mardi 28 novembre 2017

KSP Keostationary Orbits broken

Right. The game's stock information systems and flight controls are not precise enough to position the constellation to achieve long-term stability. Even with better information provided by mods, you still have the flight control issue, so it's only possible to get a truly stable constellation by cheating. Which is sort of a paradox, given that the only reason to make a kerbostationary network anyway is due to one's perception of realism

This right here is the main reason I quit using RemoteTech, and that was back before the stock system came along. At least at that point in time, RT required you frequently to take your relays off rails to aim their various antennae at new targets. Say you wanted to put up 3 kerbostationary satellites. So you put up the 1st and it's on rails. Then you put up the 2nd and aim 1 of its antennae at the 1st. Then you had to go to the 1st and aim one of its antennae at the 2nd. When you put up the 3rd, you had to go to each of the other 2 and aim one of their antennae at the 3rd. And so on every time you expanded your network. Thus, you were always putting in more error into your spacing, which wasn't precise to begin with, so networks really had no long-term stability. Before too long, you were spending all your time doing station-keeping instead of exploring the solar system.

It's better with the stock system now as the relays are fire-and-forget, but you still can't get the spacing even so over time you still get drift. But even better is the fact that you don't need to bother with this at all if you leave the extra ground stations enabled.KSP Keostationary Orbits broken

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