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About mhoram

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    Payloadfraction Optimizer

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  1. This looks like an interesting demo:
  2. Apparently a researcher team managed to use ion engines in the atmosphere.
  3. The most important aspects of interplanetary travel are collected in this tutorial: This thread contains a nice chart for interplanetary transfer windows: Two online-resources for calculating transfer-windows are: and
  4. Have a look at the explanation section here: " 4/π − 1/2 ohms". There is also a link to a page detailing the math behind it.
  5. mhoram

    Lego Kraken

    Guess what came to my mind when I saw this: ;-) From:
  6. Don't know it this fits into your portfolio, but in my opinion the most novel mod is: It replaces the stock Patched Conics Model (Kepler Orbits) with real-life N-Body physics.
  7. And since this is a problem that all of us deal with, @Meithan was kind enough to create this webapp based on @taverts work, to find the most efficient engine in any kind of situation:
  8. Recently I made some tests about the efficiency of the different parachutes: I came to the conclusion that masswise the Mk2-R works better than the other parachutes. For the calculation I personally use a massratio in the ballpark of 1:10. ~91% mass: parts that I want to land on Kerbins surface ~9% mass: 0-2 drogue chutes (depends on situation) and as many Mk2-R as needed to get the 1:10 massratio So for example if I want to land a ship that has a mass of 6 ton, I put around 0.6 ton of parachutes on it. (1 Mk12-R plus 5-6 Mk2-R). In this configuration I get a touchdown speed of about 5m/s. It was also sufficient to land on highlands and mountains, although the touchdown speed was higher there.
  9. The original old number I got from There is also a method described how the number was determined experimentally. The change to 9.81 was mentioned in a thread about physics here on the forum.
  10. Yes, the conversion factow was changed from 9.82 to 9.81 some versions ago.
  11. And here are examples of ships with a lot of Delta-V: They might give you ideas of how to extend your design.
  12. This seems to be the problem. I don't use Deadly Reentry or FAR, but I have the feeling that you are way to slow. Usually I decelerate so that my Periapsis is around 30km altitude above ground when entering the atmosphere, which gives good results for me (probably differs for FAR and Deadly Reentry). I suggest that you try out different entry velocities. The reason is that the slower you are, the faster you hit the ground (Yes, this seems to be counterintuitive). That way you don't stay long enough in atmosphere to slow down.
  13. Have a look at your Navball. You can see on the edge between the blue and the orange hemisphere numbers (0, 45, 90, 135, ...). They indicate the direction you are facing with your rocket. If you want to make your orbit after take-off as equatorial as possible, then point your rocket in the "90" direction. The reason is that the numbers represent the compass points (North = 0/360, East = 90, South = 180, West = 270). (Note: launching in the West direction also makes your orbit equatorial, but I would not recommend this since you have to counter the planetary rotation, which means that you need more fuel to get into orbit) As you have noticed, the latitude of your landing site has also an impact on the orbit after launch. The farer you land away from the equator, the less your orbit gets equatorial after launch. If the orbit before landing is equatorial, then your landing site will also be near the equator, so this should help to get you into an equatorial orbit after launch.
  14. Regarding your first question head over to This Webapp helps you with planning the needed Delta-V. Regarding your second question there are two options: 1. reduce the mass of your payload 2. increase your fuel/engines or add additional stages Here is a thread containing inspirations for creating Rockets with large amounts of Delta-V: Also you can get advice on which engine to use in which situation in the following thread: