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Crown

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    Sr. Spacecraft Engineer

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  1. Hi, as far as my knowledge goes, delta-v is not calculated with drag. Only without drag. The reason for this might because drag is highly depended on the flight profile (pressure, speed, rocket shape, ...). For Kerbin, there is a delta-v map (search for "Kerbin delta-v map" if you want it) which shows the delta-v needed for inter-planetary travel, incl. landing and ascent. The delta-v needed for LKO, for example, includes drag. For my rockets, I take a few hundred more because I know that my ascent path is far from ideal. If you want to know what your rocket's delta-v is, there are several ways. One would be to download a plug-in for KSP to just display it. Kerbal Engineer Redux, as mentioned above, is one option. I use VOID ("Vessel Orbital Information Display") which uses KER as well but also shows several other information about the rocket. ou can calculate the rocket's delta-v by hand, too, if you want. The which is the Tsiolkovsky rocket equation is all you need. Everything needed is written in the article, so I want to redirect you there. If your question isn't answered yet, don't hesitate to write some more lines to clarify ;-)
  2. Hello, is there a simulation environment for Scilab / CelestLab that can simulate rockets? My goal is to simulate a rocket’s ascent path and then execute the ascent path in-game with kOS. Same with a descent path – but first I have to get the rocket into Kerbin’s orbit. I have CelestLab installed with CelestLab on top but I can’t quite figure out how I can simulate a delta-v change. I haven’t found a function that gives me the orbital parameters after a delta-v change at any point on orbit. If I can't find a way, I will try to assemble my own simulation environment. Thanks Greetings
  3. Yes, I have one station currently orbiting the sun. In a few years, a maneuver node has to be executed to bring the station back into Kerbin SOI. Because I kinda forgot that there is some personnel on it. I still don't know how to brake the station but this is a problem for the future. The station's design is way outdated and is way to clumsy for operational use. Another two stations are orbiting Kerbin but without any Kerbals on them. I don't know what to do with them but I don't want to de-orbit them. The only useful station I have is a equatorial station that serves as a hub for travel to Minmus or the Mun.
  4. It is possible to switch to any object that is in range, regardless of what type it is. I am not sure if it is possible to set the maximum debris count to 0. When you describe us what you are trying to do (e.g. the situation), maybe we can help.
  5. I think, on a space station around Mun or Kerbin. Not sure. Maybe on the ground, drinking rocket fuel. It's hard to keep track of all of them
  6. Hello. Can someone direct me to older versions? I need it to work with KSP 1.0.4. Neither TextureReplacer 2.4.13 nor v2.4.14 seem to work. I have placed new textures in the folder \GameData\TextureReplacer\Default\ and named them GalaxyTex_PositiveX, GalaxyTex_PositiveY, etc. Didn't work. Then I downloaded textures from someone else to test it and even placed just half of them. I took a few files and made them completely black but after the game load, there are no 'holes' in the sky. No changes were made to the .cfg files. I restarted the game every time I changed the files in the folder. I use Windows and no other texture mods.
  7. I tried to rebuild a Vega rocket and used this concept in career once. But it never had too much relevance to be used on a regular basis. Maybe when the satellite contracts come up more frequently but up until now it's mostly a little toys. And now, costs are not so much a factor now.
  8. I have two space stations orbiting Kerbin at an inclination of about 51° that are unmanned. Mostly because there's no science to be gained when at this inclination but it's harder to reach them. But it was fun to try to put them up there. I am still unsure whether I should de-orbit them or leave them for future use. A third space station with 0° inclination serves a real purpose as a pit stop between the surface and Mun. Several satellites are orbiting Kerbin, unsused. I once set up a GPS constellation of satellites, a space telescope, and some pseudo-communication satellites. I don't use any mods that involve telecommunication, so they are useless junk. At one point I classified them all as "debris" so they might be still out there or been deleted by the game. Apart from parts scattered around on moons and planets, I mostly now try to avoid space debris or at least put them in an orbit that reaches into the atmosphere. I once landed on Minmus and detached a stage during final descent. No all of it exploded on impact and decoupler fulfilled the contract "Land on Minmus" while I was still 900m above the surface. High in Mun orbit there are some ships that have no use any more - but could still be used if needed somewhere (that's why they are not "debris"). A graveyard orbit if you will. Most of them are landers for Mun that were replaced by a better version and some buses that are too large now because I don't need to send a huge number of personnel. A bit lower there are some refuelling ships waiting to be send down to the Mun station but in the process of setting up mining for contracts I probably don't need this anymore. On the way to an eternal waiting orbit are right now two ships that can take one Kerbal and land him back on Kerbin. These are leftovers from test for a ship needed to bring the engineer on a Minmus mining outpost back home. Thinking about it, I could have changed the inclination of these and sent them to Minmus. Oh,well Some contracts involved putting something into Sun orbit. So I have put them into Sun orbit and their apoapsis high enough that they will return in about 5 Kerbin years and at least burn up in to atmosphere. A test ship, containing some Kerbals, that as originally as mission for Duna, bringing a HUGE space station there, is also on such a trajectory. I still need a way to get these guy out of the ship but I don't know if it has enough dv for an orbit insertion. With the changes to the physics, I fear a little to get control of this ship. I had some explosions on pre-0.90 when I switched to them in v1.1.2. There's one ship that will never come back. It was several versions ago, a rocket ready to go to LKO was standing on the launch pad. After a glitch it was on its way out of Kerbin orbit at 8'000m/s, together with seven proud Kerbals. I wonder if the ship someday will touch a solar system border. And of course there are a tons of flags, rovers, and parts on Mun from a bunch of missions to the poles, archs, Apollo recreations. Maybe I will put them all in the "debris" folder once, but for now they are just sitting there in the dark and cold.
  9. Maybe. As an option to be selected in the difficulty menu.
  10. A similar observation involves not RCS but electricity. When I tell the craft to orient to prograde it will use more power to stay at prograde than telling it to go to prograde and then enabling attitude control (tapping "F" once). I think in the same way it uses RCS. This might be due to the inaccuracies of the simulation. If I need to look at power I usually switch to "attitude control" after orientation is done. With some minor corrections just before the main event.
  11. As far as I know, neither the direction nor the length of a strut influences the aerodynamic drag of a rocket or the force it can hold. This mean you could use only one single strut in a any way possible without making influence on aerodynamics.
  12. De-activating batteries and activating them again when the spacecraft is dead no longer works in 1.1.2. It was my preferred method to have a backup in case of electric starvation. Orientating the craft Normal or Anti-Normal (point the nose north or south) and putting 3 solar panels in radial symmetry on the craft makes sure that a little bit of solar panel is always pointing to the sun. That's what I always use. I haven't tested is entirely but I think that spacecrafts that are on rails don't use any electric energy in 1.1.2. If not, most of my probes are dead by now because they don't have enough battery to stay alive while they are in their parent body's shadow.
  13. That's what I mostly do. When I know that I have enough TWR I exceed this rule and come in hotter than usual. In addition to overlapping the speed marker and the target marker. So it's overlapping the speed marker and the target marker, and having 10% of the distance as speed (at 3'000m with 300m/s, adjusted for the situation accordingly).
  14. Up until now I never used the Thud engine, any radial engines, actually. The cases where I needed some kinda of radial engine, I used the LV45 Swivel and some structure parts. The Flea I only used during the first stages of the career. But since the Ant is little bit better (in 0.24 was it, I think) it sometimes ends up on satellites.
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