Search the Community

Showing results for tags 'oxidizer'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker

Categories

  • Developer Articles

Found 3 results

  1. Got a math question for those more intelligent than me. I am trying to transfer fuel from my refueling station to another vessel. I don't want to "fill er' up", I just want to transfer enough to get to where I am going. I also don't want to over or under estimate the amount of oxidizer I need compared to the liquid fuel. Can someone give me the math, or direct me in the right direction, to figure up the liquid fuel to oxidizer mix ratio?
  2. Good evening to you all. Hopefully I have a simple question here. I have built an early tech plane, and, in order to make it long range I added a Terrier rocket engine to it so I could get it off the ground with all the extra fuel it's carrying for the Juno engines that are on it. I set the thrust limiter on the Terrier to 20, just enough to get the plane off the ground, and then I shut it down once I have enough speed to keep the plane in the air. My question is, does the oxidizer burn at the same rate no matter what you have the thrust set at? When I do activate the Terrier in flight it seems that the oxidizer is still burning at the same rate it would if the Terrier was at full power. If it does, is there any way to limit the oxidizer so I can maximize the effectiveness of the Terrier?
  3. So , my most recent creation was based off @lodger 's Xkos. https://kerbalx.com/AeroGav/ASES-SP2-Xkos-Dual-Nukes It weighs about 30 tons, and it's a 3 holer. My rule of thumb is that you want one Rapier or Whiplash for every 30 tons and 60kn Closed cycle power for every 15 tons mass (if nuclear) or every 10 tons mass (if chemical). So, it's got about the right amount of jet engine power by my book. In rocket mode, we have an embarrassment of riches. With 120kn nuke power in a 30 ton ship, that is sufficient by itself. But it also has a Rapier producing 180kn in closed cycle mode. On it's own , that would also be sufficient. With both, it's already in LKO before I manage to burn all the Ox off. If I continue to run the nukes till our LF is gone, our PE ends up halfway out to Dres. It's carrying 2 tons of Rapier, 6 tons of NERV, 11.4 tons of LF and 2 tons of Oxidizer. I'm wondering what's going to work best here - 1. Fly it with full tanks as i have done so far. 2. Leave the oxidizer tanks empty, because we're wasting LF burning it at 305ISP in a Rapier when we could be feeding it into a nuke for 800ISP 3. Use configurable containers mod to swap the adapters to hold all LF and no ox, and don't use the Rapier's closed cycle mode 4. Drop down to a single nuke, saving 3 tons, and bring enough oxidizer to get us through the roughest part of the ascent (1 ton may be enough?). Now, how do you fit one rapier and one nuke to a ship that size and not have horrendous off-axis thrust probs?