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Gaarst

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Everything posted by Gaarst

  1. About radiation: blackbody radiation depends a LOT on heat difference, actually, radiated energy is proportional to the temperature to the power 4 (3x hotter > 81x more radiation !) In your example of the handshake, the temperature difference between the hand and the air is ~10°C. Just consider a lightbulb which is 3000K: the tungsten wire radiates towards the glass which is boiling hot very soon after turning on, and lightbulbs are filled with insulating gas to prevent as much as possible conduction/convection. Also a wooden door has quite a poor emissivity compared to a metal part so radiates way less. My point is that in space radiation IS the main source of heat transfer when you consider high temperature differences, eg: between a rocket engine burning over 2000K and space at only a few K. And that is only truer when your realise that in space both conduction and convection are impossible as they require a material middle to transfer. Radiation from the Sun is what gives Mercury a heat gradient of ~600K: th Sun at 5800K 55 million km away heats a whole planet by 600K But to come back to KSP, I find it ridiculous that an engine producing so much heat does not have an integrated, efficient heat dissipation system; or even a generic part that would serve to all engines. Heat production is badly managed in KSP 1.0. That's it. I think reentry heat is a good thing, adding to realism, but when a part such as the drill or converter cannot run longer than 10 secs on its own or even with several solar panels, I think something's broken.
  2. Uncontrollable rocket can also be caused by your ascent profile or aerodynamic issues. A lot of things aside from LF engines can be the cause. And for the small lab I suggest using a heat shield below it but keeping SAS on towards retrograde so that your reentry module doesnt flip as it seems to be an issue with 1.0
  3. Explosive overheating when decoupling jumbo-64 with Manifold strapped to a Kerbodyne 14400... (I made a thread about it, if someone wishes for more details: http://forum.kerbalspaceprogram.com/threads/117645-Fuel-tank-exploding-after-%28radial%29-decoupling)
  4. You have to expand the "advanced" categories in the VAB (top left sort of arrow I think) and it is the last category
  5. I had a pre-1.0 lander model weighing ~60 tons achieving 9k vacuum delta-v that used 3 BACC SRBs and 3 LV-T30 for taking off, hopefully even with thrust downgraded in atmosphere it should be a good start.
  6. As you are escaping Kerbin, your retrograde relative to Kerbin should be towards it; so I'd say full throttle towards Kerbin. You should probably backup first, in case random assumptions do not fit rocket science (not that it's the case in KSP but...)
  7. Both the drills and the converter generate heat, seeing that you have 4 drills and a converter running together at the same time, this generates a LOT of heat. The ablator is just doing its job: dissipating heat by slowly vanishing to protect your command pod. Though a shield is quite stupid and does not make the difference between reentry or drilling in terms of heat
  8. I think that in 1.0 these 200+ temperatures are actually ambient temperatures (maybe in Kelvin) and not heat from reentry, so that makes sense that the lower you go the hotter it gets.
  9. You can use Kerbal Engineer for 1.0, I guess the terminal velocities have been adapted to the new aerodynamics. But from what I remember, terminal velocity gets very high very fast. You can get "reentry effects" at 30% of terminal (according to Kerbal Engineer)
  10. For vertical pieces I guess it depends on the type symmetry you are using: radial shout generate roll, and mirror yaw or pitch. It may also depends on orientation of the parts. If you launch a balanced plane vertically, lift should generate speed radially and you plane will move in the direction of its back. And I think clipping does not change lift, seeing the number of clipped parts in many creations.
  11. So I was testing this new rocket I made, and when decoupling the radial LF boosters I used in the first stage, the fuel tank they were fixed on suddenly explodes from overheating (no collision causes the thing). (Layout is: 4x Jumbo64 strapped to a Kerbodyne 14400 with Manifold radial decouplers) Using debug thermal colors: there is no overheating before decoupling (the tank is show red) but right after, the tank suddenly goes yellow and explodes. Am I doing something wrong or is it a new thing from 1.0 physics or a bug ? (I can provide screenshots if anyone asks.)
  12. I was planning a landing on Eve but couldn't figure out how I could know how much delta v my rocket could provide for take off without using mods. So I made a few equations to calculate delta v, based on the ideal rocket equation for delta v and basic physics, in vacuum and inertia​: For a single stage rocket: Constant Thrust: ÃŽâ€v = 0.2 * F * ln(n / (200 * mf) + 1) / C Variable Thrust: ÃŽâ€v = 9.80665 * Isp * ln(n / (200 * mf) + 1) For a multiple stage rocket: Constant Thrust: ÃŽâ€v = 0.2 * Σs (Fs * ln(ms / (200 * mf,s) + 1) / Cs) Variable Thrust: ÃŽâ€v = 9.80665 * Σs (Isp,s * ln(ms / (200 * mf,s) + 1)) Where : F is the thrust (needs to be constant) in N C is the fuel consumption (needs to be constant) in l/s n is the initial fuel quantity of the stage in KSP fuel units mf is the mass of the rocket when all fuel of the stage is consumed in t Isp is the average specific impulse in vacuum of the stage in s Subscript s means "at stage s" (change stage whenever an engine or a part is decoupled) For a single stage rocket with: Command Pod Mk1 + FL-T400 + LV-909, it gave me a delta v of 3169.4 m/s Does anyone know if these equations are right or can check them ingame vanilla or with a mod ? Thank you for helping, Gaarst
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