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mcirish3

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Everything posted by mcirish3

  1. One thing I know I am going to do once I get all the nuts and bolts put together in my mind, is put all the math info that is already on this forum into one coherent organized post.
  2. Short answer if the first equation is correct so is your last. I am still learning the details of the physics for this game myself so that is the best I can do.
  3. Hmm, interesting, but since I very much doubt that they included Einstein's relativistic corrections that means that theoretically you could pass up the light. I have gotten space craft to go very fast (over 100,000 meters per second) I find the physics controller breaks around that speed and the rocket becomes uncontrollable. I don't think they can make the light speed infinite strictly speaking what you are saying is they display the light independent of the crafts speed. in other words it simply is. The graphics engine simply draws the light the same no matter the speed of the craft.
  4. I would like to create an open discussion of the actual math behind KSP. Pleas no Orbital mechanics. I mean the nuts and bolts. Such as the drag constant at a given altitude. The quantized length, i.e. the Kerbal planck's length. Things along this line.
  5. Indeed your right about thrust for any instantaneous time. Though the equation I had in mind from classical mechanics was Fext=d/dt*(mv) where m=mass and v=radial velocity and Fext= -mg. As far a gravity goes I assumed they where using Newtonian mechanics but a computer can not create a "real" smooth continuous curve so the program must use some [DELTA]h for every [DELTA] ag i was just wonder what that was and the same goes for air resistance.
  6. I do wish they had solved the n-body problem but I can see how that would very much complicate the program and probably destabilize it. Since they chose a grafics engine that does not support muli-prepossessing using the solution to the n-body problem is out of the question.
  7. Indeed your right about thrust for any instantaneous time. Though the equation I had in mind from classical mechanics was Fext=d/dt*(mv) where m=mass and v=radial velocity and Fext= -mg. As far a gravity goes I assumed they where using Newtonian mechanics but a computer can not create a "real" smooth continuous curve so the program must use some [DELTA]h for every [DELTA] ag i was just wonder what that was and the same goes for air resistance.
  8. Thanks Jebbe I was just about to tell him to do some unit analyses and find out what the units must be to provide a clue where the number comes from obviously it is (density*g)^-1 here is the really question. I am fairly new to the game so not sure how much the developers have revealed about the mechanics of the game and how much peeps have figured out. My question is has any one bothered to figure out the differential equation governing the following three factors? Air resistance in atmosphere, Rocket mass change due to fuel consumption which causes a change in effective thrust, and change in g as altitude increases. Since this is a computer sim I must assume all these factors are discreet as apposed to a continuous curve. I wonder what are the scales heights for air resistance and gravity and delta kg for change in mass?
  9. No it does not have Multicore support. I wonder if it supports SLI since it seems slow even with folder switch for very large ships(250 + parts)
  10. Bigred2989 make a folder like c:\ksp17 and unzip there instead of the unzip default folder.
  11. Bigred2989 probably not your PC make sure you have installed in non windows directory. (only a fresh install will work, dont copy and paste) I saw a 50% improvement when I did this.
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