How to watch a KSP video: Step 1: Watch cool KSP video Step 2: Be inspired to do super cool stuff on KSP Step 3: Start-up KSP and try to build cool stuff Step 4: Give up, it's futile.
5 yrs old and still useful information. A video that stands the test of time! Well done sir... I was just releasing my sats for my network, then going to deploy my second to find out everything is dead. All batteries are toast. Apparently the main rocket wasn't getting any sunlight in between, held SAS on accident and it used up all the juice... DAMN, so...... AGAIN!
This is by far the most comprehensive (single-launch) geostationary tutorial I ever watched! Really well done, Matt! Now you done it, I have to share your tutorial ;)
twitter.com/Matt_Lowne Thank you for watching my first tutorial, in fact this is my first non-SSTO tutorial! Let me know how it went! I'll be putting satellites around Mun and Minmus anyway, would this be a video people would be keen for (with a commentary)? I'm aware that the "equilateral triangle" I was aiming for ended up slightly scalene...but it's good enough I think! In order to keep the video short, I omitted my fine-tuning of the satellite orbits. However, remember that lower orbits move at higher velocities and higher orbits move at lower velocities. This means circularizing the orbit just below the 2 863 334.06 m mark will cause the craft to move "East" relative to Kerbin's surface, and circularizing just above with will move the craft "West" relative to the surface. Quick note: those familiar with Scott's tutorial may notice that the apoapsis he used is different to the one I use. This is because Kerbin's rotation was increased in the 1.05 update, which came out after Scott made his tutorial. Anyways, craft file in the comments etc. etc. The background music is the gallery theme from Sonic Generations, and the outro music is the rooftop run theme from the same game.
I'm a new subscriber, but really enjoying your content! Keep it up! Something I always struggle with is "efficient" rocket design. Maybe a tutorial on figuring out the dV actually needed to do things instead of just wildly guessing like I do would be nice?
I want Squad to add food water, or supplies into KSP. Maybe they could add a new game mode for that. Kerbals need to eat drink and stay healthy in order to survive in outer space
I usually fudge it by not requiring an accurately circular orbit; as long as it's close, it's good enough. The key is matching the orbital period to ensure that the satellites don't drift over time, either relative to each other or to their SOI -- but that requires MJ, KER, or kOS to ensure accuracy.
Gotta say, the satellites itself does little work and basically makes a laser show. HOWEVER, the rocket that delivers the satillite into orbit is the best rocket ever that I ever find in the ksp and on youtube. Good job on making that rocket tho! Super super reliable .
I know this video is old, but with the upcoming release of KSP 2, I started playing again. I just performed a geosync with three satellites. I based my ship off the one you provided, but I used roughly half the parts and for a third of the price.
As a long time player I recommend having mechjeb for the fine details. I'd use the node generator to make a set apoposis* then when you need to do the circulation burn just make the node. It'll do accurate burns down to like 2m it's sweet. You could even get rid of the drift on the inclination by getting the info from the wiki.
Its actually not hard at all. You can either change the thrust limiter to 1% or you add small RCS thrusters which are even more accurate. The real hard problem to me is KEEPING that when you turn your ship. But to be fair, it not too important and you can still add RCS thrusters to each satellite and fix the orbit after you roughly deployed them.
Great video. I'm fairly new to KSP, and your vids are very helpful (and entertaining). I had a thought - that the ratio of the geosynchronous orbit AP to the "deployment orbit" (1/3 the geosync orbit time) PE would likely be the same, independent of the body you are putting the satellites around, so I gave it a try on Minmus. Deployment PE/AP=1225/2863 (your vid), indicates that the PE should be .4278 that of the geosynchronous AP - so for Minmus, AP=357.94 / PE=357.94*.4278=153.13 ... worked like a charm. Suspect it will work elsewhere as well. Many thanks.
You don't really need the fancy rig to hold the satellites. Just make each one a separate stage (with a faring), and use enough of a second stage to get them into the elliptical timing orbit. You use a normal stage separation to drop each satellite off the back side of the stack, instead of unpacking them from the front. Less weight, less fuel, less boosters, same result.
dont need to be perfect geostationary orbits if i have 50 relay satellites orbiting 500 KM off the ground randomly put into orbits that are more like ellipses (200 KM to 500 KM... ish)
When you set up a new game you can go to advanced setting in the difficulty setup and disable the other stations around kerbin. This makes it to where only KSC can get a signal and you would need this network for full coverage. You will also need this on other bodies to control on the radio dark side. This or some other systems which there are a few that would help you get around this on planets where you cant do that.
Ike being in essentially geostationary orbit will still let you set up a network if you simply avoid its SOI. In fact, I was/am planning (in 1.0.5 because 1.1.x is balls) a Duna network with RemoteTech that uses an Ike network as one of the nodes for my Duna network. Basically 5 satellites: 3 around Ike to cover its surface, 2 more around Duna itself to cover Duna's surface. The DunaSats would double as the Interplanetary links back to Kerbin (since you only need 2 Sats with a reasonably separation to keep basic interplanetary links. It's the surface links that need about 6 for full coverage). GeoSats around Duna would be stationary to Ike as well. The only problem would be the initial deployment. You have to target Ike, set up a rendezvous that intersects it at Geostationary altitude, lead it by 120 degrees, the get into 2/3 resonance. This will make sure the second approach to Apoapsis isn't gonna gonna approach Ike (since you will be leading the first sat and thereby trailing Ike by 120 degrees.)The lack of N-body simulation make the sat orbits stable. You'd only have problems if the orbital periods of the Sats differ enough that they'll drift over time relative to Ike. (That's what station-keeping is for, technically.)
Ike isn't in a perfectly geostationary orbit though, so eventually it would catch up with the other satellites. And yes, a non-geosynchronous network would work just fine if you place it beyond Ike's SOI
I like having some really weak RCS thruster for those kind of missions to fine tune the orbit and make sure all the satellites have exactly the same orbital period so that they don't drift too much apart as time goes. Of course without ker, it makes things a bit trickier :/
You totally read my mind. Since the early access release of KSP2 kind of sparked my interest I decided to pick up KSP1 again and I wanted to do exactly this. Unfortunately I'm currently experiencing a rather game breaking sas bug that's stopping me dead in my tracks. I just put up my first space station in orbit around kerban and had to do it all by hand. Sas was no help what so ever.. I've searched around on the internet and found that while there are other people that have experienced this bug no one, it seems, has found the cause or a solution. But, as it is I can't even consider going on to try the more challenging things like rendezvous and docking and going to other planets. Just putting up that one station without sas was nerve racking enough for me.
but whats the purpose of making them geostationary? as long as they are all in the same orbit wont you get the same effect? oh nevermind you explained it at 2:10 :P
I used to do this to a 99% or so accuracy and then use hyperedit to fix the damn things into a proper orbit because KSP tends to screw around with the highly precise orbits sometimes which caused my network to decay over time. Not feeling guilty at all :P Also, I usually tried that quite early in the Career, so no RTGs, instead my relays were quite big to accommodate all the batteries and solar panels.
I knew it! He was using some of Sonic Generations' music for his background music. I thought the beginning sounded familiar, all it took was Rooftop Run Classic to jog my memory.
Sorry to be picky, but it is not 6 hours. It is 5 hours 59 minutes 4.901 seconds. 6 hours causes you to drift west over time. You want the Kerbin Sidereal rotational period, not the Kerbol Day rotational period.
That is the rotation based on the position of Kerbol above a certain point on Kerbin at the same time each day, not the actual rotation of the planet Kerbin. Synchronous satellites need to be placed based on the sidereal rotation of the planet respect of other stars (if the game had them) and not with respect to Kerbol. Kerbol appears directly over the KSC every 6 hours, but as Kerbin goes around Kerbol in prograde in both its orbit and its rotation the sidereal day will always be slightly slower. Using 6 hours causes satellites to drift. Try it by hacking a save file and placing a craft directly above the KSC with an orbital period of 6 hours and speed time forward, it will drift over time.
+Simon Warburton The new cheat mode should be enough I think, also why would it matter as long as you always have line of sight to the other sattelites and ksc the geostationary is really not necessary, is it?
I did a Keostationary space sation with 100 tons and circular format (like interstellar or your circular space station on Eeloo) Everytime I dock some ship in the station, the orbit get a bit modification. I away ajust the orbital period to 5h59m9s (most close to this) even ignoring the orbit imperfection, that aways is around 2.862~2.864Km with 0.1m/s or less of relative speed at surface. That is my best for the most keostationary orbit
For planets and moons where you can't put geostationary satelites, this is not a problem, just put sufficient amount of satelites in different polar orbits, just at the limit of the planet/moon's sphere of influence at dofferent angles, that should do the trick 95% of the time.
Not really, I needed that scaffholding to provide somwhere to attach the decouplers for the satellites. The symmetry of the structure was more for aesthetics
Matt Lowne That's why i always use 'this'. But to reach the not kerbin facing sides from mun and minmus i placed 3 relays in a more dostamt orbit than minmus.
it does matter now! there are missions for it and you have to build coms networks and I believe keostationary orbits are helpful! Especially if you want to establish connections around distant planets with no tracking stations!
you're sitting and you hear a boom: oh my ship ... but you're not in the game: hahaha that's good *you hear boom and you're not in the game* : wait ...
To me doing this is "essential" as I do NOT use the additionnal groundstations! KSC is my only available ground station! :). I found that using a bunch of satellites with different orbits (some equatorial, some polar, at different altitudes, etc) is fine for having a link to KSC MOST OF THE TIME. But it still happens that the satellites are all behing kerbin and have no LOS with KSC. Keosynchronous orbit satellites are crucial to me. At least one that stays over KSC and that will let me relay to anything that isn't directly behind KSC. a triangle like you did is the perfect satellite network. However, I found that any triangle that is big enough for the corners to have LOS with each other (I.E high enough so Kerbin isn't blocking the link between them) is enough. The satellite getting a link to KSC changes as the satellites are faster or slower than Kerbin's rotation, but there is always one of the 3 satellite that sees KSC. So as long as you have a triangle, you should be fine! Keosynchronous orbits are simply more niche and desirable :)
Question : Why is it most of these vids have a "standard" orbit instead of a polar orbit for satellites? Seems a polar orbit would cut down on a lot of the dead spots.
great video i am a total noob at ksp and i got the orbits perfectly ( 2 meters between ap and pe) with my own rocket.. well it looked like shit and took me 3 hours but i made it and im proud.. Thanks for the tutorial
HAHAHA! I just watched the scene from Sherlock where he accidentally made fun of Holly on Christmas, the scene ended on his ringtone - the moan, and this video comes on and Matt says "was that a satisfactory level of excitement?"
you need 5, and every one has to be 120 degs (plus or minus 5 degs.) apart from each other to establish a stable connection even for the worst antenna in the game. The 4th and 5th probes are on polar orbits
Great Video , Great Tutorial defiantly make more . I wouldn't worry about the "scott manly did it first ", theirs probably many more people who make the same video's as well.
Hello! Great video but I'm with a doubt and a problem. Every time I go to do my Geostationary Relay, I throw it and I get a limited connection on it and I can't start the engine or do anything with the satellite, so I can't adjust my orbit. What am I doing wrong? What antenna should I use? And, what antenna you used in this video? I'm new to the game and bought him recently, I'm using the mods RT and MechJeb. Any tip will be very welcome! Thank you
Honestly, I use the landing base of my first 1.2 Mun mission as my relay as it's in the sweet spot on top of the Mun where I can see both Kerbin and Duna
"It's also extremely easy." Do you realize you are talking to someone who can't even orbit the Mun yet?
Your talking to a mobile player
@@wolfboi7104 kerbal isnt on mobile you fucking idiot
Does any one knows how to do it with cheats im lazy as fuck
You dum just watch Scott manly truotorual
Can you orbit the min now?
How to watch a KSP video:
Step 1: Watch cool KSP video
Step 2: Be inspired to do super cool stuff on KSP
Step 3: Start-up KSP and try to build cool stuff
Step 4: Give up, it's futile.
Step 4: Fail miserably
Step 5: Go to step 1
Or
step 4: Half way Success
Step 5: Got new cool KSP update and old save not compatible
Or:
Step 6: the project is fucked up
So true lol
Zpectrexs Step 7: Forget to check staging
"It's really really easy."
Yeah, it's not like its rocket science... oh wait.
@Issac Princeton ty no thanks
@Issac Princeton So now we have spam bots, nice
5 yrs old and still useful information. A video that stands the test of time! Well done sir... I was just releasing my sats for my network, then going to deploy my second to find out everything is dead. All batteries are toast. Apparently the main rocket wasn't getting any sunlight in between, held SAS on accident and it used up all the juice... DAMN, so...... AGAIN!
Is it just me or does anyone else imagine him as a chap with a monocle and some fine wine while playing KSP?
yep it is just you
well when you say that.
YEA!
well when you say that.
YEA!
hahahhahahahaha with this music of course hahahah so true
lol I wish there was a squire who plays ksp
This is by far the most comprehensive (single-launch) geostationary tutorial I ever watched! Really well done, Matt! Now you done it, I have to share your tutorial ;)
Thanks!
6:20 God help us if things orbited in triangles.
Imagine astronauts just chilling and just becoming a smear on their veichles wall
@@cursedcliff7562 lmaooo
twitter.com/Matt_Lowne
Thank you for watching my first tutorial, in fact this is my first non-SSTO tutorial! Let me know how it went! I'll be putting satellites around Mun and Minmus anyway, would this be a video people would be keen for (with a commentary)?
I'm aware that the "equilateral triangle" I was aiming for ended up slightly scalene...but it's good enough I think!
In order to keep the video short, I omitted my fine-tuning of the satellite orbits. However, remember that lower orbits move at higher velocities and higher orbits move at lower velocities. This means circularizing the orbit just below the 2 863 334.06 m mark will cause the craft to move "East" relative to Kerbin's surface, and circularizing just above with will move the craft "West" relative to the surface.
Quick note: those familiar with Scott's tutorial may notice that the apoapsis he used is different to the one I use. This is because Kerbin's rotation was increased in the 1.05 update, which came out after Scott made his tutorial.
Anyways, craft file in the comments etc. etc.
The background music is the gallery theme from Sonic Generations, and the outro music is the rooftop run theme from the same game.
certainly Matt, thanks for sharing this info ;)
Was this early access? Or is 1.2 out yet for ksp. Thanks for the gso tutorial, keep up the good work!
This is a very good tutorial, thank you!
you should do another body's network using an SSTO. I've played with remote tech and could never get a good SSTO to setup networks.
I'm a new subscriber, but really enjoying your content! Keep it up!
Something I always struggle with is "efficient" rocket design. Maybe a tutorial on figuring out the dV actually needed to do things instead of just wildly guessing like I do would be nice?
Your numbers are:
~1,266,000m
~2,863,350m
Meters*
2,860,334
*2,863,335m -> Kerbin
videosvideos hniglmeters
DevProdigy
Metres*
Seeing all those green lines in my tracking station are so satisfying, it makes me feel like I achieved something.
That's cause you did dude. I still can barely wrap my head around this stuff lol
I know that feeling, bro. I too live for the green lines 💚
1:02 Did you just imitate Scott Manly?
chi oml lol
Fucking kek
I want Squad to add food water, or supplies into KSP. Maybe they could add a new game mode for that. Kerbals need to eat drink and stay healthy in order to survive in outer space
there's a mod for that
Lucas Wilson Rly? What's it called?
+Lee TAC Life Support
Phelan Is it available for 1.1.3?
Try kerbal inventory system, too.
I usually fudge it by not requiring an accurately circular orbit; as long as it's close, it's good enough. The key is matching the orbital period to ensure that the satellites don't drift over time, either relative to each other or to their SOI -- but that requires MJ, KER, or kOS to ensure accuracy.
This really is the best ksp channel ever
Gotta say, the satellites itself does little work and basically makes a laser show. HOWEVER, the rocket that delivers the satillite into orbit is the best rocket ever that I ever find in the ksp and on youtube. Good job on making that rocket tho! Super super reliable .
matt:makes a structure inside the fairing to store sattelites. squad later: let's make it a fairing function!
I know this video is old, but with the upcoming release of KSP 2, I started playing again. I just performed a geosync with three satellites. I based my ship off the one you provided, but I used roughly half the parts and for a third of the price.
"upcoming release" famous last words
Released...
It would be cool to see you do a series on setting up a satellite network throughout the whole universe.
As a long time player I recommend having mechjeb for the fine details. I'd use the node generator to make a set apoposis* then when you need to do the circulation burn just make the node. It'll do accurate burns down to like 2m it's sweet. You could even get rid of the drift on the inclination by getting the info from the wiki.
Please do more of these I actually love these types of videos, keep it up Matt!!!
Wait, you need satellite relays for 1.2 vanilla now? Not Remote Tech?
Yep
Yes. Awesome aint it?
Dr.Sensei-Hugo The slow march of Vanilla KSP assimilating modding. It is glorious, glorious!
yes. if you cant directly connect to kerbin with a satellite relay, you will have limited (or no) control for unmanned vessels in ksp 1.2
That's *awesome*
I have no intention of ever doing this, but your voice makes this a nice video to watch
4:30 Three meter difference!? I have doubts that I can get within 100!
I got within one!! I'm better than Matt Lowne!! (Not to brag, just something funny)
You can tweak the thrust limiter for extra accuracy.
Its actually not hard at all. You can either change the thrust limiter to 1% or you add small RCS thrusters which are even more accurate. The real hard problem to me is KEEPING that when you turn your ship. But to be fair, it not too important and you can still add RCS thrusters to each satellite and fix the orbit after you roughly deployed them.
@@sergegordeev9426 Ohh yeah, thats a different story! :D
Great video. I'm fairly new to KSP, and your vids are very helpful (and entertaining).
I had a thought - that the ratio of the geosynchronous orbit AP to the "deployment orbit" (1/3 the geosync orbit time) PE would likely be the same, independent of the body you are putting the satellites around, so I gave it a try on Minmus. Deployment PE/AP=1225/2863 (your vid), indicates that the PE should be .4278 that of the geosynchronous AP - so for Minmus, AP=357.94 / PE=357.94*.4278=153.13 ... worked like a charm. Suspect it will work elsewhere as well. Many thanks.
"im either ill, or suffering from seasonal allergies..... or come from a long lineage of golf announcers" LOL jk XD, great vid as per usual!
Seriously the Atlas V rocket is the weirdest rocket ever made
At least it doesn't look like a white dildo
Sammy197 white dildos landed men on the moon damn it
Cit.
russian space missiles are the best rockets, as they don't look like white space dildos and they sent the first man into the space
GammaTheLoser
no moon still! and the look of white dildos with stripes is used to detect unwanted roll from a distance
This is much more pleasing to the ear then that american accent from other youtubers. ugh
you sir, are a wizard, and now worthy of my like.
You can enable/disable multiple tracking stations when playing, so the option is there if you want relay networks to be essential or not.
You don't really need the fancy rig to hold the satellites. Just make each one a separate stage (with a faring), and use enough of a second stage to get them into the elliptical timing orbit. You use a normal stage separation to drop each satellite off the back side of the stack, instead of unpacking them from the front. Less weight, less fuel, less boosters, same result.
dont need to be perfect geostationary orbits if i have 50 relay satellites orbiting 500 KM off the ground randomly put into orbits that are more like ellipses
(200 KM to 500 KM... ish)
Ahh, the Danny2462 approach. Classic.
Thanks man! Been struggling to set up a good relay network for the last two days, now it looks perfect :)
The numbers you need are
Apoapsis: 2.863.334
Periapsis: 1.225.000
This comment is originally by someone else, but I can't find it.
Thanks mate helped alot
When you set up a new game you can go to advanced setting in the difficulty setup and disable the other stations around kerbin. This makes it to where only KSC can get a signal and you would need this network for full coverage. You will also need this on other bodies to control on the radio dark side. This or some other systems which there are a few that would help you get around this on planets where you cant do that.
Ike being in essentially geostationary orbit will still let you set up a network if you simply avoid its SOI. In fact, I was/am planning (in 1.0.5 because 1.1.x is balls) a Duna network with RemoteTech that uses an Ike network as one of the nodes for my Duna network. Basically 5 satellites: 3 around Ike to cover its surface, 2 more around Duna itself to cover Duna's surface. The DunaSats would double as the Interplanetary links back to Kerbin (since you only need 2 Sats with a reasonably separation to keep basic interplanetary links. It's the surface links that need about 6 for full coverage). GeoSats around Duna would be stationary to Ike as well. The only problem would be the initial deployment. You have to target Ike, set up a rendezvous that intersects it at Geostationary altitude, lead it by 120 degrees, the get into 2/3 resonance. This will make sure the second approach to Apoapsis isn't gonna gonna approach Ike (since you will be leading the first sat and thereby trailing Ike by 120 degrees.)The lack of N-body simulation make the sat orbits stable. You'd only have problems if the orbital periods of the Sats differ enough that they'll drift over time relative to Ike. (That's what station-keeping is for, technically.)
Ike isn't in a perfectly geostationary orbit though, so eventually it would catch up with the other satellites. And yes, a non-geosynchronous network would work just fine if you place it beyond Ike's SOI
Loved your KSP 1.2 video this is just as good keep up the good work. Love your videos they keep me entertained and remind me how bad I am KSP.
Cool voice dude :P
Also, cool ksp xD
And finally, cool stock copyright free music :D
Also cool watching that osiris rex onspired laumch just after osiris rex reached Benu
The Update is out-
I Dont have any New parts.
WTF?
Why Are There no parts?
It says Version 1.3 but Its still 0.9
on my PC
I forgot to Switch to the Prerelease xD
@@Macintoshiba oof
Was going to say you sound young, but instead you're just sick in this one lol
I like having some really weak RCS thruster for those kind of missions to fine tune the orbit and make sure all the satellites have exactly the same orbital period so that they don't drift too much apart as time goes.
Of course without ker, it makes things a bit trickier :/
You totally read my mind. Since the early access release of KSP2 kind of sparked my interest I decided to pick up KSP1 again and I wanted to do exactly this.
Unfortunately I'm currently experiencing a rather game breaking sas bug that's stopping me dead in my tracks.
I just put up my first space station in orbit around kerban and had to do it all by hand. Sas was no help what so ever.. I've searched around on the internet and found that while there are other people that have experienced this bug no one, it seems, has found the cause or a solution.
But, as it is I can't even consider going on to try the more challenging things like rendezvous and docking and going to other planets. Just putting up that one station without sas was nerve racking enough for me.
but whats the purpose of making them geostationary? as long as they are all in the same orbit wont you get the same effect?
oh nevermind you explained it at 2:10 :P
That's more of a real-world sort of situation anyway. In KSP, it wouldn't matter that much.
Nice use of the extra room's music from sonic generations
Ikr..I was actually gonna question if what was the music because it sounds like from sonic generations that I played before..
I used to do this to a 99% or so accuracy and then use hyperedit to fix the damn things into a proper orbit because KSP tends to screw around with the highly precise orbits sometimes which caused my network to decay over time. Not feeling guilty at all :P
Also, I usually tried that quite early in the Career, so no RTGs, instead my relays were quite big to accommodate all the batteries and solar panels.
I knew it! He was using some of Sonic Generations' music for his background music. I thought the beginning sounded familiar, all it took was Rooftop Run Classic to jog my memory.
Sorry to be picky, but it is not 6 hours. It is 5 hours 59 minutes 4.901 seconds.
6 hours causes you to drift west over time. You want the Kerbin Sidereal rotational period, not the Kerbol Day rotational period.
In 1.05 Squad sped up Kerbin's rotation so now it actually takes 6 hrs
That is the rotation based on the position of Kerbol above a certain point on Kerbin at the same time each day, not the actual rotation of the planet Kerbin. Synchronous satellites need to be placed based on the sidereal rotation of the planet respect of other stars (if the game had them) and not with respect to Kerbol. Kerbol appears directly over the KSC every 6 hours, but as Kerbin goes around Kerbol in prograde in both its orbit and its rotation the sidereal day will always be slightly slower. Using 6 hours causes satellites to drift. Try it by hacking a save file and placing a craft directly above the KSC with an orbital period of 6 hours and speed time forward, it will drift over time.
+Simon Warburton The new cheat mode should be enough I think, also why would it matter as long as you always have line of sight to the other sattelites and ksc the geostationary is really not necessary, is it?
2 863 344 meters. That's what I was looking for. Thank you!
Thank you for this tutorial AND the Craft File. Awsome work!
"0:34" TO!! MUCH!! INFO!! IT HURTS
Гугагуга
wdym
I did a Keostationary space sation with 100 tons and circular format (like interstellar or your circular space station on Eeloo)
Everytime I dock some ship in the station, the orbit get a bit modification. I away ajust the orbital period to 5h59m9s (most close to this) even ignoring the orbit imperfection, that aways is around 2.862~2.864Km with 0.1m/s or less of relative speed at surface. That is my best for the most keostationary orbit
Such epicness man. I learn much for my own videos from here haha
If you have KER, you can display the orbital period. Simply adjust that to 1d at an apoapsis of 2.863 km. You can get much more precise that way
I just kept launching satellites until they stayed connected at all times. Works like a charm!
For planets and moons where you can't put geostationary satelites, this is not a problem, just put sufficient amount of satelites in different polar orbits, just at the limit of the planet/moon's sphere of influence at dofferent angles, that should do the trick 95% of the time.
Your voice is beautiful. I want to cry
Pls don’t cry
It's so pretty! *-*
I love your constructions!
this video is already 6 years old???? i don't believe it xD
I like the copa cabana song in the background.
You deserve more subs. #MoreLoveForLowne
Excellent video. I cannot wait for more.
didnt expect to like your video this much, goddamn XD keep it up!
Thanks for doing this video , Craftfile is nice a bonus
The Osiris V launch was certainly interesting.
delicious background music
of course, Squad has now made your scaffolding system obsolete..
How's that?
Not really, I needed that scaffholding to provide somwhere to attach the decouplers for the satellites. The symmetry of the structure was more for aesthetics
But the fairings themselves now have attachment points that automatically create a scaffolding within the fairing that you can attach stuff to
+Matt Lowne I went to the ksp website, clicked store, and signed in but I couldn't download it. By out you meant "currently being beta tested" right?
He means anyone using the steam version gets it
I started playing KSP 50 days ago and I was just happy to make it to the mun and back! Far out
You could get a 'geostationary' 'orbit' 'around' the mun by placing the relay on front and the back of the mun orbit around kerbin.
True. But that's more of a psuedo-geostationary orbit, since you're not actually within it's sphere of influence :P
Matt Lowne That's why i always use 'this'. But to reach the not kerbin facing sides from mun and minmus i placed 3 relays in a more dostamt orbit than minmus.
I believe that means placing the spacecraft at the leading and trailing Lagrange points, L4 and L5.
+Astro Fox ksp didn't have Lagrange orbits
ΑΡΗΣ ΚΟΡΝΑΡΑΚΗΣ *doesn't
Badass video man keep up the good work.
Nice video :) I figured it out a few years ago and use some low orbit polar sats to finish the job ^^
it does matter now! there are missions for it and you have to build coms networks and I believe keostationary orbits are helpful! Especially if you want to establish connections around distant planets with no tracking stations!
I used this video to setup and prep creations when i install bdarmoury. Something along the lines of a nuclear triad. Or guided munitions.
you're sitting and you hear a boom: oh my ship ...
but you're not in the game: hahaha that's good
*you hear boom and you're not in the game* : wait ...
Yes this tutorial helped me a bunch thanks Matt.
To me doing this is "essential" as I do NOT use the additionnal groundstations! KSC is my only available ground station! :). I found that using a bunch of satellites with different orbits (some equatorial, some polar, at different altitudes, etc) is fine for having a link to KSC MOST OF THE TIME. But it still happens that the satellites are all behing kerbin and have no LOS with KSC. Keosynchronous orbit satellites are crucial to me. At least one that stays over KSC and that will let me relay to anything that isn't directly behind KSC. a triangle like you did is the perfect satellite network.
However, I found that any triangle that is big enough for the corners to have LOS with each other (I.E high enough so Kerbin isn't blocking the link between them) is enough. The satellite getting a link to KSC changes as the satellites are faster or slower than Kerbin's rotation, but there is always one of the 3 satellite that sees KSC. So as long as you have a triangle, you should be fine! Keosynchronous orbits are simply more niche and desirable :)
0:01 i see you went to the osiris-rex school of atlas v design
Yes, he directly mentions that in the video...
yourcurtainsareugly i posted this as soon as i saw that okay, i didn't realize he mentioned it until later.
Geostationary orbit is only achievable when the orbit is directly above the equator right? Otherwise its geosynchronous orbit.
Because of one or another reason I cant se my network....... A glitch? Or just not in for public yet?
It's in pre-release, so you have to opt-in to it if you haven't already!
+Matt Lowne I might sound dumb now... But can you already find iT in Downloads or is iT somewhere else/not available?
On steam, right click, click properties, click Betas, then in the drop down menu click the 1.2 prerelease
+Matt Lowne How can I get 1.2?
Please see the above comment...
This worked amazingly... thanks for the tutorial bud.
i feel smart, i understood everything you said in this video
rcs have sounds?
They do in 1.2!
Great little touch, the game really need more sounds :)
so it's OUT! YAAAAY !
P.S.
I sense rivalry between you and Scott :D
How did you figure out what a 4 hour orbit was?
Question : Why is it most of these vids have a "standard" orbit instead of a polar orbit for satellites? Seems a polar orbit would cut down on a lot of the dead spots.
Well, if you have a constellation set up, there will be no dead spots at all. Polar orbits are good for relay satellites pointing at the moons.
hello if somewone see this can you help me ?
to 8:02 how does he focus his camera on kerbin I tried every key of my keyboard thanks for your reply
How do you add those shielding things that you get rid of at 2:16?
that sonic music hits hard 😂
great video i am a total noob at ksp and i got the orbits perfectly ( 2 meters between ap and pe) with my own rocket.. well it looked like shit and took me 3 hours but i made it and im proud.. Thanks for the tutorial
HAHAHA! I just watched the scene from Sherlock where he accidentally made fun of Holly on Christmas, the scene ended on his ringtone - the moan, and this video comes on and Matt says "was that a satisfactory level of excitement?"
you need 5, and every one has to be 120 degs (plus or minus 5 degs.) apart from each other to establish a stable connection even for the worst antenna in the game. The 4th and 5th probes are on polar orbits
this literally blew my mind.
I forgot about the duna thing with ike and I got a gravity assist into a crash course with eeloo and now I have a external battery on eeloo
Amazing video!!!! :DDD Just like always
Great Video , Great Tutorial defiantly make more . I wouldn't worry about the "scott manly did it first ", theirs probably many more people who make the same video's as well.
You can select so that you only got the tracking station that is in the KSC. Just to make things a little bit more difficult.
Nice video Matt!
Thanks!
+Matt Lowne Your content is high quality and your commentary is always funny and interesting everybody loves that! You should keep doing this. :-D
Hello! Great video but I'm with a doubt and a problem. Every time I go to do my Geostationary Relay, I throw it and I get a limited connection on it and I can't start the engine or do anything with the satellite, so I can't adjust my orbit. What am I doing wrong? What antenna should I use? And, what antenna you used in this video? I'm new to the game and bought him recently, I'm using the mods RT and MechJeb. Any tip will be very welcome! Thank you
this is really useful for remotetech
Fairings have attachment points inside, so you didn't need the "girder cage" you built.
Howdy there. I was wondering if you have a video anywhere about building a decent satellite? Thanks
Honestly, I use the landing base of my first 1.2 Mun mission as my relay as it's in the sweet spot on top of the Mun where I can see both Kerbin and Duna