![]() That way, you won’t have to worry about running out of power while halfway around Kerbin. If you have solar panels, deploy them as soon as you are out of the atmosphere, even if it’s a night launch. Right: The position of a satellite in an 80 km orbit just before it loses line of sight with KSC. Some trial and error may be necessary if you’re used to shallower launches, but the traditional 45° ascent path should work. This means tuning your launch trajectory so that you finish your final burn less than 280 km (27° longitude) downrange of KSC. Make sure you take care of all maneuvers before you pass out of contact. A steep launch requires fewer RemoteTech-specific skills but is less efficient (and may lead to a broken rocket while playing FAR), while the flight computer gives you the freedom to build and launch your rocket how you like but requires you to pick up more advanced skills right away. There are two ways to avoid this, depending on your play style: following a steep launch path or using the flight computer. Unfortunately, a path like that means you won’t reach orbit until you are out of sight of Mission Control, and therefore out of contact. Were fuel efficiency your only concern, you would want a long, flat launch path to build up speed, and some mods (particularly Ferram Aerospace Research) encourage this. The DP-10 is unique among RemoteTech antennas in that it is automatically switched on at mission start, so you don’t need to do any fine-tuning on the pad. The other two antennas are optional for low enough orbits. Of these three, the Reflectron DP-10 is the only one that can work in Kerbin’s lower atmosphere without breaking off, so you must include it on the satellite (several atmosphere-safe dishes become available later in the tech tree). Double-check that you have enough panel and battery capacity to cover the energy needs of your antenna(s), since RemoteTech antennas use a lot more power than the stock versions.Īt low tech levels you have access to only three antennas: the Communotron 16, the Reflectron DP-10, and the Comms DTS-M1. It’s just a matter of being careful…Īs for any KSP probe, you will need a probe core, a battery, and (once you have the tech) solar panels. Otherwise you risk launching nothing but a future fireworks display for the citizens on the far side of Kerbin.įortunately, getting into a stable orbit before you lose control doesn’t demand any precision computing. Given the nature of orbits, this wouldn’t be too much of a problem since the satellite would come back around again, except that on that first crucial launch, you need control to circularize your orbit. Launching a satellite into orbit means it will, sooner or later, end up on the far side of the planet. To establish this link, you require an antenna that has the range to reach it and no obstructions between them. ![]() In order to have remote control of a vessel, it must have a communications link with Kerbal Space Center. So how do you launch and control the very satellites that are supposed to help you do the controlling? In a mature space program, a network of commsats will help you relay transmissions in any direction, but you don’t have that luxury at the start of the game. To control a probe or satellite from the ground, you need a reliable communications link over which to send commands to mission control. This tutorial does not require any mods other than RemoteTech. ![]() ![]() Researching Electrics, which unlocks solar panels, is recommended but not required. You must have researched Flight Control, which unlocks the Stayputnik probe core and the Reflectron DP-10 omnidirectional antenna.
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