined in <tt>[[GameData]]/Squad/Agencies/Agents.cfg</tt> where some manufacturers differ from the manufacturer given in the respective parts. If the last character of manufacturer's name is a period to abbreviate the type of business, that period is omitted in the configuration file. There is also ''ROKEA Inc.'' written with only the first letter in upper case and while the agency is named as ''Jebediah Kerman's Junkyard and Spacecraft Parts Co.'' the manufacturer is given as ''Jebediah Kerman's Junkyard and Spaceship Parts Co.'' (Spacecraft instead of Spaceship).<br />
<br />
== Changes ==<br />
;[[0.24]]<br />
* Now provide [[contracts]]<br />
<br />
[[Category:Agencies| ]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=User_talk:Binkyuk&diff=68484User talk:Binkyuk2015-11-28T11:43:38Z<p>Ferrous: </p>
<hr />
<div>Great ce. Also, senpai noticed me XD. [[User:Ferrous|Ferrous]] ([[User talk:Ferrous|talk]]) 11:43, 28 November 2015 (UTC)</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=User_talk:Binkyuk&diff=68483User talk:Binkyuk2015-11-28T11:43:24Z<p>Ferrous: Created page with "Great ce. Also, senpai noticed me XD."</p>
<hr />
<div>Great ce. Also, senpai noticed me XD.</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Agencies&diff=68474Agencies2015-11-27T10:28:46Z<p>Ferrous: </p>
<hr />
<div>'''Agencies''' provide [[contract]]s in [[career]] mode which grants [[funds]], [[science]], and/or [[reputation]] if completed successfully. These are mostly manufacturers, with two exceptions: the interal Research and Development Department, and the Kerbin World-Firsts Record-Keeping Society.<br />
<br />
==Agency mentality==<br />
Differeent agencies have different senibilities, which will manifest in the way they set up their contracts. This feature has mostly not been done yet, but the following are some of the implemented mentalities.<br />
*Commercial: These agencies are more finacially minded, and offer haftier monetarial rewards. Though failing their contracts also means heavier financial pentalies.<br />
*Hasty: These agencies' contracts won't stay on the table as long, and have tighter dealines. However, succesful contracts under such circumstances will understadbly grant a greater increase in reputation.<br />
*Pioneering: These agencies prefer tasks that hasn't been done before.<br />
*Record-breaking: A mentality specific to the World-First Record-Keeping Society, self-explanatory.<br />
*Stern: These agencies take their contracts very seriously, successful cooperation with them is thus more pretigeous and grants more reputation. On the other hand, failures will result in a inflaed loss of reputation<br />
*Easy-Going: These agencies are more forgiving with The Space Center, so reputation loss from contract failures won't be as much. Conversely, successful contract won't be as rewarding reputation-wise.<br />
<br />
==List of agencies==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Logo<br />
! Name<br />
! Description<br />
|-<br />
|[[File:C7 Aerospace Division.png|128px]]<br />
|<big>[[:Category:C7 Aerospace Division|C7 Aerospace Division]]</big><br />
|N/A<br />
|-<br />
|[[File:Dinkelstein Kerman's Construction Emporium.png|128px]]<br />
| <big>[[:Category:Dinkelstein Kerman's Construction Emporium|Dinkelstein Kerman's Construction Emporium]]</big><br />
|Dinkelstein Kerman has become somewhat of a legend in the spacecraft industry, not least impressively because he vehemently claims to have been constructing and flying spaceships long before the first actual recorded instance of any such vehicle being assembled. This has led to some controversy and a lot of awkwardness between him and the Kerbin World-Firsts Record-Keeping Society. Be that as it may, Dinklestein's Emporium is still generally well regarded as a traditional, old-fashioned company, and their products are actually a lot less rusty than the company's owner.<br />
|-<br />
|[[File:Experimental Engineering Group.png|128px]]<br />
| <big>[[:Category:Experimental Engineering Group|Experimental Engineering Group]]</big><br />
|The Experimental Engineering Group is a typical startup company: Low budgets and impossibly tight deadlines are part of a normal working day for them. Despite being such a young company however, Experimental Engineering has made a good start, quickly making a name for themselves in the industry, mainly thanks to their very educational and entertaining SC-9001 Science Jr. Experiment Kit. Despite valiant efforts from their representatives, however, they haven't quite been able to shake off the bad press that followed some leaked footage of an incident involving one of their units and a small critter that one of the scientists over at R&D used to keep as a pet. Some say the incident has made them extremely concerned with the safety of anything that approach their products. They've even rounded out the edges on their company logo.<br />
|-<br />
|[[File:FLOOYD Dynamics Research Labs.png|128px]]<br />
| <big>[[:Category:FLOOYD Dynamics Research Labs.|FLOOYD Dynamics Research Labs.]]</big><br />
|FLOOYD Labs is a company focused on doing one thing, and doing it as well as is conceivably possible to do it: Displacing liquids from one place to another. Their flagship product, the FTX-2 Fuel Duct, is the final result of years of research and development and endless Kerbal-hours of effort to produce a device that will pump any amount of just about anything, no matter how cold, dense or volatile it is. The company enjoys a well-deserved reputation for such an important contribution to the industry, and most agree that these days, almost nobody remembers the embarrassment of their recall of the FTX-1 series, which had a small but highly problematic issue, that while it did pump fluids flawlessly, it pumped them in the wrong direction.<br />
|-<br />
|[[File:Goliath National Products.png|128px]]<br />
| <big>[[:Category:Goliath National Products|Goliath National Products]]</big><br />
|N/A<br />
|-<br />
|[[File:Integrated Integrals.png|128px]]<br />
| <big>[[:Category:Integrated Integrals|Integrated Integrals]]</big><br />
|What this small company lacks in experience and reputation, it makes up for in the sheer ambitiousness of their projects. Their first product was the very massive Mobile Processing Lab, which rumour has it was first developed as a mobile processing facility to secretly brew an experimental, possibly illegal fuel mixture, which was reportedly far more potent than the currently available propellants, and had a distinctive blue tint to it. Those rumours have never been proven however, and this mysterious blue propellant has yet to be seen by a reliable source. Despite their repeated attempts to be rid of these rumours, the company still suffers from a (probably undeserved) bad reputation. They try to offset this initial impression by offering much larger cash payoffs than other companies of similar size, which admittedly does very little to improve their current image.<br />
|-<br />
|[[File:IonicSymphonicProtonicElectronics.png|128px]]<br />
| <big>[[:Category:Ionic Symphonic Protonic Electronics|Ionic Symphonic Protonic Electronics]]</big><br />
|One of the leading names in spacecraft electronics, and not just because the name itself sounds so cool. Ionic Symphonic Protonic Electronics has a large catalogue of components, ranging from simple comms devices to seriously cutting edge gear. This has made their products quite popular among aerospace engineers, and also nurtured a profound enmity from the pragmatic folks at Probodobodyne.<br />
|-<br />
|[[File:JebsJunkyard.png|128px]]<br />
| <big>[[:Category:Jebediah Kerman's Junkyard and Spacecraft Parts Co.|Jebediah Kerman's Junkyard and Spacecraft Parts Co.]]</big><br />
|It is universally agreed that Jeb's Junkyard is one the best examples of the triumph of unwavering motivation in the face of seemingly insurmountable odds. The unassuming junkyard where it is said some of Kerbalkind's first steps towards the depths of space have been taken, has now become a much larger junkyard, as it had to expand its facilities to accommodate the ever greater demand for spacecraft components. Jeb's Junkyard has become one of Kerbin's most iconic names, becoming far more than just a beloved brand. It now stands proudly as a symbol of the unstoppable Kerbal drive towards attempting the impossible while grossly underestimating the gravity of the situation.<br />
|-<br />
|[[File:KerbalMotion.png|128px]]<br />
| <big>[[:Category:Kerbal Motion LLC|Kerbal Motion LLC]]</big><br />
|N/A<br />
|-<br />
|[[File:KerbinWorldFirstRecordKeepingSociety.png|128px]]<br />
| <big>[[Kerbin World-Firsts Record-Keeping Society]]</big><br />
|An institution completely devoted to the tracking and curating all first instances of any event, the Kerbin World-Firsts Record-Keeping Society is a &nbsp;non-profit organization, for the purpose of rewarding the doing of anything that's never been done before, especially concerning feats of space exploration. Their work is more challenging than it would seem however, as the prestige associated with the first-ever accomplishment of any deed is also a valuable target for commercial companies, who wouldn't waste the opportunity to be the official sponsor of such an event. Taking on the Society's contracts will definitely send the message that you're not in it for the money, which is always a good message to send. It's also just about the only reward, since the cash prizes are mostly symbolic.<br />
|-<br />
|[[File:Kerbodyne.png|128px]]<br />
| <big>[[:Category:Kerbodyne|Kerbodyne]]</big><br />
|Although Kerbodyne is a relatively new name in the aerospace industry, their K series engines and fuel tanks have earned them a quite a reputation in a short amount of time. So much so in fact, that Kerbodyne was nominated for the "Best Debut" Award, at last year's Spacecraft Developers Convention. Unfortunately, that prize went to another company, but Kerbodyne fans are known to demonstrate loudly and publicly, their appreciation for the company and its products.<br />
|-<br />
|[[File:Kerlington.png|128px]]<br />
| <big>[[:Category:Kerlington Model Rockets and Paper Products Inc.|Kerlington Model Rockets and Paper Products Inc.]]</big><br />
|Kerlington has a long history of introducing ground-breaking new technologies, many of which are now considered indispensable for rocketry and aerospace engineering. This has fostered a strong community of loyal Kerlington fans, as well as a similarly large group of disgruntled competitors.<br />
|-<br />
|[[File:MaxoConstructionToys.png|128px]]<br />
| <big>[[:Category:Maxo Construction Toys|Maxo Construction Toys]]</big><br />
|N/A<br />
|-<br />
|[[File:MovingPartsExpertsGroup.png|128px]]<br />
| <big>[[:Category:Moving Parts Experts Group|Moving Parts Experts Group]]</big><br />
|The Moving Parts Experts Group started off as a mostly non-commercial initiative to bring some of the brightest minds together to create truly innovative and ground-breaking technologies for spacecraft construction. As is the case with many such enterprises, their initial investment funds very soon ran out and they were forced to start developing stuff that they could sell, quickly. As a result, the Group acquired a reputation for being always in a hurry, and always strapped for cash. They still try their best to stay true to their original motivations as much as possible though, and will always be willing to support any ventures that push the currently established boundaries.<br />
|-<br />
|[[File:OMBDemolition.png|128px]]<br />
| <big>[[:Category:O.M.B. Demolition Enterprises|O.M.B. Demolition Enterprises]]</big><br />
|For a company that made a reputation by creating as much destruction as possible, O.M.B. has found a remarkably suitable place for its highly volatile devices in the aerospace industry. Their precision Decouplers are second to none when the job calls for splitting spacecraft into multiple smaller ones. Some of their other demolition products however, despite being heavily advertised as far more powerful disassembly tools, weren't nearly as successful. O.M.B. is still unsure as to why those "clearly better" products weren't so well received.<br />
|-<br />
|[[File:PeriapsisCo.png|128px]]<br />
| <big>[[:Category:Periapsis Rocket Supplies Co.|Periapsis Rocket Supplies Co.]]</big>x<br />
|N/A<br />
|-<br />
| [[File:Probodobodyne_Inc.png|128px]]<br />
| <big>[[:Category:Probodobodyne Inc.|Probodobodyne Inc.]]</big><br />
|Probodobodyne was at one point one of the leading (and few) names in the industry. Over the years though, the company has fallen behind the times somewhat, but they continue to maintain their philosophy that space exploration should be the privilege of the few who can overcome the challenges of conquering it, with minimal technological assistance. Their products reflect that pragmatic and arguably obsolete outlook, even in spite of the many newer companies that are coming up around them with alternatives that make space travel far more accessible than it was back in the "early days". Despite all this, the company has retained a small but loyal following of hardcore fans, who live by their vision of a very selective industry, populated only by the very best astronauts and engineers.<br />
|-<br />
|[[File:R%26D_logo.png|128px]]<br />
| <big>[[Research and Development#Agency|Research & Development Department]]</big><br />
|The Space Program's own Research & Development Department. Headed by celebrity rocket scientist Wernher von Kerman, these guys are the brains of the whole operation. Driven by an unquenchable thirst for knowledge, no piece of data is too small or too irrelevant, and increasing the accumulated knowledge of Kerbalkind is their main motivation. Our resident geniuses only ask to be given due academic credit for their contributions to science, and that all astronauts PLEASE refrain from entering the labs without cleaning their boots first.<br />
|-<br />
|[[File:ReactionSystemsLtd.png|128px]]<br />
| <big>[[:Category:Reaction Systems Ltd.|Reaction Systems Ltd.]]</big><br />
|Reaction Systems is a small company, which enjoyed a reasonable amount of success with their one successful product, the Place-Anywhere Linear RCS Port. These days, nobody knows for certain what they're working on. Even though Reaction Systems is most definitely not the largest company out there, they try to make up for it by supporting all pioneering endeavours. Also, their eagerness to offer science-gathering contracts lends credit to speculation that they may be up to something.<br />
|-<br />
|[[File:Rockomax.png|128px]]<br />
| <big>[[:Category:Rockomax Conglomerate|Rockomax Conglomerate]]</big><br />
|Indisputably the largest supplier of rocketry components out there, Rockomax products are widely regarded as the most accessible way to get into space. This has earned them a somewhat negative reputation among the more posh or avant-garde engineers, some even outright refusing to admit to having used Rockomax-Brand products. Be that as it may, Rockomax's gigantic presence in the industry cannot be gainsaid, and their products are actually pretty good value, even if they do lack that 'trendy' feel of the more up-scale rocketry brands. They are a massively large corporation, so don't expect them to cut you very special deals. They are already giving all their customers a bulk discount, plus their 'super-value' deals when using products from their partner brands. All this provided, of course, that you have your membership card with you when you go shopping at their warehouses. <br />
|-<br />
|[[File:Rokea.png|128px]]<br />
| <big>[[:Category:Rokea Inc.|Rokea Inc.]]</big><br />
|Rokea is mainly known for their 'vertical mobility enhancer' products, which they go to great lengths to ensure are not mistaken by simplistic 'ladders'. Some say they are failing miserably in that effort, even though every Rokea representative will very eagerly educate all who come within earshot about the differences between ladders and a vertical mobility enhancement device. Perhaps this communications strategy is part of the reason nobody cares. <br />
|-<br />
|[[File:SeansCannery.png|128px]]<br />
| <big>[[:Category:Sean's Cannery|Sean's Cannery]]</big><br />
|Many question the reasoning behind Sean's Cannery's -known for their very excellent canned foods products- incursion into the aerospace engineering world. Despite the criticism, none can dispute that their flagship product, the Lander Can Mk1 Cockpit, has proven itself many times over as a reliable and perhaps not surprisingly, one of the most air-tight crew carrying modules available today. Lander Can crews often praise the module for its ability to keep stowed snacks crisp and fresh, and complain of how on other pods they become mushy after just a few days into the mission.<br />
|-<br />
|[[File:SteadlerEngineeringCorps.png|128px]]<br />
| <big>[[:Category:STEADLER Engineering Corps|STEADLER Engineering Corps]]</big><br />
|STEADLER is not known for being a very kind or yielding company. Rather, militaristic, stern and uncompromising are much more fitting adjectives to describe them. Some say these are good qualities for a company responsible mainly for engineering control systems for rockets and hypersonic aircraft, while others suggest that the company is actually being run by a rogue Guidance Module that achieved sentience. All we really know is that their gate security is much too Temperamental to allow for any observation, and that their stun guns recharge very quickly.<br />
|-<br />
|[[File:StrutCo.png|128px]]<br />
| <big>[[:Category:StrutCo|StrutCo]]</big><br />
|One of the largest manufacturers of structural components for any purpose, StrutCo is by all measures a very well-established company. The only thing they have never been able to get over is the fact that the legendary EAS-4 Strut Connector itself was actually invented by Kerlington Model Rockets.<br />
|-<br />
|[[File:Vac-Co.png|128px]]<br />
| <big>[[:Category:Vac-Co Advanced Suction Systems|Vac-Co Advanced Suction Systems]]</big><br />
|Vac-Co is a relatively new name in the industry. With previous experience only as a manufacturer of housecleaning equipment and small appliances, their recent venture into aerospace engineering has been met with no small amount of skepticism. Nevertheless, they seem to know what they're doing, as their products have been quite innovative in the air intakes for spaceplanes sector.<br />
|-<br />
|[[File:WinterOwl.png|128px]]<br />
| <big>[[:Category:WinterOwl Aircraft Emporium|WinterOwl Aircraft Emporium]]</big><br />
|WinterOwl is by no means comparable to other large aircraft companies in terms of sheer number of products they offer. However, the company is one of the best-known names in the industry as it's one of the oldest companies in operation. This has earned them a reputation for being a friendly, reliable partner, which means they have good standings with many other companies. In the aerospace circles, it is considered very poor manners to be rude about WinterOwl or its products.<br />
|-<br />
|[[File:ZaltonicElectronics.png|128px]]<br />
| <big>[[:Category:Zaltonic Electronics|Zaltonic Electronics]]</big><br />
|Zaltonics isn't exactly known as a strong leader in the electronic components industry, rather more as a somewhat utilitarian company that lacks a certain amount of ambition. These traits however, have made Zaltonic indispensable in their own way, as they are willing to take on the manufacturing of the less exciting devices, and they've become quite good at doing that in a quick and cost-effective way. Their products might not be all the rage, but when your fancy remote guidance unit runs out of juice, chances are you'll be using a Zaltonics battery to keep it powered.<br />
|}<br />
<br />
== Naming differences ==<br />
All agencies are defined in <tt>[[GameData]]/Squad/Agencies/Agents.cfg</tt> where some manufacturers differ from the manufacturer given in the respective parts. If the last character of manufacturer's name is a period to abbreviate the type of business, that period is omitted in the configuration file. There is also ''ROKEA Inc.'' written with only the first letter in upper case and while the agency is named as ''Jebediah Kerman's Junkyard and Spacecraft Parts Co.'' the manufacturer is given as ''Jebediah Kerman's Junkyard and Spaceship Parts Co.'' (Spacecraft instead of Spaceship).<br />
<br />
== Changes ==<br />
;[[0.24]]<br />
* Now provide [[contracts]]<br />
<br />
[[Category:Agencies| ]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Agencies&diff=68473Agencies2015-11-27T10:27:51Z<p>Ferrous: </p>
<hr />
<div>'''Agencies''' provide [[contract]]s in [[career]] mode which grants [[funds]], [[science]], and/or [[reputation]] if completed successfully. These are mostly manufacturers, with two exceptions: the interal Research and Development Department, and the Kerbin World-Firsts Record-Keeping Society.<br />
<br />
==Agency mentality==<br />
Differeent agencies have different senibilities, which will manifest in the way they set up their contracts. This feature has mostly not been done yet, but the following are some of the implemented mentalities.<br />
*Commercial: These agencies are more finacially minded, and offer haftier monetarial rewards. Though failing their contracts also means heavier financial pentalies.<br />
*Hasty: These agencies' contracts won't stay on the table as long, and have tighter dealines. However, succesful *contracts under such circumstances will understadbly net a greater increase in reputation.<br />
*Pioneering: These agencies prefer tasks that hasn't been done before.<br />
*Record-breaking: A mentality specific to the World-First Record-Keeping Society, self-explanatory.<br />
*Stern: These agencies take their contracts very seriously, successful cooperation with them is thus more pretigeous and grants more reputation. On the other hand, failures will result in a inflaed loss of reputation<br />
*Easy-Going: These agencies are more forgiving with The Space Center, so reputation loss from contract failures won't be as much. Conversely, successful contract won't be as rewarding reputation-wise.<br />
<br />
==List of agencies==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Logo<br />
! Name<br />
! Description<br />
|-<br />
|[[File:C7 Aerospace Division.png|128px]]<br />
|<big>[[:Category:C7 Aerospace Division|C7 Aerospace Division]]</big><br />
|N/A<br />
|-<br />
|[[File:Dinkelstein Kerman's Construction Emporium.png|128px]]<br />
| <big>[[:Category:Dinkelstein Kerman's Construction Emporium|Dinkelstein Kerman's Construction Emporium]]</big><br />
|Dinkelstein Kerman has become somewhat of a legend in the spacecraft industry, not least impressively because he vehemently claims to have been constructing and flying spaceships long before the first actual recorded instance of any such vehicle being assembled. This has led to some controversy and a lot of awkwardness between him and the Kerbin World-Firsts Record-Keeping Society. Be that as it may, Dinklestein's Emporium is still generally well regarded as a traditional, old-fashioned company, and their products are actually a lot less rusty than the company's owner.<br />
|-<br />
|[[File:Experimental Engineering Group.png|128px]]<br />
| <big>[[:Category:Experimental Engineering Group|Experimental Engineering Group]]</big><br />
|The Experimental Engineering Group is a typical startup company: Low budgets and impossibly tight deadlines are part of a normal working day for them. Despite being such a young company however, Experimental Engineering has made a good start, quickly making a name for themselves in the industry, mainly thanks to their very educational and entertaining SC-9001 Science Jr. Experiment Kit. Despite valiant efforts from their representatives, however, they haven't quite been able to shake off the bad press that followed some leaked footage of an incident involving one of their units and a small critter that one of the scientists over at R&D used to keep as a pet. Some say the incident has made them extremely concerned with the safety of anything that approach their products. They've even rounded out the edges on their company logo.<br />
|-<br />
|[[File:FLOOYD Dynamics Research Labs.png|128px]]<br />
| <big>[[:Category:FLOOYD Dynamics Research Labs.|FLOOYD Dynamics Research Labs.]]</big><br />
|FLOOYD Labs is a company focused on doing one thing, and doing it as well as is conceivably possible to do it: Displacing liquids from one place to another. Their flagship product, the FTX-2 Fuel Duct, is the final result of years of research and development and endless Kerbal-hours of effort to produce a device that will pump any amount of just about anything, no matter how cold, dense or volatile it is. The company enjoys a well-deserved reputation for such an important contribution to the industry, and most agree that these days, almost nobody remembers the embarrassment of their recall of the FTX-1 series, which had a small but highly problematic issue, that while it did pump fluids flawlessly, it pumped them in the wrong direction.<br />
|-<br />
|[[File:Goliath National Products.png|128px]]<br />
| <big>[[:Category:Goliath National Products|Goliath National Products]]</big><br />
|N/A<br />
|-<br />
|[[File:Integrated Integrals.png|128px]]<br />
| <big>[[:Category:Integrated Integrals|Integrated Integrals]]</big><br />
|What this small company lacks in experience and reputation, it makes up for in the sheer ambitiousness of their projects. Their first product was the very massive Mobile Processing Lab, which rumour has it was first developed as a mobile processing facility to secretly brew an experimental, possibly illegal fuel mixture, which was reportedly far more potent than the currently available propellants, and had a distinctive blue tint to it. Those rumours have never been proven however, and this mysterious blue propellant has yet to be seen by a reliable source. Despite their repeated attempts to be rid of these rumours, the company still suffers from a (probably undeserved) bad reputation. They try to offset this initial impression by offering much larger cash payoffs than other companies of similar size, which admittedly does very little to improve their current image.<br />
|-<br />
|[[File:IonicSymphonicProtonicElectronics.png|128px]]<br />
| <big>[[:Category:Ionic Symphonic Protonic Electronics|Ionic Symphonic Protonic Electronics]]</big><br />
|One of the leading names in spacecraft electronics, and not just because the name itself sounds so cool. Ionic Symphonic Protonic Electronics has a large catalogue of components, ranging from simple comms devices to seriously cutting edge gear. This has made their products quite popular among aerospace engineers, and also nurtured a profound enmity from the pragmatic folks at Probodobodyne.<br />
|-<br />
|[[File:JebsJunkyard.png|128px]]<br />
| <big>[[:Category:Jebediah Kerman's Junkyard and Spacecraft Parts Co.|Jebediah Kerman's Junkyard and Spacecraft Parts Co.]]</big><br />
|It is universally agreed that Jeb's Junkyard is one the best examples of the triumph of unwavering motivation in the face of seemingly insurmountable odds. The unassuming junkyard where it is said some of Kerbalkind's first steps towards the depths of space have been taken, has now become a much larger junkyard, as it had to expand its facilities to accommodate the ever greater demand for spacecraft components. Jeb's Junkyard has become one of Kerbin's most iconic names, becoming far more than just a beloved brand. It now stands proudly as a symbol of the unstoppable Kerbal drive towards attempting the impossible while grossly underestimating the gravity of the situation.<br />
|-<br />
|[[File:KerbalMotion.png|128px]]<br />
| <big>[[:Category:Kerbal Motion LLC|Kerbal Motion LLC]]</big><br />
|N/A<br />
|-<br />
|[[File:KerbinWorldFirstRecordKeepingSociety.png|128px]]<br />
| <big>[[Kerbin World-Firsts Record-Keeping Society]]</big><br />
|An institution completely devoted to the tracking and curating all first instances of any event, the Kerbin World-Firsts Record-Keeping Society is a &nbsp;non-profit organization, for the purpose of rewarding the doing of anything that's never been done before, especially concerning feats of space exploration. Their work is more challenging than it would seem however, as the prestige associated with the first-ever accomplishment of any deed is also a valuable target for commercial companies, who wouldn't waste the opportunity to be the official sponsor of such an event. Taking on the Society's contracts will definitely send the message that you're not in it for the money, which is always a good message to send. It's also just about the only reward, since the cash prizes are mostly symbolic.<br />
|-<br />
|[[File:Kerbodyne.png|128px]]<br />
| <big>[[:Category:Kerbodyne|Kerbodyne]]</big><br />
|Although Kerbodyne is a relatively new name in the aerospace industry, their K series engines and fuel tanks have earned them a quite a reputation in a short amount of time. So much so in fact, that Kerbodyne was nominated for the "Best Debut" Award, at last year's Spacecraft Developers Convention. Unfortunately, that prize went to another company, but Kerbodyne fans are known to demonstrate loudly and publicly, their appreciation for the company and its products.<br />
|-<br />
|[[File:Kerlington.png|128px]]<br />
| <big>[[:Category:Kerlington Model Rockets and Paper Products Inc.|Kerlington Model Rockets and Paper Products Inc.]]</big><br />
|Kerlington has a long history of introducing ground-breaking new technologies, many of which are now considered indispensable for rocketry and aerospace engineering. This has fostered a strong community of loyal Kerlington fans, as well as a similarly large group of disgruntled competitors.<br />
|-<br />
|[[File:MaxoConstructionToys.png|128px]]<br />
| <big>[[:Category:Maxo Construction Toys|Maxo Construction Toys]]</big><br />
|N/A<br />
|-<br />
|[[File:MovingPartsExpertsGroup.png|128px]]<br />
| <big>[[:Category:Moving Parts Experts Group|Moving Parts Experts Group]]</big><br />
|The Moving Parts Experts Group started off as a mostly non-commercial initiative to bring some of the brightest minds together to create truly innovative and ground-breaking technologies for spacecraft construction. As is the case with many such enterprises, their initial investment funds very soon ran out and they were forced to start developing stuff that they could sell, quickly. As a result, the Group acquired a reputation for being always in a hurry, and always strapped for cash. They still try their best to stay true to their original motivations as much as possible though, and will always be willing to support any ventures that push the currently established boundaries.<br />
|-<br />
|[[File:OMBDemolition.png|128px]]<br />
| <big>[[:Category:O.M.B. Demolition Enterprises|O.M.B. Demolition Enterprises]]</big><br />
|For a company that made a reputation by creating as much destruction as possible, O.M.B. has found a remarkably suitable place for its highly volatile devices in the aerospace industry. Their precision Decouplers are second to none when the job calls for splitting spacecraft into multiple smaller ones. Some of their other demolition products however, despite being heavily advertised as far more powerful disassembly tools, weren't nearly as successful. O.M.B. is still unsure as to why those "clearly better" products weren't so well received.<br />
|-<br />
|[[File:PeriapsisCo.png|128px]]<br />
| <big>[[:Category:Periapsis Rocket Supplies Co.|Periapsis Rocket Supplies Co.]]</big>x<br />
|N/A<br />
|-<br />
| [[File:Probodobodyne_Inc.png|128px]]<br />
| <big>[[:Category:Probodobodyne Inc.|Probodobodyne Inc.]]</big><br />
|Probodobodyne was at one point one of the leading (and few) names in the industry. Over the years though, the company has fallen behind the times somewhat, but they continue to maintain their philosophy that space exploration should be the privilege of the few who can overcome the challenges of conquering it, with minimal technological assistance. Their products reflect that pragmatic and arguably obsolete outlook, even in spite of the many newer companies that are coming up around them with alternatives that make space travel far more accessible than it was back in the "early days". Despite all this, the company has retained a small but loyal following of hardcore fans, who live by their vision of a very selective industry, populated only by the very best astronauts and engineers.<br />
|-<br />
|[[File:R%26D_logo.png|128px]]<br />
| <big>[[Research and Development#Agency|Research & Development Department]]</big><br />
|The Space Program's own Research & Development Department. Headed by celebrity rocket scientist Wernher von Kerman, these guys are the brains of the whole operation. Driven by an unquenchable thirst for knowledge, no piece of data is too small or too irrelevant, and increasing the accumulated knowledge of Kerbalkind is their main motivation. Our resident geniuses only ask to be given due academic credit for their contributions to science, and that all astronauts PLEASE refrain from entering the labs without cleaning their boots first.<br />
|-<br />
|[[File:ReactionSystemsLtd.png|128px]]<br />
| <big>[[:Category:Reaction Systems Ltd.|Reaction Systems Ltd.]]</big><br />
|Reaction Systems is a small company, which enjoyed a reasonable amount of success with their one successful product, the Place-Anywhere Linear RCS Port. These days, nobody knows for certain what they're working on. Even though Reaction Systems is most definitely not the largest company out there, they try to make up for it by supporting all pioneering endeavours. Also, their eagerness to offer science-gathering contracts lends credit to speculation that they may be up to something.<br />
|-<br />
|[[File:Rockomax.png|128px]]<br />
| <big>[[:Category:Rockomax Conglomerate|Rockomax Conglomerate]]</big><br />
|Indisputably the largest supplier of rocketry components out there, Rockomax products are widely regarded as the most accessible way to get into space. This has earned them a somewhat negative reputation among the more posh or avant-garde engineers, some even outright refusing to admit to having used Rockomax-Brand products. Be that as it may, Rockomax's gigantic presence in the industry cannot be gainsaid, and their products are actually pretty good value, even if they do lack that 'trendy' feel of the more up-scale rocketry brands. They are a massively large corporation, so don't expect them to cut you very special deals. They are already giving all their customers a bulk discount, plus their 'super-value' deals when using products from their partner brands. All this provided, of course, that you have your membership card with you when you go shopping at their warehouses. <br />
|-<br />
|[[File:Rokea.png|128px]]<br />
| <big>[[:Category:Rokea Inc.|Rokea Inc.]]</big><br />
|Rokea is mainly known for their 'vertical mobility enhancer' products, which they go to great lengths to ensure are not mistaken by simplistic 'ladders'. Some say they are failing miserably in that effort, even though every Rokea representative will very eagerly educate all who come within earshot about the differences between ladders and a vertical mobility enhancement device. Perhaps this communications strategy is part of the reason nobody cares. <br />
|-<br />
|[[File:SeansCannery.png|128px]]<br />
| <big>[[:Category:Sean's Cannery|Sean's Cannery]]</big><br />
|Many question the reasoning behind Sean's Cannery's -known for their very excellent canned foods products- incursion into the aerospace engineering world. Despite the criticism, none can dispute that their flagship product, the Lander Can Mk1 Cockpit, has proven itself many times over as a reliable and perhaps not surprisingly, one of the most air-tight crew carrying modules available today. Lander Can crews often praise the module for its ability to keep stowed snacks crisp and fresh, and complain of how on other pods they become mushy after just a few days into the mission.<br />
|-<br />
|[[File:SteadlerEngineeringCorps.png|128px]]<br />
| <big>[[:Category:STEADLER Engineering Corps|STEADLER Engineering Corps]]</big><br />
|STEADLER is not known for being a very kind or yielding company. Rather, militaristic, stern and uncompromising are much more fitting adjectives to describe them. Some say these are good qualities for a company responsible mainly for engineering control systems for rockets and hypersonic aircraft, while others suggest that the company is actually being run by a rogue Guidance Module that achieved sentience. All we really know is that their gate security is much too Temperamental to allow for any observation, and that their stun guns recharge very quickly.<br />
|-<br />
|[[File:StrutCo.png|128px]]<br />
| <big>[[:Category:StrutCo|StrutCo]]</big><br />
|One of the largest manufacturers of structural components for any purpose, StrutCo is by all measures a very well-established company. The only thing they have never been able to get over is the fact that the legendary EAS-4 Strut Connector itself was actually invented by Kerlington Model Rockets.<br />
|-<br />
|[[File:Vac-Co.png|128px]]<br />
| <big>[[:Category:Vac-Co Advanced Suction Systems|Vac-Co Advanced Suction Systems]]</big><br />
|Vac-Co is a relatively new name in the industry. With previous experience only as a manufacturer of housecleaning equipment and small appliances, their recent venture into aerospace engineering has been met with no small amount of skepticism. Nevertheless, they seem to know what they're doing, as their products have been quite innovative in the air intakes for spaceplanes sector.<br />
|-<br />
|[[File:WinterOwl.png|128px]]<br />
| <big>[[:Category:WinterOwl Aircraft Emporium|WinterOwl Aircraft Emporium]]</big><br />
|WinterOwl is by no means comparable to other large aircraft companies in terms of sheer number of products they offer. However, the company is one of the best-known names in the industry as it's one of the oldest companies in operation. This has earned them a reputation for being a friendly, reliable partner, which means they have good standings with many other companies. In the aerospace circles, it is considered very poor manners to be rude about WinterOwl or its products.<br />
|-<br />
|[[File:ZaltonicElectronics.png|128px]]<br />
| <big>[[:Category:Zaltonic Electronics|Zaltonic Electronics]]</big><br />
|Zaltonics isn't exactly known as a strong leader in the electronic components industry, rather more as a somewhat utilitarian company that lacks a certain amount of ambition. These traits however, have made Zaltonic indispensable in their own way, as they are willing to take on the manufacturing of the less exciting devices, and they've become quite good at doing that in a quick and cost-effective way. Their products might not be all the rage, but when your fancy remote guidance unit runs out of juice, chances are you'll be using a Zaltonics battery to keep it powered.<br />
|}<br />
<br />
== Naming differences ==<br />
All agencies are defined in <tt>[[GameData]]/Squad/Agencies/Agents.cfg</tt> where some manufacturers differ from the manufacturer given in the respective parts. If the last character of manufacturer's name is a period to abbreviate the type of business, that period is omitted in the configuration file. There is also ''ROKEA Inc.'' written with only the first letter in upper case and while the agency is named as ''Jebediah Kerman's Junkyard and Spacecraft Parts Co.'' the manufacturer is given as ''Jebediah Kerman's Junkyard and Spaceship Parts Co.'' (Spacecraft instead of Spaceship).<br />
<br />
== Changes ==<br />
;[[0.24]]<br />
* Now provide [[contracts]]<br />
<br />
[[Category:Agencies| ]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Agencies&diff=68472Agencies2015-11-27T10:27:19Z<p>Ferrous: </p>
<hr />
<div>'''Agencies''' provide [[contract]]s in [[career]] mode which grants [[funds]], [[science]], and/or [[reputation]] if completed successfully. These are mostly manufacturers, with two exceptions: the interal Research and Development Department, and the Kerbin World-Firsts Record-Keeping Society.<br />
<br />
==Agency mentality==<br />
Differeent agencies have different senibilities, which will manifest in the way they set up their contracts. This feature has mostly not been done yet, but the following are some of the implemented mentalities.<br />
*Commercial: These agencies are more finacially minded, and offer haftier monetarial rewards. Though failing their contracts also means heavier pentalies.<br />
*Hasty: These agencies' contracts won't stay on the table as long, and have tighter dealines. However, succesful *contracts under such circumstances will understadbly net a greater increase in reputation.<br />
*Pioneering: These agencies prefer tasks that hasn't been done before.<br />
*Record-breaking: A mentality specific to the World-First Record-Keeping Society, self-explanatory.<br />
*Stern: These agencies take their contracts very seriously, successful cooperation with them is thus more pretigeous and grants more reputation. On the other hand, failures will result in a inflaed loss of reputation<br />
*Easy-Going: These agencies are more forgiving with The Space Center, so reputation loss from contract failures won't be as much. Conversely, successful contract won't be as rewarding reputation-wise.<br />
<br />
==List of agencies==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Logo<br />
! Name<br />
! Description<br />
|-<br />
|[[File:C7 Aerospace Division.png|128px]]<br />
|<big>[[:Category:C7 Aerospace Division|C7 Aerospace Division]]</big><br />
|N/A<br />
|-<br />
|[[File:Dinkelstein Kerman's Construction Emporium.png|128px]]<br />
| <big>[[:Category:Dinkelstein Kerman's Construction Emporium|Dinkelstein Kerman's Construction Emporium]]</big><br />
|Dinkelstein Kerman has become somewhat of a legend in the spacecraft industry, not least impressively because he vehemently claims to have been constructing and flying spaceships long before the first actual recorded instance of any such vehicle being assembled. This has led to some controversy and a lot of awkwardness between him and the Kerbin World-Firsts Record-Keeping Society. Be that as it may, Dinklestein's Emporium is still generally well regarded as a traditional, old-fashioned company, and their products are actually a lot less rusty than the company's owner.<br />
|-<br />
|[[File:Experimental Engineering Group.png|128px]]<br />
| <big>[[:Category:Experimental Engineering Group|Experimental Engineering Group]]</big><br />
|The Experimental Engineering Group is a typical startup company: Low budgets and impossibly tight deadlines are part of a normal working day for them. Despite being such a young company however, Experimental Engineering has made a good start, quickly making a name for themselves in the industry, mainly thanks to their very educational and entertaining SC-9001 Science Jr. Experiment Kit. Despite valiant efforts from their representatives, however, they haven't quite been able to shake off the bad press that followed some leaked footage of an incident involving one of their units and a small critter that one of the scientists over at R&D used to keep as a pet. Some say the incident has made them extremely concerned with the safety of anything that approach their products. They've even rounded out the edges on their company logo.<br />
|-<br />
|[[File:FLOOYD Dynamics Research Labs.png|128px]]<br />
| <big>[[:Category:FLOOYD Dynamics Research Labs.|FLOOYD Dynamics Research Labs.]]</big><br />
|FLOOYD Labs is a company focused on doing one thing, and doing it as well as is conceivably possible to do it: Displacing liquids from one place to another. Their flagship product, the FTX-2 Fuel Duct, is the final result of years of research and development and endless Kerbal-hours of effort to produce a device that will pump any amount of just about anything, no matter how cold, dense or volatile it is. The company enjoys a well-deserved reputation for such an important contribution to the industry, and most agree that these days, almost nobody remembers the embarrassment of their recall of the FTX-1 series, which had a small but highly problematic issue, that while it did pump fluids flawlessly, it pumped them in the wrong direction.<br />
|-<br />
|[[File:Goliath National Products.png|128px]]<br />
| <big>[[:Category:Goliath National Products|Goliath National Products]]</big><br />
|N/A<br />
|-<br />
|[[File:Integrated Integrals.png|128px]]<br />
| <big>[[:Category:Integrated Integrals|Integrated Integrals]]</big><br />
|What this small company lacks in experience and reputation, it makes up for in the sheer ambitiousness of their projects. Their first product was the very massive Mobile Processing Lab, which rumour has it was first developed as a mobile processing facility to secretly brew an experimental, possibly illegal fuel mixture, which was reportedly far more potent than the currently available propellants, and had a distinctive blue tint to it. Those rumours have never been proven however, and this mysterious blue propellant has yet to be seen by a reliable source. Despite their repeated attempts to be rid of these rumours, the company still suffers from a (probably undeserved) bad reputation. They try to offset this initial impression by offering much larger cash payoffs than other companies of similar size, which admittedly does very little to improve their current image.<br />
|-<br />
|[[File:IonicSymphonicProtonicElectronics.png|128px]]<br />
| <big>[[:Category:Ionic Symphonic Protonic Electronics|Ionic Symphonic Protonic Electronics]]</big><br />
|One of the leading names in spacecraft electronics, and not just because the name itself sounds so cool. Ionic Symphonic Protonic Electronics has a large catalogue of components, ranging from simple comms devices to seriously cutting edge gear. This has made their products quite popular among aerospace engineers, and also nurtured a profound enmity from the pragmatic folks at Probodobodyne.<br />
|-<br />
|[[File:JebsJunkyard.png|128px]]<br />
| <big>[[:Category:Jebediah Kerman's Junkyard and Spacecraft Parts Co.|Jebediah Kerman's Junkyard and Spacecraft Parts Co.]]</big><br />
|It is universally agreed that Jeb's Junkyard is one the best examples of the triumph of unwavering motivation in the face of seemingly insurmountable odds. The unassuming junkyard where it is said some of Kerbalkind's first steps towards the depths of space have been taken, has now become a much larger junkyard, as it had to expand its facilities to accommodate the ever greater demand for spacecraft components. Jeb's Junkyard has become one of Kerbin's most iconic names, becoming far more than just a beloved brand. It now stands proudly as a symbol of the unstoppable Kerbal drive towards attempting the impossible while grossly underestimating the gravity of the situation.<br />
|-<br />
|[[File:KerbalMotion.png|128px]]<br />
| <big>[[:Category:Kerbal Motion LLC|Kerbal Motion LLC]]</big><br />
|N/A<br />
|-<br />
|[[File:KerbinWorldFirstRecordKeepingSociety.png|128px]]<br />
| <big>[[Kerbin World-Firsts Record-Keeping Society]]</big><br />
|An institution completely devoted to the tracking and curating all first instances of any event, the Kerbin World-Firsts Record-Keeping Society is a &nbsp;non-profit organization, for the purpose of rewarding the doing of anything that's never been done before, especially concerning feats of space exploration. Their work is more challenging than it would seem however, as the prestige associated with the first-ever accomplishment of any deed is also a valuable target for commercial companies, who wouldn't waste the opportunity to be the official sponsor of such an event. Taking on the Society's contracts will definitely send the message that you're not in it for the money, which is always a good message to send. It's also just about the only reward, since the cash prizes are mostly symbolic.<br />
|-<br />
|[[File:Kerbodyne.png|128px]]<br />
| <big>[[:Category:Kerbodyne|Kerbodyne]]</big><br />
|Although Kerbodyne is a relatively new name in the aerospace industry, their K series engines and fuel tanks have earned them a quite a reputation in a short amount of time. So much so in fact, that Kerbodyne was nominated for the "Best Debut" Award, at last year's Spacecraft Developers Convention. Unfortunately, that prize went to another company, but Kerbodyne fans are known to demonstrate loudly and publicly, their appreciation for the company and its products.<br />
|-<br />
|[[File:Kerlington.png|128px]]<br />
| <big>[[:Category:Kerlington Model Rockets and Paper Products Inc.|Kerlington Model Rockets and Paper Products Inc.]]</big><br />
|Kerlington has a long history of introducing ground-breaking new technologies, many of which are now considered indispensable for rocketry and aerospace engineering. This has fostered a strong community of loyal Kerlington fans, as well as a similarly large group of disgruntled competitors.<br />
|-<br />
|[[File:MaxoConstructionToys.png|128px]]<br />
| <big>[[:Category:Maxo Construction Toys|Maxo Construction Toys]]</big><br />
|N/A<br />
|-<br />
|[[File:MovingPartsExpertsGroup.png|128px]]<br />
| <big>[[:Category:Moving Parts Experts Group|Moving Parts Experts Group]]</big><br />
|The Moving Parts Experts Group started off as a mostly non-commercial initiative to bring some of the brightest minds together to create truly innovative and ground-breaking technologies for spacecraft construction. As is the case with many such enterprises, their initial investment funds very soon ran out and they were forced to start developing stuff that they could sell, quickly. As a result, the Group acquired a reputation for being always in a hurry, and always strapped for cash. They still try their best to stay true to their original motivations as much as possible though, and will always be willing to support any ventures that push the currently established boundaries.<br />
|-<br />
|[[File:OMBDemolition.png|128px]]<br />
| <big>[[:Category:O.M.B. Demolition Enterprises|O.M.B. Demolition Enterprises]]</big><br />
|For a company that made a reputation by creating as much destruction as possible, O.M.B. has found a remarkably suitable place for its highly volatile devices in the aerospace industry. Their precision Decouplers are second to none when the job calls for splitting spacecraft into multiple smaller ones. Some of their other demolition products however, despite being heavily advertised as far more powerful disassembly tools, weren't nearly as successful. O.M.B. is still unsure as to why those "clearly better" products weren't so well received.<br />
|-<br />
|[[File:PeriapsisCo.png|128px]]<br />
| <big>[[:Category:Periapsis Rocket Supplies Co.|Periapsis Rocket Supplies Co.]]</big>x<br />
|N/A<br />
|-<br />
| [[File:Probodobodyne_Inc.png|128px]]<br />
| <big>[[:Category:Probodobodyne Inc.|Probodobodyne Inc.]]</big><br />
|Probodobodyne was at one point one of the leading (and few) names in the industry. Over the years though, the company has fallen behind the times somewhat, but they continue to maintain their philosophy that space exploration should be the privilege of the few who can overcome the challenges of conquering it, with minimal technological assistance. Their products reflect that pragmatic and arguably obsolete outlook, even in spite of the many newer companies that are coming up around them with alternatives that make space travel far more accessible than it was back in the "early days". Despite all this, the company has retained a small but loyal following of hardcore fans, who live by their vision of a very selective industry, populated only by the very best astronauts and engineers.<br />
|-<br />
|[[File:R%26D_logo.png|128px]]<br />
| <big>[[Research and Development#Agency|Research & Development Department]]</big><br />
|The Space Program's own Research & Development Department. Headed by celebrity rocket scientist Wernher von Kerman, these guys are the brains of the whole operation. Driven by an unquenchable thirst for knowledge, no piece of data is too small or too irrelevant, and increasing the accumulated knowledge of Kerbalkind is their main motivation. Our resident geniuses only ask to be given due academic credit for their contributions to science, and that all astronauts PLEASE refrain from entering the labs without cleaning their boots first.<br />
|-<br />
|[[File:ReactionSystemsLtd.png|128px]]<br />
| <big>[[:Category:Reaction Systems Ltd.|Reaction Systems Ltd.]]</big><br />
|Reaction Systems is a small company, which enjoyed a reasonable amount of success with their one successful product, the Place-Anywhere Linear RCS Port. These days, nobody knows for certain what they're working on. Even though Reaction Systems is most definitely not the largest company out there, they try to make up for it by supporting all pioneering endeavours. Also, their eagerness to offer science-gathering contracts lends credit to speculation that they may be up to something.<br />
|-<br />
|[[File:Rockomax.png|128px]]<br />
| <big>[[:Category:Rockomax Conglomerate|Rockomax Conglomerate]]</big><br />
|Indisputably the largest supplier of rocketry components out there, Rockomax products are widely regarded as the most accessible way to get into space. This has earned them a somewhat negative reputation among the more posh or avant-garde engineers, some even outright refusing to admit to having used Rockomax-Brand products. Be that as it may, Rockomax's gigantic presence in the industry cannot be gainsaid, and their products are actually pretty good value, even if they do lack that 'trendy' feel of the more up-scale rocketry brands. They are a massively large corporation, so don't expect them to cut you very special deals. They are already giving all their customers a bulk discount, plus their 'super-value' deals when using products from their partner brands. All this provided, of course, that you have your membership card with you when you go shopping at their warehouses. <br />
|-<br />
|[[File:Rokea.png|128px]]<br />
| <big>[[:Category:Rokea Inc.|Rokea Inc.]]</big><br />
|Rokea is mainly known for their 'vertical mobility enhancer' products, which they go to great lengths to ensure are not mistaken by simplistic 'ladders'. Some say they are failing miserably in that effort, even though every Rokea representative will very eagerly educate all who come within earshot about the differences between ladders and a vertical mobility enhancement device. Perhaps this communications strategy is part of the reason nobody cares. <br />
|-<br />
|[[File:SeansCannery.png|128px]]<br />
| <big>[[:Category:Sean's Cannery|Sean's Cannery]]</big><br />
|Many question the reasoning behind Sean's Cannery's -known for their very excellent canned foods products- incursion into the aerospace engineering world. Despite the criticism, none can dispute that their flagship product, the Lander Can Mk1 Cockpit, has proven itself many times over as a reliable and perhaps not surprisingly, one of the most air-tight crew carrying modules available today. Lander Can crews often praise the module for its ability to keep stowed snacks crisp and fresh, and complain of how on other pods they become mushy after just a few days into the mission.<br />
|-<br />
|[[File:SteadlerEngineeringCorps.png|128px]]<br />
| <big>[[:Category:STEADLER Engineering Corps|STEADLER Engineering Corps]]</big><br />
|STEADLER is not known for being a very kind or yielding company. Rather, militaristic, stern and uncompromising are much more fitting adjectives to describe them. Some say these are good qualities for a company responsible mainly for engineering control systems for rockets and hypersonic aircraft, while others suggest that the company is actually being run by a rogue Guidance Module that achieved sentience. All we really know is that their gate security is much too Temperamental to allow for any observation, and that their stun guns recharge very quickly.<br />
|-<br />
|[[File:StrutCo.png|128px]]<br />
| <big>[[:Category:StrutCo|StrutCo]]</big><br />
|One of the largest manufacturers of structural components for any purpose, StrutCo is by all measures a very well-established company. The only thing they have never been able to get over is the fact that the legendary EAS-4 Strut Connector itself was actually invented by Kerlington Model Rockets.<br />
|-<br />
|[[File:Vac-Co.png|128px]]<br />
| <big>[[:Category:Vac-Co Advanced Suction Systems|Vac-Co Advanced Suction Systems]]</big><br />
|Vac-Co is a relatively new name in the industry. With previous experience only as a manufacturer of housecleaning equipment and small appliances, their recent venture into aerospace engineering has been met with no small amount of skepticism. Nevertheless, they seem to know what they're doing, as their products have been quite innovative in the air intakes for spaceplanes sector.<br />
|-<br />
|[[File:WinterOwl.png|128px]]<br />
| <big>[[:Category:WinterOwl Aircraft Emporium|WinterOwl Aircraft Emporium]]</big><br />
|WinterOwl is by no means comparable to other large aircraft companies in terms of sheer number of products they offer. However, the company is one of the best-known names in the industry as it's one of the oldest companies in operation. This has earned them a reputation for being a friendly, reliable partner, which means they have good standings with many other companies. In the aerospace circles, it is considered very poor manners to be rude about WinterOwl or its products.<br />
|-<br />
|[[File:ZaltonicElectronics.png|128px]]<br />
| <big>[[:Category:Zaltonic Electronics|Zaltonic Electronics]]</big><br />
|Zaltonics isn't exactly known as a strong leader in the electronic components industry, rather more as a somewhat utilitarian company that lacks a certain amount of ambition. These traits however, have made Zaltonic indispensable in their own way, as they are willing to take on the manufacturing of the less exciting devices, and they've become quite good at doing that in a quick and cost-effective way. Their products might not be all the rage, but when your fancy remote guidance unit runs out of juice, chances are you'll be using a Zaltonics battery to keep it powered.<br />
|}<br />
<br />
== Naming differences ==<br />
All agencies are defined in <tt>[[GameData]]/Squad/Agencies/Agents.cfg</tt> where some manufacturers differ from the manufacturer given in the respective parts. If the last character of manufacturer's name is a period to abbreviate the type of business, that period is omitted in the configuration file. There is also ''ROKEA Inc.'' written with only the first letter in upper case and while the agency is named as ''Jebediah Kerman's Junkyard and Spacecraft Parts Co.'' the manufacturer is given as ''Jebediah Kerman's Junkyard and Spaceship Parts Co.'' (Spacecraft instead of Spaceship).<br />
<br />
== Changes ==<br />
;[[0.24]]<br />
* Now provide [[contracts]]<br />
<br />
[[Category:Agencies| ]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Agencies&diff=68471Agencies2015-11-27T10:26:36Z<p>Ferrous: </p>
<hr />
<div>'''Agencies''' provide [[contract]]s in [[career]] mode which grants [[funds]], [[science]], and/or [[reputation]] if completed successfully. These are mostly manufacturers, with two exceptions: the interal Research and Development Department, and the Kerbin World-Firsts Record-Keeping Society.<br />
<br />
==Agency mentality==<br />
Differeent agencies have different senibilities, which will manifest in the way they set up their contracts. This feature has mostly not been done yet, but the following are some of the implemented mentalities.<br />
*Commercial: These agency are more finacially minded, and offers haftier monetarial rewards. Though failing their contracts also means heavier pentalies.<br />
*Hasty: These agencies' contracts won't stay on the table as long, and have tighter dealines. However, succesful *contracts under such circumstances will understadbly net a greater increase in reputation.<br />
*Pioneering: These agencies prefer tasks that hasn't been done before.<br />
*Record-breaking: A mentality specific to the World-First Record-Keeping Society, self-explanatory.<br />
*Stern: These agencies take their contracts very seriously, successful cooperation with them is thus more pretigeous and grants more reputation. On the other hand, failures will result in a inflaed loss of reputation<br />
*Easy-Going: These agencies are more forgiving with The Space Center, so reputation loss from contract failures won't be as much. Conversely, successful contract won't be as rewarding reputation-wise.<br />
<br />
==List of agencies==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Logo<br />
! Name<br />
! Description<br />
|-<br />
|[[File:C7 Aerospace Division.png|128px]]<br />
|<big>[[:Category:C7 Aerospace Division|C7 Aerospace Division]]</big><br />
|N/A<br />
|-<br />
|[[File:Dinkelstein Kerman's Construction Emporium.png|128px]]<br />
| <big>[[:Category:Dinkelstein Kerman's Construction Emporium|Dinkelstein Kerman's Construction Emporium]]</big><br />
|Dinkelstein Kerman has become somewhat of a legend in the spacecraft industry, not least impressively because he vehemently claims to have been constructing and flying spaceships long before the first actual recorded instance of any such vehicle being assembled. This has led to some controversy and a lot of awkwardness between him and the Kerbin World-Firsts Record-Keeping Society. Be that as it may, Dinklestein's Emporium is still generally well regarded as a traditional, old-fashioned company, and their products are actually a lot less rusty than the company's owner.<br />
|-<br />
|[[File:Experimental Engineering Group.png|128px]]<br />
| <big>[[:Category:Experimental Engineering Group|Experimental Engineering Group]]</big><br />
|The Experimental Engineering Group is a typical startup company: Low budgets and impossibly tight deadlines are part of a normal working day for them. Despite being such a young company however, Experimental Engineering has made a good start, quickly making a name for themselves in the industry, mainly thanks to their very educational and entertaining SC-9001 Science Jr. Experiment Kit. Despite valiant efforts from their representatives, however, they haven't quite been able to shake off the bad press that followed some leaked footage of an incident involving one of their units and a small critter that one of the scientists over at R&D used to keep as a pet. Some say the incident has made them extremely concerned with the safety of anything that approach their products. They've even rounded out the edges on their company logo.<br />
|-<br />
|[[File:FLOOYD Dynamics Research Labs.png|128px]]<br />
| <big>[[:Category:FLOOYD Dynamics Research Labs.|FLOOYD Dynamics Research Labs.]]</big><br />
|FLOOYD Labs is a company focused on doing one thing, and doing it as well as is conceivably possible to do it: Displacing liquids from one place to another. Their flagship product, the FTX-2 Fuel Duct, is the final result of years of research and development and endless Kerbal-hours of effort to produce a device that will pump any amount of just about anything, no matter how cold, dense or volatile it is. The company enjoys a well-deserved reputation for such an important contribution to the industry, and most agree that these days, almost nobody remembers the embarrassment of their recall of the FTX-1 series, which had a small but highly problematic issue, that while it did pump fluids flawlessly, it pumped them in the wrong direction.<br />
|-<br />
|[[File:Goliath National Products.png|128px]]<br />
| <big>[[:Category:Goliath National Products|Goliath National Products]]</big><br />
|N/A<br />
|-<br />
|[[File:Integrated Integrals.png|128px]]<br />
| <big>[[:Category:Integrated Integrals|Integrated Integrals]]</big><br />
|What this small company lacks in experience and reputation, it makes up for in the sheer ambitiousness of their projects. Their first product was the very massive Mobile Processing Lab, which rumour has it was first developed as a mobile processing facility to secretly brew an experimental, possibly illegal fuel mixture, which was reportedly far more potent than the currently available propellants, and had a distinctive blue tint to it. Those rumours have never been proven however, and this mysterious blue propellant has yet to be seen by a reliable source. Despite their repeated attempts to be rid of these rumours, the company still suffers from a (probably undeserved) bad reputation. They try to offset this initial impression by offering much larger cash payoffs than other companies of similar size, which admittedly does very little to improve their current image.<br />
|-<br />
|[[File:IonicSymphonicProtonicElectronics.png|128px]]<br />
| <big>[[:Category:Ionic Symphonic Protonic Electronics|Ionic Symphonic Protonic Electronics]]</big><br />
|One of the leading names in spacecraft electronics, and not just because the name itself sounds so cool. Ionic Symphonic Protonic Electronics has a large catalogue of components, ranging from simple comms devices to seriously cutting edge gear. This has made their products quite popular among aerospace engineers, and also nurtured a profound enmity from the pragmatic folks at Probodobodyne.<br />
|-<br />
|[[File:JebsJunkyard.png|128px]]<br />
| <big>[[:Category:Jebediah Kerman's Junkyard and Spacecraft Parts Co.|Jebediah Kerman's Junkyard and Spacecraft Parts Co.]]</big><br />
|It is universally agreed that Jeb's Junkyard is one the best examples of the triumph of unwavering motivation in the face of seemingly insurmountable odds. The unassuming junkyard where it is said some of Kerbalkind's first steps towards the depths of space have been taken, has now become a much larger junkyard, as it had to expand its facilities to accommodate the ever greater demand for spacecraft components. Jeb's Junkyard has become one of Kerbin's most iconic names, becoming far more than just a beloved brand. It now stands proudly as a symbol of the unstoppable Kerbal drive towards attempting the impossible while grossly underestimating the gravity of the situation.<br />
|-<br />
|[[File:KerbalMotion.png|128px]]<br />
| <big>[[:Category:Kerbal Motion LLC|Kerbal Motion LLC]]</big><br />
|N/A<br />
|-<br />
|[[File:KerbinWorldFirstRecordKeepingSociety.png|128px]]<br />
| <big>[[Kerbin World-Firsts Record-Keeping Society]]</big><br />
|An institution completely devoted to the tracking and curating all first instances of any event, the Kerbin World-Firsts Record-Keeping Society is a &nbsp;non-profit organization, for the purpose of rewarding the doing of anything that's never been done before, especially concerning feats of space exploration. Their work is more challenging than it would seem however, as the prestige associated with the first-ever accomplishment of any deed is also a valuable target for commercial companies, who wouldn't waste the opportunity to be the official sponsor of such an event. Taking on the Society's contracts will definitely send the message that you're not in it for the money, which is always a good message to send. It's also just about the only reward, since the cash prizes are mostly symbolic.<br />
|-<br />
|[[File:Kerbodyne.png|128px]]<br />
| <big>[[:Category:Kerbodyne|Kerbodyne]]</big><br />
|Although Kerbodyne is a relatively new name in the aerospace industry, their K series engines and fuel tanks have earned them a quite a reputation in a short amount of time. So much so in fact, that Kerbodyne was nominated for the "Best Debut" Award, at last year's Spacecraft Developers Convention. Unfortunately, that prize went to another company, but Kerbodyne fans are known to demonstrate loudly and publicly, their appreciation for the company and its products.<br />
|-<br />
|[[File:Kerlington.png|128px]]<br />
| <big>[[:Category:Kerlington Model Rockets and Paper Products Inc.|Kerlington Model Rockets and Paper Products Inc.]]</big><br />
|Kerlington has a long history of introducing ground-breaking new technologies, many of which are now considered indispensable for rocketry and aerospace engineering. This has fostered a strong community of loyal Kerlington fans, as well as a similarly large group of disgruntled competitors.<br />
|-<br />
|[[File:MaxoConstructionToys.png|128px]]<br />
| <big>[[:Category:Maxo Construction Toys|Maxo Construction Toys]]</big><br />
|N/A<br />
|-<br />
|[[File:MovingPartsExpertsGroup.png|128px]]<br />
| <big>[[:Category:Moving Parts Experts Group|Moving Parts Experts Group]]</big><br />
|The Moving Parts Experts Group started off as a mostly non-commercial initiative to bring some of the brightest minds together to create truly innovative and ground-breaking technologies for spacecraft construction. As is the case with many such enterprises, their initial investment funds very soon ran out and they were forced to start developing stuff that they could sell, quickly. As a result, the Group acquired a reputation for being always in a hurry, and always strapped for cash. They still try their best to stay true to their original motivations as much as possible though, and will always be willing to support any ventures that push the currently established boundaries.<br />
|-<br />
|[[File:OMBDemolition.png|128px]]<br />
| <big>[[:Category:O.M.B. Demolition Enterprises|O.M.B. Demolition Enterprises]]</big><br />
|For a company that made a reputation by creating as much destruction as possible, O.M.B. has found a remarkably suitable place for its highly volatile devices in the aerospace industry. Their precision Decouplers are second to none when the job calls for splitting spacecraft into multiple smaller ones. Some of their other demolition products however, despite being heavily advertised as far more powerful disassembly tools, weren't nearly as successful. O.M.B. is still unsure as to why those "clearly better" products weren't so well received.<br />
|-<br />
|[[File:PeriapsisCo.png|128px]]<br />
| <big>[[:Category:Periapsis Rocket Supplies Co.|Periapsis Rocket Supplies Co.]]</big>x<br />
|N/A<br />
|-<br />
| [[File:Probodobodyne_Inc.png|128px]]<br />
| <big>[[:Category:Probodobodyne Inc.|Probodobodyne Inc.]]</big><br />
|Probodobodyne was at one point one of the leading (and few) names in the industry. Over the years though, the company has fallen behind the times somewhat, but they continue to maintain their philosophy that space exploration should be the privilege of the few who can overcome the challenges of conquering it, with minimal technological assistance. Their products reflect that pragmatic and arguably obsolete outlook, even in spite of the many newer companies that are coming up around them with alternatives that make space travel far more accessible than it was back in the "early days". Despite all this, the company has retained a small but loyal following of hardcore fans, who live by their vision of a very selective industry, populated only by the very best astronauts and engineers.<br />
|-<br />
|[[File:R%26D_logo.png|128px]]<br />
| <big>[[Research and Development#Agency|Research & Development Department]]</big><br />
|The Space Program's own Research & Development Department. Headed by celebrity rocket scientist Wernher von Kerman, these guys are the brains of the whole operation. Driven by an unquenchable thirst for knowledge, no piece of data is too small or too irrelevant, and increasing the accumulated knowledge of Kerbalkind is their main motivation. Our resident geniuses only ask to be given due academic credit for their contributions to science, and that all astronauts PLEASE refrain from entering the labs without cleaning their boots first.<br />
|-<br />
|[[File:ReactionSystemsLtd.png|128px]]<br />
| <big>[[:Category:Reaction Systems Ltd.|Reaction Systems Ltd.]]</big><br />
|Reaction Systems is a small company, which enjoyed a reasonable amount of success with their one successful product, the Place-Anywhere Linear RCS Port. These days, nobody knows for certain what they're working on. Even though Reaction Systems is most definitely not the largest company out there, they try to make up for it by supporting all pioneering endeavours. Also, their eagerness to offer science-gathering contracts lends credit to speculation that they may be up to something.<br />
|-<br />
|[[File:Rockomax.png|128px]]<br />
| <big>[[:Category:Rockomax Conglomerate|Rockomax Conglomerate]]</big><br />
|Indisputably the largest supplier of rocketry components out there, Rockomax products are widely regarded as the most accessible way to get into space. This has earned them a somewhat negative reputation among the more posh or avant-garde engineers, some even outright refusing to admit to having used Rockomax-Brand products. Be that as it may, Rockomax's gigantic presence in the industry cannot be gainsaid, and their products are actually pretty good value, even if they do lack that 'trendy' feel of the more up-scale rocketry brands. They are a massively large corporation, so don't expect them to cut you very special deals. They are already giving all their customers a bulk discount, plus their 'super-value' deals when using products from their partner brands. All this provided, of course, that you have your membership card with you when you go shopping at their warehouses. <br />
|-<br />
|[[File:Rokea.png|128px]]<br />
| <big>[[:Category:Rokea Inc.|Rokea Inc.]]</big><br />
|Rokea is mainly known for their 'vertical mobility enhancer' products, which they go to great lengths to ensure are not mistaken by simplistic 'ladders'. Some say they are failing miserably in that effort, even though every Rokea representative will very eagerly educate all who come within earshot about the differences between ladders and a vertical mobility enhancement device. Perhaps this communications strategy is part of the reason nobody cares. <br />
|-<br />
|[[File:SeansCannery.png|128px]]<br />
| <big>[[:Category:Sean's Cannery|Sean's Cannery]]</big><br />
|Many question the reasoning behind Sean's Cannery's -known for their very excellent canned foods products- incursion into the aerospace engineering world. Despite the criticism, none can dispute that their flagship product, the Lander Can Mk1 Cockpit, has proven itself many times over as a reliable and perhaps not surprisingly, one of the most air-tight crew carrying modules available today. Lander Can crews often praise the module for its ability to keep stowed snacks crisp and fresh, and complain of how on other pods they become mushy after just a few days into the mission.<br />
|-<br />
|[[File:SteadlerEngineeringCorps.png|128px]]<br />
| <big>[[:Category:STEADLER Engineering Corps|STEADLER Engineering Corps]]</big><br />
|STEADLER is not known for being a very kind or yielding company. Rather, militaristic, stern and uncompromising are much more fitting adjectives to describe them. Some say these are good qualities for a company responsible mainly for engineering control systems for rockets and hypersonic aircraft, while others suggest that the company is actually being run by a rogue Guidance Module that achieved sentience. All we really know is that their gate security is much too Temperamental to allow for any observation, and that their stun guns recharge very quickly.<br />
|-<br />
|[[File:StrutCo.png|128px]]<br />
| <big>[[:Category:StrutCo|StrutCo]]</big><br />
|One of the largest manufacturers of structural components for any purpose, StrutCo is by all measures a very well-established company. The only thing they have never been able to get over is the fact that the legendary EAS-4 Strut Connector itself was actually invented by Kerlington Model Rockets.<br />
|-<br />
|[[File:Vac-Co.png|128px]]<br />
| <big>[[:Category:Vac-Co Advanced Suction Systems|Vac-Co Advanced Suction Systems]]</big><br />
|Vac-Co is a relatively new name in the industry. With previous experience only as a manufacturer of housecleaning equipment and small appliances, their recent venture into aerospace engineering has been met with no small amount of skepticism. Nevertheless, they seem to know what they're doing, as their products have been quite innovative in the air intakes for spaceplanes sector.<br />
|-<br />
|[[File:WinterOwl.png|128px]]<br />
| <big>[[:Category:WinterOwl Aircraft Emporium|WinterOwl Aircraft Emporium]]</big><br />
|WinterOwl is by no means comparable to other large aircraft companies in terms of sheer number of products they offer. However, the company is one of the best-known names in the industry as it's one of the oldest companies in operation. This has earned them a reputation for being a friendly, reliable partner, which means they have good standings with many other companies. In the aerospace circles, it is considered very poor manners to be rude about WinterOwl or its products.<br />
|-<br />
|[[File:ZaltonicElectronics.png|128px]]<br />
| <big>[[:Category:Zaltonic Electronics|Zaltonic Electronics]]</big><br />
|Zaltonics isn't exactly known as a strong leader in the electronic components industry, rather more as a somewhat utilitarian company that lacks a certain amount of ambition. These traits however, have made Zaltonic indispensable in their own way, as they are willing to take on the manufacturing of the less exciting devices, and they've become quite good at doing that in a quick and cost-effective way. Their products might not be all the rage, but when your fancy remote guidance unit runs out of juice, chances are you'll be using a Zaltonics battery to keep it powered.<br />
|}<br />
<br />
== Naming differences ==<br />
All agencies are defined in <tt>[[GameData]]/Squad/Agencies/Agents.cfg</tt> where some manufacturers differ from the manufacturer given in the respective parts. If the last character of manufacturer's name is a period to abbreviate the type of business, that period is omitted in the configuration file. There is also ''ROKEA Inc.'' written with only the first letter in upper case and while the agency is named as ''Jebediah Kerman's Junkyard and Spacecraft Parts Co.'' the manufacturer is given as ''Jebediah Kerman's Junkyard and Spaceship Parts Co.'' (Spacecraft instead of Spaceship).<br />
<br />
== Changes ==<br />
;[[0.24]]<br />
* Now provide [[contracts]]<br />
<br />
[[Category:Agencies| ]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Agencies&diff=68470Agencies2015-11-27T10:25:34Z<p>Ferrous: </p>
<hr />
<div>'''Agencies''' provide [[contract]]s in [[career]] mode which grants [[funds]], [[science]], and/or [[reputation]] if completed successfully. These are mostly manufacturers, with two exceptions: the interal Research and Development Department, and the Kerbin World-Firsts Record-Keeping Society.<br />
<br />
==Agency mentality==<br />
Differeent agencies have different senibilities, which will manifest in the way they set up their contracts. This feature has mostly not been done yet, but the following are some of the implemented mentalities.<br />
Commercial: These agency are more finacially minded, and offers haftier monetarial rewards. Though failing their contracts also means heavier pentalies.<br />
Hasty: These agencies' contracts won't stay on the table as long, and have tighter dealines. However, succesful contracts under such circumstances will understadbly net a greater increase in reputation.<br />
Pioneering: These agencies prefer tasks that hasn't been done before.<br />
Record-breaking: A mentality specific to the World-First Record-Keeping Society, self-explanatory.<br />
Stern: These agencies take their contracts very seriously, successful cooperation with them is thus more pretigeous and grants more reputation. On the other hand, failures will result in a inflaed loss of reputation<br />
Easy-Going: These agencies are more forgiving with The Space Center, so reputation loss from contract failures won't be as much. Conversely, successful contract won't be as rewarding reputation-wise.<br />
<br />
==List of agencies==<br />
<br />
{| class="wikitable"<br />
|-<br />
! Logo<br />
! Name<br />
! Description<br />
|-<br />
|[[File:C7 Aerospace Division.png|128px]]<br />
|<big>[[:Category:C7 Aerospace Division|C7 Aerospace Division]]</big><br />
|N/A<br />
|-<br />
|[[File:Dinkelstein Kerman's Construction Emporium.png|128px]]<br />
| <big>[[:Category:Dinkelstein Kerman's Construction Emporium|Dinkelstein Kerman's Construction Emporium]]</big><br />
|Dinkelstein Kerman has become somewhat of a legend in the spacecraft industry, not least impressively because he vehemently claims to have been constructing and flying spaceships long before the first actual recorded instance of any such vehicle being assembled. This has led to some controversy and a lot of awkwardness between him and the Kerbin World-Firsts Record-Keeping Society. Be that as it may, Dinklestein's Emporium is still generally well regarded as a traditional, old-fashioned company, and their products are actually a lot less rusty than the company's owner.<br />
|-<br />
|[[File:Experimental Engineering Group.png|128px]]<br />
| <big>[[:Category:Experimental Engineering Group|Experimental Engineering Group]]</big><br />
|The Experimental Engineering Group is a typical startup company: Low budgets and impossibly tight deadlines are part of a normal working day for them. Despite being such a young company however, Experimental Engineering has made a good start, quickly making a name for themselves in the industry, mainly thanks to their very educational and entertaining SC-9001 Science Jr. Experiment Kit. Despite valiant efforts from their representatives, however, they haven't quite been able to shake off the bad press that followed some leaked footage of an incident involving one of their units and a small critter that one of the scientists over at R&D used to keep as a pet. Some say the incident has made them extremely concerned with the safety of anything that approach their products. They've even rounded out the edges on their company logo.<br />
|-<br />
|[[File:FLOOYD Dynamics Research Labs.png|128px]]<br />
| <big>[[:Category:FLOOYD Dynamics Research Labs.|FLOOYD Dynamics Research Labs.]]</big><br />
|FLOOYD Labs is a company focused on doing one thing, and doing it as well as is conceivably possible to do it: Displacing liquids from one place to another. Their flagship product, the FTX-2 Fuel Duct, is the final result of years of research and development and endless Kerbal-hours of effort to produce a device that will pump any amount of just about anything, no matter how cold, dense or volatile it is. The company enjoys a well-deserved reputation for such an important contribution to the industry, and most agree that these days, almost nobody remembers the embarrassment of their recall of the FTX-1 series, which had a small but highly problematic issue, that while it did pump fluids flawlessly, it pumped them in the wrong direction.<br />
|-<br />
|[[File:Goliath National Products.png|128px]]<br />
| <big>[[:Category:Goliath National Products|Goliath National Products]]</big><br />
|N/A<br />
|-<br />
|[[File:Integrated Integrals.png|128px]]<br />
| <big>[[:Category:Integrated Integrals|Integrated Integrals]]</big><br />
|What this small company lacks in experience and reputation, it makes up for in the sheer ambitiousness of their projects. Their first product was the very massive Mobile Processing Lab, which rumour has it was first developed as a mobile processing facility to secretly brew an experimental, possibly illegal fuel mixture, which was reportedly far more potent than the currently available propellants, and had a distinctive blue tint to it. Those rumours have never been proven however, and this mysterious blue propellant has yet to be seen by a reliable source. Despite their repeated attempts to be rid of these rumours, the company still suffers from a (probably undeserved) bad reputation. They try to offset this initial impression by offering much larger cash payoffs than other companies of similar size, which admittedly does very little to improve their current image.<br />
|-<br />
|[[File:IonicSymphonicProtonicElectronics.png|128px]]<br />
| <big>[[:Category:Ionic Symphonic Protonic Electronics|Ionic Symphonic Protonic Electronics]]</big><br />
|One of the leading names in spacecraft electronics, and not just because the name itself sounds so cool. Ionic Symphonic Protonic Electronics has a large catalogue of components, ranging from simple comms devices to seriously cutting edge gear. This has made their products quite popular among aerospace engineers, and also nurtured a profound enmity from the pragmatic folks at Probodobodyne.<br />
|-<br />
|[[File:JebsJunkyard.png|128px]]<br />
| <big>[[:Category:Jebediah Kerman's Junkyard and Spacecraft Parts Co.|Jebediah Kerman's Junkyard and Spacecraft Parts Co.]]</big><br />
|It is universally agreed that Jeb's Junkyard is one the best examples of the triumph of unwavering motivation in the face of seemingly insurmountable odds. The unassuming junkyard where it is said some of Kerbalkind's first steps towards the depths of space have been taken, has now become a much larger junkyard, as it had to expand its facilities to accommodate the ever greater demand for spacecraft components. Jeb's Junkyard has become one of Kerbin's most iconic names, becoming far more than just a beloved brand. It now stands proudly as a symbol of the unstoppable Kerbal drive towards attempting the impossible while grossly underestimating the gravity of the situation.<br />
|-<br />
|[[File:KerbalMotion.png|128px]]<br />
| <big>[[:Category:Kerbal Motion LLC|Kerbal Motion LLC]]</big><br />
|N/A<br />
|-<br />
|[[File:KerbinWorldFirstRecordKeepingSociety.png|128px]]<br />
| <big>[[Kerbin World-Firsts Record-Keeping Society]]</big><br />
|An institution completely devoted to the tracking and curating all first instances of any event, the Kerbin World-Firsts Record-Keeping Society is a &nbsp;non-profit organization, for the purpose of rewarding the doing of anything that's never been done before, especially concerning feats of space exploration. Their work is more challenging than it would seem however, as the prestige associated with the first-ever accomplishment of any deed is also a valuable target for commercial companies, who wouldn't waste the opportunity to be the official sponsor of such an event. Taking on the Society's contracts will definitely send the message that you're not in it for the money, which is always a good message to send. It's also just about the only reward, since the cash prizes are mostly symbolic.<br />
|-<br />
|[[File:Kerbodyne.png|128px]]<br />
| <big>[[:Category:Kerbodyne|Kerbodyne]]</big><br />
|Although Kerbodyne is a relatively new name in the aerospace industry, their K series engines and fuel tanks have earned them a quite a reputation in a short amount of time. So much so in fact, that Kerbodyne was nominated for the "Best Debut" Award, at last year's Spacecraft Developers Convention. Unfortunately, that prize went to another company, but Kerbodyne fans are known to demonstrate loudly and publicly, their appreciation for the company and its products.<br />
|-<br />
|[[File:Kerlington.png|128px]]<br />
| <big>[[:Category:Kerlington Model Rockets and Paper Products Inc.|Kerlington Model Rockets and Paper Products Inc.]]</big><br />
|Kerlington has a long history of introducing ground-breaking new technologies, many of which are now considered indispensable for rocketry and aerospace engineering. This has fostered a strong community of loyal Kerlington fans, as well as a similarly large group of disgruntled competitors.<br />
|-<br />
|[[File:MaxoConstructionToys.png|128px]]<br />
| <big>[[:Category:Maxo Construction Toys|Maxo Construction Toys]]</big><br />
|N/A<br />
|-<br />
|[[File:MovingPartsExpertsGroup.png|128px]]<br />
| <big>[[:Category:Moving Parts Experts Group|Moving Parts Experts Group]]</big><br />
|The Moving Parts Experts Group started off as a mostly non-commercial initiative to bring some of the brightest minds together to create truly innovative and ground-breaking technologies for spacecraft construction. As is the case with many such enterprises, their initial investment funds very soon ran out and they were forced to start developing stuff that they could sell, quickly. As a result, the Group acquired a reputation for being always in a hurry, and always strapped for cash. They still try their best to stay true to their original motivations as much as possible though, and will always be willing to support any ventures that push the currently established boundaries.<br />
|-<br />
|[[File:OMBDemolition.png|128px]]<br />
| <big>[[:Category:O.M.B. Demolition Enterprises|O.M.B. Demolition Enterprises]]</big><br />
|For a company that made a reputation by creating as much destruction as possible, O.M.B. has found a remarkably suitable place for its highly volatile devices in the aerospace industry. Their precision Decouplers are second to none when the job calls for splitting spacecraft into multiple smaller ones. Some of their other demolition products however, despite being heavily advertised as far more powerful disassembly tools, weren't nearly as successful. O.M.B. is still unsure as to why those "clearly better" products weren't so well received.<br />
|-<br />
|[[File:PeriapsisCo.png|128px]]<br />
| <big>[[:Category:Periapsis Rocket Supplies Co.|Periapsis Rocket Supplies Co.]]</big>x<br />
|N/A<br />
|-<br />
| [[File:Probodobodyne_Inc.png|128px]]<br />
| <big>[[:Category:Probodobodyne Inc.|Probodobodyne Inc.]]</big><br />
|Probodobodyne was at one point one of the leading (and few) names in the industry. Over the years though, the company has fallen behind the times somewhat, but they continue to maintain their philosophy that space exploration should be the privilege of the few who can overcome the challenges of conquering it, with minimal technological assistance. Their products reflect that pragmatic and arguably obsolete outlook, even in spite of the many newer companies that are coming up around them with alternatives that make space travel far more accessible than it was back in the "early days". Despite all this, the company has retained a small but loyal following of hardcore fans, who live by their vision of a very selective industry, populated only by the very best astronauts and engineers.<br />
|-<br />
|[[File:R%26D_logo.png|128px]]<br />
| <big>[[Research and Development#Agency|Research & Development Department]]</big><br />
|The Space Program's own Research & Development Department. Headed by celebrity rocket scientist Wernher von Kerman, these guys are the brains of the whole operation. Driven by an unquenchable thirst for knowledge, no piece of data is too small or too irrelevant, and increasing the accumulated knowledge of Kerbalkind is their main motivation. Our resident geniuses only ask to be given due academic credit for their contributions to science, and that all astronauts PLEASE refrain from entering the labs without cleaning their boots first.<br />
|-<br />
|[[File:ReactionSystemsLtd.png|128px]]<br />
| <big>[[:Category:Reaction Systems Ltd.|Reaction Systems Ltd.]]</big><br />
|Reaction Systems is a small company, which enjoyed a reasonable amount of success with their one successful product, the Place-Anywhere Linear RCS Port. These days, nobody knows for certain what they're working on. Even though Reaction Systems is most definitely not the largest company out there, they try to make up for it by supporting all pioneering endeavours. Also, their eagerness to offer science-gathering contracts lends credit to speculation that they may be up to something.<br />
|-<br />
|[[File:Rockomax.png|128px]]<br />
| <big>[[:Category:Rockomax Conglomerate|Rockomax Conglomerate]]</big><br />
|Indisputably the largest supplier of rocketry components out there, Rockomax products are widely regarded as the most accessible way to get into space. This has earned them a somewhat negative reputation among the more posh or avant-garde engineers, some even outright refusing to admit to having used Rockomax-Brand products. Be that as it may, Rockomax's gigantic presence in the industry cannot be gainsaid, and their products are actually pretty good value, even if they do lack that 'trendy' feel of the more up-scale rocketry brands. They are a massively large corporation, so don't expect them to cut you very special deals. They are already giving all their customers a bulk discount, plus their 'super-value' deals when using products from their partner brands. All this provided, of course, that you have your membership card with you when you go shopping at their warehouses. <br />
|-<br />
|[[File:Rokea.png|128px]]<br />
| <big>[[:Category:Rokea Inc.|Rokea Inc.]]</big><br />
|Rokea is mainly known for their 'vertical mobility enhancer' products, which they go to great lengths to ensure are not mistaken by simplistic 'ladders'. Some say they are failing miserably in that effort, even though every Rokea representative will very eagerly educate all who come within earshot about the differences between ladders and a vertical mobility enhancement device. Perhaps this communications strategy is part of the reason nobody cares. <br />
|-<br />
|[[File:SeansCannery.png|128px]]<br />
| <big>[[:Category:Sean's Cannery|Sean's Cannery]]</big><br />
|Many question the reasoning behind Sean's Cannery's -known for their very excellent canned foods products- incursion into the aerospace engineering world. Despite the criticism, none can dispute that their flagship product, the Lander Can Mk1 Cockpit, has proven itself many times over as a reliable and perhaps not surprisingly, one of the most air-tight crew carrying modules available today. Lander Can crews often praise the module for its ability to keep stowed snacks crisp and fresh, and complain of how on other pods they become mushy after just a few days into the mission.<br />
|-<br />
|[[File:SteadlerEngineeringCorps.png|128px]]<br />
| <big>[[:Category:STEADLER Engineering Corps|STEADLER Engineering Corps]]</big><br />
|STEADLER is not known for being a very kind or yielding company. Rather, militaristic, stern and uncompromising are much more fitting adjectives to describe them. Some say these are good qualities for a company responsible mainly for engineering control systems for rockets and hypersonic aircraft, while others suggest that the company is actually being run by a rogue Guidance Module that achieved sentience. All we really know is that their gate security is much too Temperamental to allow for any observation, and that their stun guns recharge very quickly.<br />
|-<br />
|[[File:StrutCo.png|128px]]<br />
| <big>[[:Category:StrutCo|StrutCo]]</big><br />
|One of the largest manufacturers of structural components for any purpose, StrutCo is by all measures a very well-established company. The only thing they have never been able to get over is the fact that the legendary EAS-4 Strut Connector itself was actually invented by Kerlington Model Rockets.<br />
|-<br />
|[[File:Vac-Co.png|128px]]<br />
| <big>[[:Category:Vac-Co Advanced Suction Systems|Vac-Co Advanced Suction Systems]]</big><br />
|Vac-Co is a relatively new name in the industry. With previous experience only as a manufacturer of housecleaning equipment and small appliances, their recent venture into aerospace engineering has been met with no small amount of skepticism. Nevertheless, they seem to know what they're doing, as their products have been quite innovative in the air intakes for spaceplanes sector.<br />
|-<br />
|[[File:WinterOwl.png|128px]]<br />
| <big>[[:Category:WinterOwl Aircraft Emporium|WinterOwl Aircraft Emporium]]</big><br />
|WinterOwl is by no means comparable to other large aircraft companies in terms of sheer number of products they offer. However, the company is one of the best-known names in the industry as it's one of the oldest companies in operation. This has earned them a reputation for being a friendly, reliable partner, which means they have good standings with many other companies. In the aerospace circles, it is considered very poor manners to be rude about WinterOwl or its products.<br />
|-<br />
|[[File:ZaltonicElectronics.png|128px]]<br />
| <big>[[:Category:Zaltonic Electronics|Zaltonic Electronics]]</big><br />
|Zaltonics isn't exactly known as a strong leader in the electronic components industry, rather more as a somewhat utilitarian company that lacks a certain amount of ambition. These traits however, have made Zaltonic indispensable in their own way, as they are willing to take on the manufacturing of the less exciting devices, and they've become quite good at doing that in a quick and cost-effective way. Their products might not be all the rage, but when your fancy remote guidance unit runs out of juice, chances are you'll be using a Zaltonics battery to keep it powered.<br />
|}<br />
<br />
== Naming differences ==<br />
All agencies are defined in <tt>[[GameData]]/Squad/Agencies/Agents.cfg</tt> where some manufacturers differ from the manufacturer given in the respective parts. If the last character of manufacturer's name is a period to abbreviate the type of business, that period is omitted in the configuration file. There is also ''ROKEA Inc.'' written with only the first letter in upper case and while the agency is named as ''Jebediah Kerman's Junkyard and Spacecraft Parts Co.'' the manufacturer is given as ''Jebediah Kerman's Junkyard and Spaceship Parts Co.'' (Spacecraft instead of Spaceship).<br />
<br />
== Changes ==<br />
;[[0.24]]<br />
* Now provide [[contracts]]<br />
<br />
[[Category:Agencies| ]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Reputation&diff=68433Reputation2015-11-25T16:07:17Z<p>Ferrous: </p>
<hr />
<div>{{Stub}}<br />
[[File:Career statistics.png|thumb|The career statistics with the reputation in the center]]<br />
'''Reputation''' is a measure of The Center's fame and image, '''influenced by its success and failures''', in [[contract]]s, in record breaking, and in its general operations. Reputation can be seen as a "currency" not unlike [[funds]] and [[science]], and '''is mainly spent''' on instating [[Strategies]] in the [[Administration Facility]]. '''Passively''', a high reputation does three things: 1) it increases the difficulty of contracts with typically better rewards; 2) it will grant better rewards for all contracts across the board; and 3) it gives [[Mission Control]] more contract slots.<br />
<br />
As such, spending or saving reputation is a strategic decision, that has The Center choosing between specialization of rewards (by having an active Administration), or a more balanced set of rewards with more options (by having a stronger Mission Control)<br />
<br />
The upper limit of reputation is 1000. The points actually obtained for a contract decrease exponentially as the level gets nearer to the limit so a player will never reach it.<br />
<br />
== Changes ==<br />
;[[0.25]]<br />
* Reputation is no longer awarded for safely recovering [[Kerbals]].<br />
;[[0.24]]<br />
* Initial release<br />
<br />
== References ==<br />
* [http://www.youtube.com/watch?v=u5UiTqBCNQk First Contract Playthrough] by Miguel (Maxmaps) uploaded on the official Kerbal Space Program channel<br />
<br />
[[Category:Career-specific features]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Reputation&diff=68432Reputation2015-11-25T16:03:50Z<p>Ferrous: </p>
<hr />
<div>{{Stub}}<br />
[[File:Career statistics.png|thumb|The career statistics with the reputation in the center]]<br />
'''Reputation''' is a measure of The Center's fame and image, '''influenced by its success and failures''', in [[contract]]s, in record breaking, and in its general operations. Reputation can be seen as a "currency" not unlike [[funds]] and [[science]], and '''is mainly spent''' on instating [[Strategies]] in the [[Administration Facility]]. '''Passively''', a high reputation does three things: 1) it increases the difficulty of contracts with typically better rewards; 2) it will grant better rewards for all contracts across the board; and 3) it gives [[Mission Control]] more contract slots.<br />
<br />
As such, spending or saving reputation is a strategic decision, that has The Center choosing between specialization of rewards (by having an active Administration), or a more balanced rewards with more options (by having a stronger Mission Control)<br />
<br />
The upper limit of reputation is 1000. The points actually obtained for a contract decrease exponentially as the level gets nearer to the limit so a player will never reach it.<br />
<br />
== Changes ==<br />
;[[0.25]]<br />
* Reputation is no longer awarded for safely recovering [[Kerbals]].<br />
;[[0.24]]<br />
* Initial release<br />
<br />
== References ==<br />
* [http://www.youtube.com/watch?v=u5UiTqBCNQk First Contract Playthrough] by Miguel (Maxmaps) uploaded on the official Kerbal Space Program channel<br />
<br />
[[Category:Career-specific features]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Parachute&diff=68190Parachute2015-11-19T06:16:39Z<p>Ferrous: </p>
<hr />
<div>[[File:Mk16-XL Parachute.jpg|thumb|A [[Mk1-2 Command Pod]] hanging on a [[Mk16-XL Parachute]]]]<br />
'''Parachutes''' are parts that when deployed slow down the speed of a [[craft]] in an [[atmosphere]] by creating drag. In [[career mode]] this allows to [[Recovery|recover]] craft landed on [[Kerbin]] which returns [[funds]].<br />
<br />
While in theory it is possible to recover boosters like the [[w:Space Shuttle Solid Rocket Booster|Solid Rocket Booster]]s of the Space Shuttle with parachutes, it's difficult in practice because all craft outside the 2.5&nbsp;km sphere around the controlled craft while in the lower atmosphere are getting removed. The timing has to be so that the circularization of the orbit with the main craft is not while the boosters are in the lower atmosphere.<ref>“[https://www.youtube.com/watch?v=M3DyY3Y5G9E Kerbal Space Program - Recovery And Reuse Tutorial in First Contract]” on YouTube by Scott Manley</ref><br />
<br />
== Usage ==<br />
[[File:Tweakable.png|thumb|left|The options on a [[Mk16 Parachute]]]]<br />
<br />
Parachutes are used on bodies with atmospheres such as [[Kerbin]] and [[Eve]] to slow the craft for a landing. The deceleration depends on both the mass of the craft and the density of the atmosphere. Therefore crafts that are either very heavy or land on bodies with thin atmospheres ([[Duna]], [[Laythe]]) require either multiple parachutes or additional engines for a soft landing. Parachutes can also be used to aid with [[aerobraking]] to create additional drag. On the other hand, a heavier parachute part generates more drag than a lighter parachute. Parachutes can also be used to help stop space planes as they land.<br />
<br />
Parachutes require a minimum air pressure to deploy, so they will work neither in higher parts of atmospheres nor in a vacuum (see [[Parachute#Deployment|Deployment]]). In addition, parachutes are cut automatically on the ground and can't be used, for example, to aid in slowing a landing aircraft once it's already on the runway. The part's mass isn't affected when the parachute is cut. A deployed parachute will cut automatically during descent if propulsion is used to increase vertical speed past zero. <br />
<br />
A deployed parachute can also be cut manually (right-click on parachute and executing ''Cut Parachute''). Once cut, they can be repacked by nearby Kerbals on [[EVA]] (right-click on parachute and executing ''Repack Chute''). Repacked Parachutes can be deployed like fresh ones, although not automatically via the staging sequence.<!-- need to test if a reorder works --><br />
<br />
[[File:MK16XL.png|62x61|thumb|Pre-0.18 [[Mk16-XL Parachute|Mk16-XL]] in VAB/SPH]]<br />
[[File:MK16.png|51x66|thumb|Pre-0.18 [[Mk16 Parachute|Mk16]] in VAB/SPH]]<br />
Before version [[0.18]] the image shown in the part selector of the [[VAB]] and [[SPH]] showed the parachute deployed. Since then all parachutes are shown stowed.<br />
<br />
== Parts ==<br />
<br />
There are currently five options for parachutes.<br />
<br />
{{Stats Table Parachutes}}<br />
<br />
== Deployment ==<br />
<br />
Parachutes semi-deploy at a specific atmospheric pressure. which is situated in different altitudes on different bodies (rough semi deployment altitudes are shown below). Contrastingly, full deployment occurs depending on height above ground, not pressure. Deployment altitudes and pressures of various parachutes can be found in the above table.<br />
<br />
Both of these deployment settings are [[tweakable]]; Although, the semi-deployment pressures are set at minimum by default, so it's only possible to delay semi-deployment by tweaking. A delayed semi-deployment, along with prior areobraking, can avert broken parachutes due to high temperature on reentry<br />
<br />
{{Deploy Table Parachutes}}<br />
<br />
== References ==<br />
<references /><br />
<br />
[[Category:Parts]]<br />
[[Category:Parachutes| ]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Parachute&diff=68189Parachute2015-11-19T06:09:49Z<p>Ferrous: /* Deployment */</p>
<hr />
<div>[[File:Mk16-XL Parachute.jpg|thumb|A [[Mk1-2 Command Pod]] hanging on a [[Mk16-XL Parachute]]]]<br />
'''Parachutes''' are parts that when deployed slow down the speed of a [[craft]] in an [[atmosphere]] by creating drag. In [[career mode]] this allows to [[Recovery|recover]] craft landed on [[Kerbin]] which returns [[funds]].<br />
<br />
While in theory it is possible to recover boosters like the [[w:Space Shuttle Solid Rocket Booster|Solid Rocket Booster]]s of the Space Shuttle with parachutes, it's difficult in practice because all craft outside the 2.5&nbsp;km sphere around the controlled craft while in the lower atmosphere are getting removed. The timing has to be so that the circularization of the orbit with the main craft is not while the boosters are in the lower atmosphere.<ref>“[https://www.youtube.com/watch?v=M3DyY3Y5G9E Kerbal Space Program - Recovery And Reuse Tutorial in First Contract]” on YouTube by Scott Manley</ref><br />
<br />
== Usage ==<br />
[[File:Tweakable.png|thumb|left|The options on a [[Mk16 Parachute]]]]<br />
<br />
Parachutes are used on bodies with atmospheres such as [[Kerbin]] and [[Eve]] to slow the craft for a landing. The deceleration depends on both the mass of the craft and the density of the atmosphere. Therefore crafts that are either very heavy or land on bodies with thin atmospheres ([[Duna]], [[Laythe]]) require either multiple parachutes or additional engines for a soft landing. Parachutes can also be used to aid with [[aerobraking]] to create additional drag. On the other hand, a heavier parachute part generates more drag than a lighter parachute. Parachutes can also be used to help stop space planes as they land.<br />
<br />
Parachutes require a minimum air pressure to deploy, so they will work neither in higher parts of atmospheres nor in a vacuum (see [[Parachute#Deployment|Deployment]]). In addition, parachutes are cut automatically on the ground and can't be used, for example, to aid in slowing a landing aircraft once it's already on the runway. The part's mass isn't affected when the parachute is cut. A deployed parachute will cut automatically during descent if propulsion is used to increase vertical speed past zero. <br />
<br />
A deployed parachute can also be cut manually (right-click on parachute and executing ''Cut Parachute''). Once cut, they can be repacked by nearby Kerbals on [[EVA]] (right-click on parachute and executing ''Repack Chute''). Repacked Parachutes can be deployed like fresh ones, although not automatically via the staging sequence.<!-- need to test if a reorder works --><br />
<br />
[[File:MK16XL.png|62x61|thumb|Pre-0.18 [[Mk16-XL Parachute|Mk16-XL]] in VAB/SPH]]<br />
[[File:MK16.png|51x66|thumb|Pre-0.18 [[Mk16 Parachute|Mk16]] in VAB/SPH]]<br />
Before version [[0.18]] the image shown in the part selector of the [[VAB]] and [[SPH]] showed the parachute deployed. Since then all parachutes are shown stowed.<br />
<br />
== Parts ==<br />
<br />
There are currently five options for parachutes.<br />
<br />
{{Stats Table Parachutes}}<br />
<br />
== Deployment ==<br />
<br />
Parachutes semi-deploy at a specific atmospheric pressure. which is situated in different altitudes on different bodies (rough semi deployment altitudes are shown below). In contrast to semi deployment the full deployment depends on height above ground, not pressure. Deployment altitudes and pressures can be found in the above table.<br />
<br />
Both of these settings are [[tweakable]]; Although, the semi-deployment pressures are set at minimum by default, so it's only possible to delay semi-deployment by tweaking.<br />
<br />
{{Deploy Table Parachutes}}<br />
<br />
== References ==<br />
<references /><br />
<br />
[[Category:Parts]]<br />
[[Category:Parachutes| ]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Parachute&diff=68188Parachute2015-11-19T06:05:17Z<p>Ferrous: </p>
<hr />
<div>[[File:Mk16-XL Parachute.jpg|thumb|A [[Mk1-2 Command Pod]] hanging on a [[Mk16-XL Parachute]]]]<br />
'''Parachutes''' are parts that when deployed slow down the speed of a [[craft]] in an [[atmosphere]] by creating drag. In [[career mode]] this allows to [[Recovery|recover]] craft landed on [[Kerbin]] which returns [[funds]].<br />
<br />
While in theory it is possible to recover boosters like the [[w:Space Shuttle Solid Rocket Booster|Solid Rocket Booster]]s of the Space Shuttle with parachutes, it's difficult in practice because all craft outside the 2.5&nbsp;km sphere around the controlled craft while in the lower atmosphere are getting removed. The timing has to be so that the circularization of the orbit with the main craft is not while the boosters are in the lower atmosphere.<ref>“[https://www.youtube.com/watch?v=M3DyY3Y5G9E Kerbal Space Program - Recovery And Reuse Tutorial in First Contract]” on YouTube by Scott Manley</ref><br />
<br />
== Usage ==<br />
[[File:Tweakable.png|thumb|left|The options on a [[Mk16 Parachute]]]]<br />
<br />
Parachutes are used on bodies with atmospheres such as [[Kerbin]] and [[Eve]] to slow the craft for a landing. The deceleration depends on both the mass of the craft and the density of the atmosphere. Therefore crafts that are either very heavy or land on bodies with thin atmospheres ([[Duna]], [[Laythe]]) require either multiple parachutes or additional engines for a soft landing. Parachutes can also be used to aid with [[aerobraking]] to create additional drag. On the other hand, a heavier parachute part generates more drag than a lighter parachute. Parachutes can also be used to help stop space planes as they land.<br />
<br />
Parachutes require a minimum air pressure to deploy, so they will work neither in higher parts of atmospheres nor in a vacuum (see [[Parachute#Deployment|Deployment]]). In addition, parachutes are cut automatically on the ground and can't be used, for example, to aid in slowing a landing aircraft once it's already on the runway. The part's mass isn't affected when the parachute is cut. A deployed parachute will cut automatically during descent if propulsion is used to increase vertical speed past zero. <br />
<br />
A deployed parachute can also be cut manually (right-click on parachute and executing ''Cut Parachute''). Once cut, they can be repacked by nearby Kerbals on [[EVA]] (right-click on parachute and executing ''Repack Chute''). Repacked Parachutes can be deployed like fresh ones, although not automatically via the staging sequence.<!-- need to test if a reorder works --><br />
<br />
[[File:MK16XL.png|62x61|thumb|Pre-0.18 [[Mk16-XL Parachute|Mk16-XL]] in VAB/SPH]]<br />
[[File:MK16.png|51x66|thumb|Pre-0.18 [[Mk16 Parachute|Mk16]] in VAB/SPH]]<br />
Before version [[0.18]] the image shown in the part selector of the [[VAB]] and [[SPH]] showed the parachute deployed. Since then all parachutes are shown stowed.<br />
<br />
== Parts ==<br />
<br />
There are currently five options for parachutes.<br />
<br />
{{Stats Table Parachutes}}<br />
<br />
== Deployment ==<br />
<br />
Parachutes semi-deploy at a specific atmospheric pressure. which is situated in different altitudes on different bodies. Rough semi deployment altitudes are shown below. In contrast to semi deployment the full deployment depends on height above ground, not pressure. Full-deploy altitudes can be found in the above table. With the [[tweakable]]s added in {{version|0.23}} the deployment pressures and altitudes can be modified. Although, the semi-deployment pressures are set at minimum by default, so it's only possible to delay semi-deployment by tweaking. The tables show the default deployment altitudes and pressures.<br />
<br />
{{Deploy Table Parachutes}}<br />
<br />
== References ==<br />
<references /><br />
<br />
[[Category:Parts]]<br />
[[Category:Parachutes| ]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Atmosphere&diff=68187Atmosphere2015-11-19T05:57:29Z<p>Ferrous: </p>
<hr />
<div>{{Outdated|<br />
*This page provides information about the recently overhauled aerodynamics system. A lot of the information on this page has to be either removed or updated.}}<br />
[[File:Pressures.svg|thumb|The pressures for all atmospheres]]<br />
{| class="wikitable float-right"<br />
! colspan="4" | Planets<br />
! style="border-left-width:2px;" colspan="2" | Moons<br />
|-<br />
| style="border-right:0px;" | [[File:TinyEve.png|16px]]<br />
| style="border-left:0px;" | [[Eve]]<br />
| style="border-right:0px;" | [[File:TinyKerbin.png|16px]]<br />
| style="border-left:0px;" | [[Kerbin]]<br />
| style="border-left-width:2px; border-right:0px; vertical-align:top;" rowspan="2" | [[File:TinyLaythe.png|16px]]<br />
| style="border-left:0px; vertical-align:top;" rowspan="2" | [[Laythe]]<br />
|-<br />
| style="border-right:0px;" | [[File:TinyDuna.png|16px]]<br />
| style="border-left:0px;" | [[Duna]]<br />
| style="border-right:0px;" | [[File:TinyJool.png|16px]]<br />
| style="border-left:0px;" | [[Jool]]<br />
|}<br />
<br />
The '''atmosphere''' of a celestial body slows the movement of any object passing through it, a force known as atmospheric drag (or simply '''drag'''). An atmosphere also allows for aerodynamic lift. The celestial bodies with atmospheres are the planets [[Eve]], [[Kerbin]], [[Duna]] and [[Jool]], as well as [[Laythe]], a moon of Jool. Only [[Kerbin]] and [[Laythe]] have atmospheres that contain oxygen and thus produce [[intake air]] for [[jet engine]]s to work. <br />
<br />
Atmospheric pressure diminishes exponentially with increasing altitude. An atmosphere's ''scale height'' is the distance over which atmospheric pressure changes as a factor of [[w:E (mathematical constant)|''e'', or 2.718]]. For example, Kerbin's atmosphere has a scale height of 5000 m, meaning the atmospheric pressure at altitude ''n'' is 2.718 times greater than the pressure at altitude ''n'' + 5000.<br />
<br />
Atmospheres vary in temperature, though this has no bearing on gameplay.<br />
<br />
Atmospheres allow [[aerobraking]] and easier landing. However, an atmosphere makes taking off from a planet more difficult and increases the minimum stable orbit altitude.<br />
<br />
== Drag ==<br />
[[File:Mk16-XL Parachute.jpg|thumb|right|A Mk1-2 pod with a Mk16-XL parachute being slowed by drag in Kerbin's atmosphere.]]<br />
<br />
In the game, the force of atmospheric drag (''F<sub>D</sub>'') is modeled as follows:<ref>http://forum.kerbalspaceprogram.com/showthread.php/5235-Atmospheric-drag?p=88804&viewfull=1#post88804</ref><br />
<br />
: <math>F_D = 0.5\, \rho\, v^2\, d\, A</math><br />
<br />
where ''&rho;'' is the atmospheric density (kg/m<sup>3</sup>), ''v'' is the ship's velocity (m/s), ''d'' is the coefficient of drag (dimensionless), and ''A'' is the [[w:cross section (geometry)|cross-sectional area]] (m<sup>2</sup>).<br />
<br />
Note that the cross-sectional area is not actually calculated in the game. It is instead assumed that it is directly proportional to the mass, which is an unrealistic simplification made by KSP. The parameter [[API:FlightGlobals|FlightGlobals]].DragMultiplier indicates that the proportionality ratio is 0.008 m<sup>2</sup>/kg, so:<br />
<br />
: <math>A = 0.008 \cdot m</math><br />
<br />
where ''m'' is the ship's mass (kg).<br />
<br />
The atmospheric density ''&rho;'' is directly proportional to atmospheric pressure (''p'' of unit ''atm''), which is a function of altitude, the atmosphere's pressure at altitude 0 (''p<sub>0</sub>''), and scale height (''H''):<br />
<br />
: <math>\begin{align}<br />
p &= p_0 \cdot e^\frac{-altitude}{H} \\<br />
\rho &= 1.2230948554874 \frac{\text{kg}}{\text{m}^3 \cdot \text{atm}} \cdot p<br />
\end{align}</math><br />
<br />
where p here is in units atm, and ''&rho;'' in kg/m<sup>3</sup>. The conversion factor of 1.2230948554874&nbsp;kg/(m<sup>3</sup>·atm) is given by [[API:FlightGlobals|FlightGlobals]].getAtmDensity(1.0), which returns the density at 1 atmosphere (sea level on Kerbin) pressure.<br />
<br />
The coefficient of drag (''d'') is calculated as the mass-weighted average of the max_drag values of all [[parts]] on the ship. For most ships without deployed parachutes, ''d'' will be very near 0.2, since this is the max_drag value of the vast majority of parts. Also a group of the same part have always the same drag coefficient. Parts with a drag coefficient other than 0.2 are fuel lines,<br />
chairs,<br />
all spaceplane cockpits,<br />
all boosters,<br />
all rcs engines,<br />
bz-52 radial,<br />
regular strut,<br />
ncs adapter,<br />
all quad- and tricouplers,<br />
all nose cones,<br />
circular intake,<br />
shock cone intake,<br />
all wings,<br />
all docking ports,<br />
launch escape system,<br />
all parachutes,<br />
all wheels but the Rovemax Model XL-3,<br />
small gear bay,<br />
and mystery goo.<br />
<br />
As an example, the coefficient of drag for a craft consisting simply of a [[Mk1-2 Command Pod]] (mass 4, drag 0.2) and a deployed [[Mk16-XL Parachute]] (mass 0.3, drag 500) is:<br />
<br />
: <math>\frac{4 \cdot 0.2 + 0.3 \cdot 500}{4 + 0.3} = 35.07</math><br />
<br />
=== Improvements ===<br />
The current drag and lift calculations are relatively simplistic, and as such make it relatively simple to get aircraft flying. However, a more sophisticated drag system is planned to be included in version 1.0.<ref>[[article:326|KSP forum official post "Beyond Beta"]]</ref> Meanwhile, some players use the popular [http://forum.kerbalspaceprogram.com/showthread.php/20451-0-21-Ferram-Aerospace-Research-v0-9-5-5-Aerodynamics-Fixes-For-Planes-Rockets Ferram Aerospace Research mod] which implements more realistic drag and lift models.<br />
<br />
== Terminal velocity ==<br />
The [[w:terminal velocity|terminal velocity]] of an object falling through an atmosphere is the velocity at which the force of gravity is equal to the force of drag. Terminal velocity changes as a function of altitude. Given enough time, an object falling into the atmosphere will slow to terminal velocity and then remain at terminal velocity for the rest of its fall.<br />
<br />
Terminal velocity is important because:<br />
# It describes the amount of velocity which a spacecraft must burn away when it is close to the ground.<br />
# It represents the speed at which a ship should be traveling upward during a fuel-optimal ascent.<br />
<br />
The force of gravity (''F<sub>G</sub>'') is:<br />
<br />
: <math>F_G = m \cdot a = m \cdot \frac{GM}{r^2}</math><br />
<br />
where ''m'' is still the ship's mass, ''G'' is the [[Template:G|gravitational constant]], ''M'' is the mass of the planet, and ''r'' is the distance from the ''center'' of the planet to the falling object.<br />
<br />
To find terminal velocity, we set ''F<sub>G</sub>'' equal to ''F<sub>D</sub>'':<br />
<br />
: <math>\begin{align}<br />
m \cdot \frac{GM}{r^2} &= 0.5 \cdot \rho \cdot v^2 \cdot d \cdot \left(0.008 \frac{\text{m}^2}{\text{kg}} \cdot m\right) \\<br />
\frac{GM}{r^2} &= 0.004\frac{\text{m}^2}{\text{kg}} \cdot \rho \cdot v^2 \cdot d \\<br />
v &= v_T = \sqrt{\frac{250 \frac{\text{kg}}{\text{m}^2} \cdot GM}{r^2 \cdot \rho \cdot d}}<br />
\end{align}</math><br />
<br />
Assuming ''d'' is 0.2 (which is a good approximation, provided parachutes are not in use), this simplifies to:<br />
<br />
: <math>v_T = \sqrt{\frac{1250 \frac{\text{kg}}{\text{m}^2} \cdot GM}{r^2\, \rho}}</math><br />
<br />
For the Mk1-2 pod and Mk16XL parachute example pictured above, the drag coefficient is 35.07, so its terminal velocity at sea level on Kerbin (which is 600&nbsp;km from Kerbin's center) is:<br />
<br />
: <math>v_T = \sqrt{\frac{250 \frac{\text{kg}}{\text{m}^2} \cdot GM}{r^2\, \rho \cdot 35.07}}</math><br />
<br />
: <math>\rho = 1.2230948554874 \frac{\text{kg}}{\text{m}^3 \cdot \text{atm}} \cdot 1 \text{atm} \cdot e^\frac{-0 \text{m}}{5000 \text{m}}</math><br />
<br />
: <math>v_T = \sqrt{\frac{250 \frac{\text{kg}}{\text{m}^2} \cdot 6.674 \cdot 10^{-11} \frac{\text{m}^3}{\text{kg} \cdot \text{s}^2} \cdot 5.2915793 \cdot 10^{22} \operatorname{kg}}{(600000 \operatorname{m})^2 \cdot 1.2230948554874 \frac{\text{kg}}{\text{m}^3} \cdot 35.07}} = 7.56 \frac{\text{m}}{\text{s}}</math><br />
<br />
=== Examples ===<br />
{| class="wikitable"<br />
!rowspan=2 valign=bottom| Altitude (m) ||colspan=6| v<sub>T</sub> (m/s)<br />
|-<br />
! Eve !! Kerbin !! Duna !! Jool !! Laythe<br />
|-<br />
| 0 || {{sigfigs|{{VT | planet=Eve | alt= 0}}|5}} || {{sigfigs|{{VT | planet=Kerbin | alt= 0}}|5}} || {{sigfigs|{{VT | planet=Duna | alt= 0}}|5}} || {{sigfigs|{{VT | planet=Jool | alt= 0}}|5}} || {{sigfigs|{{VT | planet=Laythe | alt= 0}}|5}}<br />
|-<br />
| 100 || {{sigfigs|{{VT | planet=Eve | alt= 100}}|5}} || {{sigfigs|{{VT | planet=Kerbin | alt= 100}}|5}} || {{sigfigs|{{VT | planet=Duna | alt= 100}}|5}} || {{sigfigs|{{VT | planet=Jool | alt= 100}}|5}} || {{sigfigs|{{VT | planet=Laythe | alt= 100}}|5}}<br />
|-<br />
| 1000 || {{sigfigs|{{VT | planet=Eve | alt= 1000}}|5}} || {{sigfigs|{{VT | planet=Kerbin | alt= 1000}}|5}} || {{sigfigs|{{VT | planet=Duna | alt= 1000}}|5}} || {{sigfigs|{{VT | planet=Jool | alt= 1000}}|5}} || {{sigfigs|{{VT | planet=Laythe | alt= 1000}}|5}}<br />
|-<br />
| 10000 || {{sigfigs|{{VT | planet=Eve | alt=10000}}|5}} || {{sigfigs|{{VT | planet=Kerbin | alt=10000}}|5}} || {{sigfigs|{{VT | planet=Duna | alt=10000}}|5}} || {{sigfigs|{{VT | planet=Jool | alt=10000}}|5}} || {{sigfigs|{{VT | planet=Laythe | alt=10000}}|5}}<br />
|}<br />
<br />
== On-rails physics ==<br />
A ship is "on rails" when it's no longer the primary focus of the simulation, which occurs when it's further than 2.25&nbsp;km from the actively-controlled ship. If such a ship have its orbit passing through a planet's atmosphere, one of two things will happen based on atmospheric pressure at the ship's altitude:<br />
<br />
* below 0.01&nbsp;atm: no atmospheric drag will occur &mdash; the ship will be completely unaffected<br />
* 0.01&nbsp;atm or above: the ship will disappear<br />
<br />
The following table gives the altitude of this 0.01&nbsp;atm threshold for each celestial body with an atmosphere:<br />
{| class="wikitable"<br />
|-<br />
! Body || Altitude (m)<br />
|-<br />
| [[Eve]] ||align="right"| {{Formatnum|{{Body data/alt at pressure|pressure=0.01|body=Eve}}}}<br />
|-<br />
| [[Kerbin]] ||align="right"| {{Formatnum|{{Body data/alt at pressure|pressure=0.01|body=Kerbin}}}}<br />
|-<br />
| [[Duna]] ||align="right"| {{Formatnum|{{Body data/alt at pressure|pressure=0.01|body=Duna}}}}<br />
|-<br />
| [[Jool]] ||align="right"| {{Formatnum|{{Body data/alt at pressure|pressure=0.01|body=Jool}}}}<br />
|-<br />
| [[Laythe]] ||align="right"| {{Formatnum|{{Body data/alt at pressure|pressure=0.01|body=Laythe}}}}<br />
|}<br />
<br />
== Atmospheric height ==<br />
The atmospheric height depends on the scale height of the celestial body and is where 0.000001<sup>th</sup> (0.0001%) of the surface pressure remains. Therefore, the atmospheric pressure at the edge of the atmosphere is relative; for example a craft in orbit around Jool can have a lower orbit (relative to the surface) because the surface pressure is higher.<br />
:<math>alt_{\text{atmospheric height}} = -ln\left(10^{-6}\right) \cdot \text{scale height}</math><br />
:<math>p_{\text{atmospheric height}} = p_0 \cdot 10^{-6}</math><br />
To calculate the atmospheric heights of other celestial bodies:<br />
:<math>alt_{\text{atmospheric height (real)}} = -ln\left(\frac{10^{-6}}{p_0}\right) \cdot \text{scale height}</math><br />
<br />
== See also ==<br />
* [[Atmospheric entry]]<br />
<br />
== Notes ==<br />
<references /></div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=65371Tutorial:RemoteTech22015-06-25T02:18:02Z<p>Ferrous: /* Specifications */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 10 to 30 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are directional, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]](KR-7).<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. Alternatively, having a omnidirectional antenna as downlink receiver will greatly simplify operations nearing the relay network.<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the pros and cons of different network configurations.<br />
<br />
In this case, there are three primary types of cost to be concerned about: '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required, as long as the satellites are well-designed.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. For non-Kerbin celestial objects, a single relay satellite will already grant near-full coverage half of the time. And two relay satellites in Lagrangian points will grant near perfect coverage. Nevertheless a disconnection at the wrong place or time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-14 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3&nbsp;km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64922Tutorial:RemoteTech22015-06-11T13:42:39Z<p>Ferrous: /* Operational Details */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are directional, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]](KR-7).<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. Alternatively, having a omnidirectional antenna as downlink receiver will greatly simplify operations nearing the relay network.<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the pros and cons of different network configurations.<br />
<br />
In this case, there are three primary types of cost to be concerned about: '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required, as long as the satellites are well-designed.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. For non-Kerbin celestial objects, a single relay satellite will already grant near-full coverage half of the time. And two relay satellites in Lagrangian points will grant near perfect coverage. Nevertheless a disconnection at the wrong place or time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-14 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3&nbsp;km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64450Tutorial:RemoteTech22015-06-08T05:20:22Z<p>Ferrous: </p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]](KR-7).<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. Alternatively, having a omnidirectional antenna as downlink receiver will greatly simplify operations nearing the relay network.<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the pros and cons of different network configurations.<br />
<br />
In this case, there are three primary types of cost to be concerned about: '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required, as long as the satellites are well-designed.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. For non-Kerbin celestial objects, a single relay satellite will already grant near-full coverage half of the time. And two relay satellites in Lagrangian points will grant near perfect coverage. Nevertheless a disconnection at the wrong place or time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-14 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3&nbsp;km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64260Tutorial:RemoteTech22015-06-05T06:56:38Z<p>Ferrous: /* Advanced Discussion */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]](KR-7).<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the pros and cons of different networks.<br />
<br />
In this case, there are three primary types of cost, '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required, as long as the satellites are well-designed.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. For non-Kerbin celestial objects, a single relay satellite will already grant near-full coverage half of the time. And two relay satellites in Lagrangian points will grant near perfect coverage. Nevertheless a disconnection at the wrong place or time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-14 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3&nbsp;km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64259Tutorial:RemoteTech22015-06-05T05:48:55Z<p>Ferrous: /* Going Interplanetary */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]](KR-7).<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the different costs and their factors.<br />
<br />
In this case, there are three primary types of cost, '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required, as long as the satellites are well-designed.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. For non-Kerbin celestial objects, a single relay satellite will already grant near-full coverage half of the time. And two relay satellites in Lagrangian points will grant near perfect coverage. Nevertheless a disconnection at the wrong place or time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-14 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3&nbsp;km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64258Tutorial:RemoteTech22015-06-05T05:46:05Z<p>Ferrous: /* Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]](KR-7).<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the different costs and their factors.<br />
<br />
In this case, there are three primary types of cost, '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required, as long as the satellites are well-designed.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. For non-Kerbin celestial objects, a single relay satellite will already grant near-full coverage half of the time. And two relay satellites in Lagrangian points will grant near perfect coverage. Nevertheless a disconnection at the wrong place or time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3&nbsp;km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64257Tutorial:RemoteTech22015-06-05T04:31:14Z<p>Ferrous: </p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the different costs and their factors.<br />
<br />
In this case, there are three primary types of cost, '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. A single relay satellite, or a 2 satellite system for non-Kerbin objects, will already grant plenty of coverage. but a disconnection at the wrong time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3&nbsp;km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64256Tutorial:RemoteTech22015-06-05T01:44:06Z<p>Ferrous: /* Advanced Discussion */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the different costs and their factors.<br />
<br />
In this case, there are three primary types of cost, '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. A single relay satellite, or a 2 satellite system for non-Kerbin objects, will already grant plenty of coverage. but a disconnection at the wrong time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64255Tutorial:RemoteTech22015-06-05T01:43:35Z<p>Ferrous: /* Advanced Discussion */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the different costs and their factors.<br />
<br />
In this case, there are three primary types of cost, '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. A single relay satellite parked in Lagrangian point, or a 2 satellite system for non-Kerbin objects, will already grant plenty of coverage. but a disconnection at the wrong time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64254Tutorial:RemoteTech22015-06-05T01:40:04Z<p>Ferrous: /* Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
===Advanced Discussion===<br />
<br />
Although we have already covered the basics on how to set up a relay network, one might wonder if the one they've got is the best for them, here we will discuss about the different costs and their factors.<br />
<br />
In this case, there are three primary types of cost, '''financial''', '''power''', and '''opportunity'''. Financial cost covers the funds required to set up and maintain a network, this is likely not an issue if we are not in career more. Power cost is the energy needed for the satellites to run. And opportunity cost is the player's time, a difficult network configuration for example will force the player to constantly waste their time on maintaining the network.<br />
<br />
Here are some factors that could influence these costs:<br />
<br />
* '''Network Satellite Number'''. The more satellites a network has, the more altitude margin it has. a C-16 3 Kerbal satellite network for example only has a margin of 600km to 843 km in altitude. But a 4 satellite one can work from a altitude of 248km to 1,168 km. However, having more moving parts also means more things could go wrong, and the player is required to pay for, support and setup a higher amount of satellites.<br />
* '''Orbital Altitude'''. The higher the altitude is, the more leeway we have in terms of spacing, and will also grant more polar coverage, if the network is equatorial. Higher orbits also means longer nights, and thus greater battery capacity is needed. But a lower one will have shorter days, making greater power generation necessary.<br />
* '''Antenna Amount and Type''' A more powerful and greater amount of antennae will likely mean higher energy consumption, at the very least they would be heavier so more funds is needed for the rocket carrying the satellite, but this could save the player some time down the road as less upgrade is required.<br />
* '''Network Completeness'''. A truly total coverage of a celestial object from its network will require at least 2 sets of 3-satellite-networks. But it is entirely possible that a partial network will do. A single relay satellite parked in Lagrangian point, or 2 satellite for non-Kerbin objects, will already grant plenty of coverage. but a disconnection at the wrong time could cause mission failures.<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64253Tutorial:RemoteTech22015-06-05T00:49:57Z<p>Ferrous: /* Antennae Specification Table */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3km|| Obtained through researching "unmanned tech" after that it is completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64252Tutorial:RemoteTech22015-06-05T00:49:23Z<p>Ferrous: /* Antennae Specification Table */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3km|| Obtained through researching "unmanned tech" and completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes.<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64251Tutorial:RemoteTech22015-06-05T00:49:04Z<p>Ferrous: /* Antennae Specification Table */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, local drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
| Core Upgrade|| N/A|| Omni|| 3km|| Obtained through researching "unmanned tech" and completely free, can replace the land line from [[TT18-A Launch Stability Enhancer]], also replaces the DP-10 for local comms purposes.<br />
|-<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64239Tutorial:RemoteTech22015-06-04T18:43:32Z<p>Ferrous: /* Going Interplanetary */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align. Note that, even though the 88-88, KR-14,GX-128, and CT-1 all have great reach, they have a very limited field of view, so they are ill-suited for planetary linking.<br />
<br />
Also notice that, just like back in Kerbin, without further relays we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3km|| Obtained through researching "unmanned tech" and completely free, used for Local drone comms.<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64238Tutorial:RemoteTech22015-06-04T18:31:31Z<p>Ferrous: /* Going Interplanetary */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. This are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3km|| Obtained through researching "unmanned tech" and completely free, used for Local drone comms.<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64237Tutorial:RemoteTech22015-06-04T18:26:20Z<p>Ferrous: /* Antennae Specification Table */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. These are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| Core Upgrade|| N/A|| Omni|| 3km|| Obtained through researching "unmanned tech" and completely free, used for Local drone comms.<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64236Tutorial:RemoteTech22015-06-04T18:17:38Z<p>Ferrous: /* Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got our first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and our receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then we are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow us to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. These are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| RemoteTech || Core Upgrade|| Omni|| 3km|| Obtained through researching "unmanned tech" and completely free, used for Local drone comms.<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64233Tutorial:RemoteTech22015-06-04T18:10:13Z<p>Ferrous: /* Antennae Specification Table */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got your first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and your receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then you are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow you to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. These are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| RemoteTech || Core Upgrade|| Omni|| 3km|| Obtained through researching "unmanned tech" and completely free, used for Local drone comms.<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Land|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64232Tutorial:RemoteTech22015-06-04T18:09:32Z<p>Ferrous: /* Antennae Specification Table */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got your first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and your receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then you are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow you to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. These are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| RemoteTech || Core Upgrade|| Omni|| 3km|| Obtained through researching "unmanned tech" and completely free, used for Local drone comms.<br />
|-<br />
| [[TT18-A Launch Stability Enhancer|LSE]]|| TT18-A|| Kerr|| N/A|| The Stability Enhancer will provide land line connection prior to detechment <br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64230Tutorial:RemoteTech22015-06-04T18:07:31Z<p>Ferrous: /* Antennae Specification Table */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got your first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and your receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then you are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow you to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. These are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| RemoteTech || Core Upgrade|| Omni|| 3km|| Obtained through researching "unmanned tech" and completely free, for Local drone comms.<br />
|-<br />
| [[Launch Stability Enhancer|LSE]]|| TT18-A|| Kerr|| N/A|| The Stability enhancer will provide land line connection prior to detechment <br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64229Tutorial:RemoteTech22015-06-04T18:07:09Z<p>Ferrous: /* Antennae Specification Table */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got your first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and your receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then you are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow you to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. These are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|-<br />
| RemoteTech || Core Upgrade|| Omni|| 3km|| Obtained through researching "unmanned tech" and completely free, for Local drone comms.<br />
|-<br />
| [[LSE|Launch Stability Enhancer]]|| TT18-A|| Kerr|| N/A|| The Stability enhancer will provide land line connection prior to detechment <br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64226Tutorial:RemoteTech22015-06-04T17:53:15Z<p>Ferrous: /* Antennae Specification Table */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got your first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and your receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then you are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow you to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. These are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Brand !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64225Tutorial:RemoteTech22015-06-04T17:49:07Z<p>Ferrous: /* Maximal Altitude Table for an Initial Kerbin Satellite Network */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall and allows for easy expansion<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield almost complete coverage for the Kerbin system (Minmus will have temporary blind spots)<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got your first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and your receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then you are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow you to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. These are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Manufacturer !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64224Tutorial:RemoteTech22015-06-04T17:44:37Z<p>Ferrous: /* Kerbsl Relay Satellites */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield complete coverage for the Kerbin system, with some temporary blind spots on Minmus<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links, and more should we want to expend the network. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got your first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and your receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then you are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow you to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. These are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Manufacturer !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64223Tutorial:RemoteTech22015-06-04T17:42:51Z<p>Ferrous: /* Going Interplanetary */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield complete coverage for the Kerbin system, with some temporary blind spots on Minmus<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got your first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and your receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then you are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow you to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park a pair of those each on the opposite side of LKO.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. These are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Manufacturer !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64222Tutorial:RemoteTech22015-06-04T17:34:01Z<p>Ferrous: /* Operational Details */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield complete coverage for the Kerbin system, with some temporary blind spots on Minmus<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits will help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got your first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and your receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then you are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow you to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park it near Kerbin.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. These are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Manufacturer !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64221Tutorial:RemoteTech22015-06-04T17:30:45Z<p>Ferrous: /* Signal delays */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield complete coverage for the Kerbin system, with some temporary blind spots on Minmus<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits we help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got your first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and your receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then you are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow you to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park it near Kerbin.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. These are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open the parachutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Manufacturer !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64220Tutorial:RemoteTech22015-06-04T17:28:06Z<p>Ferrous: /* Antennae Specification Table */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield complete coverage for the Kerbin system, with some temporary blind spots on Minmus<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits we help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got your first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and your receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then you are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow you to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park it near Kerbin.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. These are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open your chutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Manufacturer !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus, needs 4 sat. for Mun and Eeloo)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin, and 3 sat.-sys. for Mun and Eeloo)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferroushttps://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:RemoteTech2&diff=64219Tutorial:RemoteTech22015-06-04T17:22:34Z<p>Ferrous: /* Going Interplanetary */</p>
<hr />
<div>{{Move|Tutorial:RemoteTech|Mod renamed from Remote Tech 2 to just Remote Tech}}<br />
{{Underlinked|date=April 2014}}<br />
<br />
RemoteTech 2 is a mod for KSP that modifies remote operations of unkerballed probes by '''requiring''' the probes to have a telecommunications link back to Mission Control. Thus, to operate drones efficiently the player needs to set up a satellite network to relay and maintain communication with their probes. As a natural corollary, transmissions of [[science]] reports will also require a comms link back to the KSC.<br />
<br />
The communications delay ,as per the speed of light, is also simulated. This could be a mere irritating 0.5s delay near [[Kerbin]] SOI, or a perilous 10-minute delay in interplanetary missions. To combat this, RemoteTech2 also provides advanced flight computers that can execute premeditated commands on mark. <br />
<br />
This tutorial seeks to inform the player on the details of this challenging mod, and to give pointers as to how to set up a functional relay network for the Kerbin system, and further interplanetary operations.<br />
<br />
==Specifications==<br />
* Length: 45 minutes for "First Steps"<br />
* Difficulty: Advanced - This tutorial will assume you can already get a rocket in to orbit without Remote Tech 2 and are familiar with basic orbital mechanics.<br />
* For version: KSP 1.02 and higher and RemoteTech v1.6.5.<br />
<br />
==Introduction: Antennae and Links==<br />
<br />
First we need to understand the changes RemoteTech made to the existing probe/antenna mechanics. Simply put, two parties, can only communicate directly and remotely, if and only if '''both''' of them can reach each other with their own antenna, and is not blocked by any celestial objects. This is known as forming a '''link''', bidirectional and unbroken. In practice, the link does not need to be point-to-point direct, other parties can come in and help relaying the signal. Thus, a satellite relay network that could do just that is highly desirable, and the properties of the pertinent antenna/celestial object is always a primary concern.<br />
<br />
There are two types of antennae - omnidirectional and directional (a.k.a. dish). Omnidirectional antennae can broadcast in every direction, tend to be very compact, and are typically light both in weight and power usage. They however lack the range for anything beyond low orbit communications. Dish antenna have far greater range, able to communicate '''within and among''' planetary systems. But they must be targeted to function, are power intensive and comparatively unwieldy.<br />
<br />
At the very beginning, the only antenna we have is (somewhat) safely hidden in Mission Control, it is omnidirectional and has a range of 75&nbsp;Mm. This is enough to reach the LKO, Mun, Minmus, and then some. But the problem is, KSC is on one side of Kerbin and those links will be broken once line of sight is gone, likely on a daily basis at best. As we progress in career mode, we will acquire more options to better our communications network, which, at this point, is quite literally-- nominal.<br />
<br />
'''NOTE''': It is '''strongly''' recommended to set up a satellite network '''after''' the [[Electrics]] topic is researched.<br />
<br />
===Types of Communication Links===<br />
* Forward Link. A link from ground control to a mobile receiver.<br />
* Reverse Link. The reverse of a forward link.<br />
* Kerrestrial Link. A link among parties near the surface.<br />
* Uplink (UL). A link that is going toward a satellite network, or away from the surface of the pertinent celestial body.<br />
* Downlink (DL). The reverse of a uplink.<br />
* Inter-Satellite-link (ISL). A link among a satellite network, this can form the '''backbone''' of said network.<br />
* Planetary-Link (PL). A link among sub-systems within a planetary system, such as Kerbin to Mun, or Mun to Minmus communication.<br />
* Inter-Planetary-Link (IPL). A link among planetary systems across the solar system.<br />
<br />
==First Steps==<br />
The first build-able antenna we'll get is the [[Communotron 16]], henceforth referred to as the C-16 for brevity, and is acquired upon researching Engineering 101 (2nd tier topic). The C-16 is omnidirectional, as we know, that means it does not need to be pointed at any direction to connect. This is useful for 2 reasons: one, this means a single C-16 can connect multiple signals with ease; and two, with less power cost per connection. On the other hand, the C-16 snaps under dynamic pressure, making it ill-suited for launching or landing purposes. The C-16 also have a limited ranged of 2,500&nbsp;km, but that is more than enough to cover Kerbin.<br />
<br />
Despite its sufficient range, prior to any additional research, the C-16's only use at this point is to transfer scientific data nearby back to KSC. Which could speed up science gain if used properly.<br />
<br />
The next available antennae are the Reflectron DP-10, unlocked by Flight control (4th tier topic); and the Comms DTS-M1, unlocked by Basic Science (another 4th tier topic), along with [[Stayputnik Mk. 1]], the first available probe core.<br />
<br />
The DP-10 is also omnidirectional, but has a even more limited range of 500&nbsp;km, it could form a 4-sat. network around the Mun and Eeloo, and a 3-sat. network for anything smaller, like Minmus. But it is difficult to form a network around Kerbin with the DP-10. Nonetheless, the DP-10 is built to withstand dynamic pressure, making it perfect for launching purposes. It could even work for landing operations, but the probe will need to be precision landed '''near KSC or any connected ground installations''' (or, 'in uplink range'). For convenience, the DP-10 is activated by default, and the power cost for DP-10 is negligible, so it is always preferable if range is not an issue.<br />
<br />
The DTS-M1 is the first available dish antenna, as we know, that means to be used effectively they will need to be directed at a celestial body or craft. Although we do have the option to order dish antennae to cover currently active craft. They are also power-intensive and has greater range. Specifically, The DTS-M1 consume power at a rate 6-fold of that of C-16. But the DTS-M1 has a range of 50&nbsp;Mm, capable of reaching Minmus.<br />
<br />
With the C-16, DP-10, and DTS-M1, we can now build a fully functional, fully unkerballed satellite network whose signal could reach Minmus. However, those satellites won't last very long, as we likely have no access to any solar panels yet, meaning the satellites can only last as long as the amount of their Z-100 batteries allow. <br />
<br />
This is why the player is advised to only consider making communication satellites once they have gotten the Electrics topic unlocked (5th tier topic)...<br />
<br />
===Maximal Altitude Table for an Initial Kerbin Satellite Network===<br />
<br />
The following table shows the maximal and minimal altitude for a given set of evenly spaced satellites each rigged with a low tech antenna for interlink purposes on a Kerbin equatorial orbit.<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Interlink Antenna !! 3 sat.!! 4 sat.!! Comment<br />
|-<br />
| (Minimal Altitude)|| 600&nbsp;km|| 249&nbsp;km|| Caused by Kerbin Geometry<br />
|-<br />
| Communotron 16|| 843&nbsp;km|| 1,167&nbsp;km|| A 3-sat-sys. of this is the cheapest option overall<br />
|-<br />
| Comms DTS-M1|| 28,267&nbsp;km|| 34,755&nbsp;km|| A 3-sat-sys. of this can also completely cover the Mun, at the cost of longer delay and night time<br />
|-<br />
| Reflectron KR-7|| 51,361&nbsp;km|| 63,039&nbsp;km|| A 4-sat-sys. of this can yield complete coverage for the Kerbin system, with some temporary blind spots on Minmus<br />
|}<br />
<br />
===Kerbsl Relay Satellites===<br />
Once the [[Electrics]] topic is unlocked, the [[OX-STAT Photovoltaic Panels]] will now be available, a far superior option to stuffing our satellites with batteries, which will still run down quite quickly powering several antennae. On a positive side note, this will also unlock the Reflectron KR-7 dish as well as the [[Probodobodyne OKTO]]. The OKTO drone core can provide basic SAS and the KR-7 has even more range than the DTS-M1 and isn't as fragile, so we can switch it on on the launch pad. More importantly, once our relay network is up, the KR-7 will grant control to a probe during Kerbin landing, without the need of precision landing in uplink range, unlike the DP-10.<br />
<br />
With 4 antennae at our disposal and the capability of power generation, we can finally start with our satellite network! Our aim here is to put at least 3 relay satellites in Kerbin orbit so that we can bounce the signal from the KSC to anywhere around Kerbin, and, if we are feeling ambitious, to the Mun and Minmus.<br />
<br />
We'll want our satellites to have the following 5 capabilities, in addition to a rocket able to reach the designated orbit:<br />
# Control during launch. This can be a DP-10 (initial uplink), or alternatively a kerballed lower stage, which will also allow a pilot to grant SAS. The KR-7 is also an option, but it will require another uplink as it needs to be targeted towards mission control prior to launch, specifically the [[TT18-A Launch Stability Enhancer]] can grant kerrestrial uplink prior to detachment.<br />
# Connection to KSC in orbit (orbital uplink reciever). Either the KR-7, DTS-M1, or C-16 will do, depending on the orbital altitude and power generation.<br />
# Connection among the network (inter-satellite-link). Again, all 3 antenna could do. But a C-16 will be very economical on power consumption. This is especially true if the omnidirectional antenna also covers the previous item, as a single C-16 can deliver 3 links. If we are using dish antennae though, we will need two of them due to cone angle, '''three''' if they also act as uplink receiver.<br />
# Connection to desired locations (downlink). Unless we are content with mere Kerbin coverage, we will want either/both of the dish antenna for the job. DTS-M1 has a shorter reach but lighter, whereas KR-7 has almost double the range but weighs half a tonne, on top of being not very aerodynamic. Although both takes the same amount of power. So the decision here depends upon our delta-v budget and desired reach. We will want at least one downlink antenna for the "active vessel", and, if we are committed, additional ones for '''each''' of the moons.<br />
# Enough power generation and storage. The night time of a given orbit needs to be considered here, the higher the orbit, the longer the night. For example, an equatorial LKO has a ten minute night, the KEO has a twenty-minute night, and an equatorial SOI-edge orbit will have a hundred minute night!<br />
<br />
The possibilities here are endless, we could build a very economical 3 satellite network that uses C-16 for KSC and network connection, plus one or more dish antenna(e) each for further relays, at an altitude between 600&nbsp;km and 843&nbsp;km. Alternatively, we could--if power demand is not an issue-- use the dish antennae instead and build a network at keostationary orbit.<br />
<br />
Here's an example of the latter if you get stuck:<br />
{{SpoilerBox<br />
|description=<br />
|content=<br />
[[File:RT2-low-tech-relay.png|thumb|upright|Needs more solar panels?]]<br />
An upper stage of two [[FL-T400 Fuel Tank]]s attached to an [[LV-909 Liquid Fuel Engine]]. A middle stage of two FL-T400s attached to an [[LV-T30 Liquid Fuel Engine]] and the first stage consisting of 6 FL-T400/LV-T30s attached with [[TT-38K Radial Decoupler]]s. There are of course many other ways of designing this rocket, this is just an example if you get stuck. Note the single DP-10, 3 DTS-M1s and at least one KR-7. This rocket will just about reach [[KEO]] with a well executed ascent through the atmosphere, though a lower orbit will do. <br />
{{clear|both}}<br />
}}<br />
<br />
===Operational Details===<br />
<br />
We start by launching the first satellite over KSC for a LKO, ideally during the day. If we are using a KR-7 as our uplink. we should target it towards KSC prior to launch. Once launched, Unless the vessel is kerballed, we will need to orbit before it goes over the horizon. Failing to do so will doom the vessel to catastrophic failure!<br />
<br />
Once the LKO is reached, we can now transfer the craft to the intended orbit, if we were using DP-10 as our uplink this is a good time to activate a more powerful antenna(remember to target KSC if it's a direcitonal!), '''after that and only after that''' we can deactivate the DP-10 to save power.<br />
<br />
If we have reached LKO and our uplink receiver is nominal, we need not worry if uplink is broken prior to reaching the intended orbit, we can always continue the job when the craft is above KSC once again.<br />
<br />
After the first satellite is in position, we can launch the remaining satellites into LKO, as we did with the first satellite. If we are using dish antenna for inter-satellite-links, it would behoove us to target the satellites towards each other as soon as possible. As, by doing so we will extend the time window in which the satellites are controllable.<br />
<br />
Here's the tricky part, we want to put all of our satellites at a similar altitude as the first one but evenly spaced.<br />
<br />
The easy way to do this, is to simply put the satellite in the same altitude, and then raise or lower the orbit a bit to let the satellites "chase" or "wait for" each other, once in position, we can put the "chasing" or "waiting" satellite back into the previous orbit. This just like orbital rendezvous except we intend to miss the target for up to 120 degrees!<br />
<br />
Once the satellites are roughly evenly spaced, we can finalize the operation by reducing inclination and eccentricity by burning normal/anti-normal and radial/anti-radial, and finally synchronizing the satellites.<br />
<br />
To synchronize. the orbital period difference should be under a second, the higher the orbit, the longer the orbital period. Lowering the thrust limits we help with further precision. (We can calculate orbital period by doubling the difference of our time-to-apoapsis and time-to-periapsis, alternatively we can use mods that give us this information, such as MechJeb or Kerbal Engineer Redux)<br />
<br />
And that's it! Hopefully your satellites now look something like this in the Tracking Station:<br />
<br />
[[File:RT2-first-relay-sats.png|Ideally that triangle should be equilateral, but it's not essential, the higher the orbit, the more leeway we've got!]]<br />
<br />
If so, congratulations, you've made your first set of relay satellites!<br />
<br />
Finally, activate all of the downlink antennae, which ideally should be directional. If they are direction, pick "Active Vessel" under target selection, and the network will automatically cover the spacecraft currently under your control. For those more ambitious players who packed extra downlink antenna for Mun and/or Minmus communication, don't forget to target Mun and/or Minmus with your extra antennae!<br />
<br />
==Next Steps: Kerbal, Munar and Minmal Unkerballed-Missions==<br />
Now that we've got your first set of satellites up and running, we can control a probe within our downlink range, depending on our downlink antenna, this can be either low Kerbin space (C-16), from Kerbin to Minmus (DTS-M1), or almost anywhere within Kerbin [[sphere of influence]].<br />
<br />
To utilize this downlink coverage we have just set up, we need to equip our probes with a set of appropriate antenna as downlink receiver. Remember that links need to be bidirectional.<br />
<br />
If we are using dish antenna as our downlink receiver, when the probe is physically within the network satellites, we will need to target it towards a nearby relay satellite, and maybe switch to a closer one if the original relay satellite has drifted away. A very useful example of this would be a probe equipped with a KR-7, which is flight worthy in Kerbal atmosphere, meaning we could control the landing of a probe almost anywhere on Kerbin!<br />
<br />
If the probe is far enough away from Kerbin, we can switch it to simple target Kerbin, this will trigger cone mode, and your receiver will link with anything that's in range, just like an omnidirectional antenna, except that it has a field of view limit. The Target selection menu will helpfully point out if the cone mode would cover anything, so if it says zero then you are not far away enough. This is very useful for probes sent to Munar and Minmal missions<br />
<br />
While our Munar probe will likely only have 0.1s or so signal delay, a probe around Minmus can easily end up with around 0.5s signal delay, which is enough to become noticeable. Be careful when landing or docking when that far out, because fine control movements can be difficult.<br />
<br />
With only a single set of satellite network, there are inevitably some blinds spots, such as the space behind Mun and Minmus, as well as the polar regions of Kerbin and its moons.<br />
<br />
if we want coverage behind the moons, we can launch a further set of satellites out beyond their orbit, which will allow you to bounce a signal out and back behind them, or give them their own relay network just like we did for Kerbin.<br />
<br />
If we want coverage for the polar areas, we will need to launch another set of Kerbal relay network that's on a polar orbit. By doing so we could also cover polar regions of the moon that is facing Kerbin. If we want to be extra thorough, we can even give the moons their own polar relay networks!<br />
<br />
==Going Interplanetary==<br />
The KR-7 and DTS-M1 are great for communications within the Kerbal system, but they can't do much more than that. For interplanetary communications we will need to unlock the Communotron 88-88 and Reflectron KR-14, these have a reach of 40Gm and 60Gm respectively.<br />
<br />
For perspective, a 40Gm range 88-88 in Kerbin orbit will permanently grant [[Moho]], [[Eve]] and [[Duna]] coverage. And a 60Gm range KR-14 will also permanently cover [[Dres]]<br />
<br />
Remember links need to be bidirectional, so we'll need these strong antennae to be on both the probe, and a relay satellite. If we've built the Kerbal relay network with omnidirectional inter-satellite-link, We can simple slap both a C-16 and a 88-88/KR-7 on a amplifier satellite and park it near Kerbin.<br />
<br />
We can also extend these interplanetary antenna's range by establishing a solar, or keliocentric, relay network. These are similar to the Kerbal relay network we just did, except instead of orbiting Kerbin, it is orbiting the sun. Such a network will have a orbit among the planets. The 88-88 for example can form a network near Dunanian orbit, and by doing so extends its range to cover Dres permanently. The KR-14 can also form a Solar relay network, and it can be near Dresser orbit, which will give permanent [[Jool|Joolian]] coverage!<br />
<br />
Alternatively, we can unlock the Reflectron GX-128 or CommTech-1(CT-1 for shot). These ridiculously long ranged antennae can just about reach anything within the solar system, as long as the planets, or the sun, don't literally align.<br />
<br />
Just like back in Kerbin however, we will not have access to the far side of another celestial object. Depending on how thorough we want to be, we could give every single planet and moon their own partial, or even full relay network, which would be quite an achievement!<br />
<br />
===Signal delays===<br />
Other than needing the more powerful antennae, once we send probes to interplanetary distances the signal delay will reach several minutes, making interactive control unfeasible. To properly maneuver, we should use the Flight Computer, which comes with every probe core and can be accessed with the calculator icon next to the signal delay display.<br />
<br />
The simplest way to execute a burn with the flight computer is to create a [[maneuver node]] and plot out the intended maneuver, then instruct the computer to NODE, this will prompt the probe do a maneuver hold. After that, hit EXEC to schedule a burn of the correct length at the correct time. By clicking the >> icon we can see the commands being sent to the probe and the time it'll take for them to get there.<br />
<br />
Signal delay affects most operations on your probe, such as using science instruments, ejecting a stage, extending solar panels, etc. If something doesn't seem to have worked, check the flight computer to see if the command has been delayed.<br />
<br />
Landing probes on a planet with minutes of signal delay can be extremely difficult. Atmospheric landings are easier due to areobreaking, and parachutes eliminates the need for responsive input, at least somewhat. Though do remember to take in to account the time delay of the command to open your chutes.<br />
<br />
Landing on planets and moons without atmospheres is likely to be an exercise in frustration, but killing surface horizontal velocity and instructing the flight computer to hold retrograde while applying suicide burn just might work. Alternatively we could just build a sturdy enough craft that lands horizontally and let gravity and friction do the rest, I believe this is called "lithobreaking"... I mean "lithobraking".<br />
<br />
===Antennae Specification Table===<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Manufacturer !! Model !! Type !! Range !! Uses<br />
|-<br />
| Reflectron || DP-10|| Omni|| 0.5&nbsp;Mm|| Atmospheric flight (including launch and landing) near KSC, Kerrestrial links, short range drone comms, relay network for smaller-than-Moho celestial objects (This includes the Mun and Minmus)<br />
|-<br />
| Communotron || 16|| Omni|| 2.5&nbsp;Mm|| Relay network for smaller-than-Jool celestial objects (Including Kerbin)<br />
|-<br />
| CommTech || EXP-VR-2T|| Omni|| 3&nbsp;Mm|| KEO uplink above KSC, straight upgrade to the Communotron 16<br />
|-<br />
| Communotron || 32|| Omni|| 5&nbsp;Mm|| High Kerbin orbit/KEO relay network, luxury omnidirectional coverage<br />
|-<br />
| Comms || DTS-M1|| Dish|| 50&nbsp;Mm|| Lightweight planetary system comms (Kerbin-Minmus reach), Joolian relay network<br />
|-<br />
| Reflectron || KR-7|| Dish|| 90&nbsp;Mm|| Atmospheric flight within downlink coverage, Heavy-duty planetary system comms (Kerbin-SOI reach)<br />
|-<br />
| Communotron || 88-88|| Dish|| 40&nbsp;Gm|| Lightweight interplanetary comms (Kerbin-Duna reach), Solar relay network near Duna orbit (Sun-Dres Reach)<br />
|-<br />
| Reflectron || KR-14|| Dish|| 60&nbsp;Gm|| Heavy-duty interplanetary comms (Kerbin-Dres reach), Solar relay network near Dres orbit (Sun-Jool Reach)<br />
|-<br />
| CommTech|| 1|| Dish|| 350&nbsp;Gm|| Heavy-duty Solar system wide comms<br />
|-<br />
| Reflectron|| GX-120|| Dish|| 400&nbsp;Gm|| Luxury lightweight Solar system wide comms<br />
|}<br />
<br />
==Remote Mission Control==<br />
If the signal delay is unmanageable, there is a solution. Once we unlock the Large Probes topic we'll get access to the [[RC-L01 Remote Guidance Unit]]. In RemoteTech, this probe core is special because it contains a Command signal processor, which allows a ship or base equipped with it to act as remote Mission Control to any probes connected to it, however to do this the ship must also be crewed by 6 or more [[Kerbals]]. The main advantage of this is that a command ship can control probes near it with reduced signal delay, even if far from Kerbin.<br />
<br />
Note that to gain science the reports still need to be sent back to KSC, to even suggest that six Kerbals can replace the entirety of R&D might give Wernher von Kerman a heart attack!<br />
<br />
== Related Links ==<br />
* [[Tutorial: Basic Probe And Satellite Building]]<br />
<br />
[[Category:Tutorials|Tutorial:RemoteTech2]]</div>Ferrous