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  1. Community Delta-V Map 2.6 - KSP 1.3 View full size PDF versions (A4 & Letter) KSPedia Version (v2.6) Lights-out Theme (v2.4.1) (Thanks @Siege /u/s13g3!) Outer Planets Mod adaptation: By Swashlebucky; original by Misucat and his wife PDF version (v2.4.1) OPM - Lights-out Theme (v2.4.1) (Thanks @Siege /u/s13g3!) OPM - KSPedia Version (v2.4.1) (Thanks @AlexSheFF!) Changelog GitHub Check it for development, pull requests and other maps. All required tools for map editing are referenced th
  2. Jool 5 Delta-v Chart NOTE: This is based off of my flown mission but can be used to plan other missions to Jool. This chart is nowhere near perfect, but it should give you an idea of what to do or how much to build. I know circularization is not a word but I am trying, I am meaning it as making you orbit less eccentric. If you have any questions please ask me or someone else in the Jool 5 Challenge's main page listed here... The Chart Itself Action Rough Delta-v Requirement (meters per second) Launch to LKO (Inefficient launch)
  3. I am trying to design the a rocket that has the exact right amount of Delta-V required to get to the Mun and back. The first stage should be capable of getting the rocket clear of the atmosphere. I have looked everywhere for how much Delta-V the first stage needs and have found nothing. How much Delta-V should I be aiming for for my first stage to be able to get above 70 km?
  4. In one of Matt Lowne's videos I heard that to go to eloo your rocket need to reach a total delta-v of 4000 m/s. But what this mean? Is this means that that's the max deceleration or acceleration what you'll need to make, or what? He also stated out that his fuel just ran out before reaching that speed. I wanna make some rockets and put some stations on distant planets and an ssto that can send crew on them and back to kerbin, and i was just curious what could this total delta-v mean, and how it could help me make it.
  5. I understand the dV map to get from Kerbin to LKO is 3400, another 950 gets me to the sun and then 90 more will get me to a fly-by Eve with another 80 to get into orbit and 1350 to circularize just over the atmo. So to get into orbit of Eve I would need 5850 (plus margin) to simply get to the orbit of Eve. If I want to return from Eve to Kerbin what parts of that do I need to account for? Do I need to add the whole thing back or can I forget that 1330 that was used to circularize?
  6. I have been trying my hardest to design a lander that is capable of surviving an Eve re-entry, and being able to return from sea level. My main problems are first that the lander needs to be quite big and so I need big rockets to haul them into orbit. Sometimes they are not light enough to get into LKO. The second issue is that I am trying to at least land on actual land and not the ocean so Jeb can plant a flag and the rocket can stay upright on landing legs. The problem with that is mainly that I don't know how to do atmospheric precision landings on Eve. Any tips?
  7. From Kerbin to Beyond Delta-v Hey folks, I got a little case of OCD today and decided to make a spreadsheet (link above) of all the Delta-v to get around the solar system when Kerbin is the starting point. This and the KER add-on works together beautifully to figure out proper staging and TWR for any given mission you are planning. This is by far my favorite Launch Window Planner for the nitty gritty. With a little research and elbow grease multiple landings can be had on a single celestial body. Be sure to pack an experiment storage unit if you do. And above all else, remember t
  8. Is the delta-v map showing the min or max delta-v usage?
  9. Space - the Kerbal playground. These are the voyages of a rescue space program. It's noble mission: to explore recently visited worlds, to seek out new science and new anomalies, to boldly rescue every kerb who tries to go where they haven't gone before - and fails. Recover Obemy and His Debris from Low Sun Orbit I posted this in the "Self imposed KSP rules. Things we do that make things more difficult." thread: So, of course, a few days ago I pop into Mission Control and accept a rescue mission... The words "low Sun orbit" seemed very ominous. In the
  10. Does anyone knows how much delta-v total do i need to get to duna and back? if there is already an answer can anyone send me a link? pls
  11. I have had KSP for the PS4 a total of 4 days now, and it's complexity and intricacy exceeds what I prepared for. I am happy in this, but mortified as well. I have started a science save file, and have only researched 4 additional groups including: basic rocketry, engineering 101, general rocketry, and survivability. With the new parts acquired from researching these groups I built a simple, 3 stage ship, and have decided to try to achieve LKO. To do so efficiently, I delved into the KSP wikis and forums to find the relevant information. I understand to a certain point the rocket equation,
  12. Personally, I will continue to use Kerbal Engineer as it has a HUD that allows me to see things at-a-glance rather than having to go into and out of the map screen to check my apo- and periapsis. I also perdict that in the future, it will save me from having to scroll through long staging lists to check dV.
  13. Does anyone have a table or list of calculator with the upper limits of the Delta-V require to go from say a 50-100km orbit to a safe landing. I get it wrong too often. I just landed a base segment on Minmus with literally 10 times the Delta-V it needed. I ended up just throwing away all that fuel because it was late at night and I had to get to bed. It would also help if the resource you supply me with also listed optimal acceleration figures for landings. That's been on of my problems in these 155 years too. Help me improve my game, please.
  14. When calculating Delta-V manually the equation would be DeltaV=ln(m_start/end)xISPx9.8m/s^2 Now my question is when traveling to the moon would you change the 9.8 to calculate delta v? Im just confused as 9.8m/s^s is acceleration of gravity on earth. Thanks, Jonda
  15. Hello! Could somebody please explain what Delta-V is, but simply? Currently I think it is how much total thrust my craft can produce with the fuel it has. Now, I do not want a paragraph of mathematical and scientific stuff, I would just like a simple explanation.
  16. We've all heard it...there's frustratingly no working ALT code for a capital Delta on Windows. Every other Greek letter works, except for the one you and I would type consistently on this forum. We have to Google it, and copy and paste it from some website every time. But that's not true! You can make the delta symbol work with the Alt key! I found it here: https://www.reddit.com/r/windows/comments/18joaq/how_do_you_get_the_delta_symbol_on_a_windows/ Go to the Command Prompt, and enter this sequence: reg add "HKEY_CURRENT_USER\Control Panel\Input Method" /v
  17. Hey there! So I bought the DLC and apart from all of the other bugs and issues mentioned in many other threads, I have come to notice something: I'm not actually having any fun playing the Stock missions, and generally the stock game. I would dare to call myself a KSP veteran, having started out a few years back. Building rockets that can go to the place you want to go is quite a hit and miss, until you discover the concept of Delta-V and TWR. After my discovery, I started calculating them with pen, paper and a calculator. Then I switched to Excel, but that still got tedi
  18. I have this monstrosity I've constructed a couple of times now. First by four Kerbal-X rocket launches, and later by three cargo SSTO trips. Since this first iteration, I've removed the Mk1 inline cockpit and added three more Liquid Fuel tanks. I also removed a little bit of mass here and there, used smaller parts where I could, and lightened the load as much as I could while still being reasonably comfortable to a six-kerbal crew. Aside from KER, I have DMagic's EVA Struts in use. If I just cheat this monster into orbit, I get slightly more than 3500 m/s according to KER's
  19. For just about every journeys there are questions that need to be made. Just about all of us have taken off from Kerbin with 10k dV in the Moho's orbital direction and finding out, when we go close to Moho that we did not have enough fuel left to circularize (or some other nice oversight like pointing the solar panel in the direction of the sun for 6 months). Can we sit down with a spreadsheet and make decisions that factor the choices that are presented. I decided to basically write these posts because of the eccentricity thread in order to illustrate what the real value of eccentricit
  20. I'm playing a Career mode game with no mods (except MechJeb), and this is the largest rocket I've been able to build. It works well for traveling within the Kerbin system so far, but I want to start going to other planets, but it clearly lacks enough Delta-V to do so (only 7500 m/s). I only have all the 90-Science nodes of the tech tree researched, plus Heavier Rocketry and Command Modules. I would like to increase its Delta-V to (hopefully) 10000 m/s, but am unable to do so. Adding more boosters renders its TWR too small to lift itself. Any ideas? Picture here
  21. Hello Everyone, I've been wondering for a little over an hour about this now, how can you calculate the delta-v from needed to get into orbit of a body once you enter its Sphere of Influence? On many delta-v maps like this one there is a delta-v needed to get into orbit (mun: 310m/s). I understand the Hohmann transfer which gives the other values but I don't know how to get the delta-v needed to get into orbit once you're intercepted by a body. So can anyone help please?
  22. I've been working on an program to calculate combined takeoff and landing delta-v from a wide range of planet sizes (comets through superearths) and atmospheric thicknesses (vacuum through supervenuses). I'm reasonably happy with the takeoff delta-v calculation - a two-burn Hohmann transfer from surface to orbit assuming a vacuum, plus a term to approximate atmospheric drag. It's not perfect - it makes several assumptions including unlimited TWR on the rocket - but it's a decent first approximation. The landing delta-v calculation involves a deorbit burn and then a braking burn.
  23. Hi, I'm not new to Kerbal Space Program but I still don't know one thing. I don't know how much Delta-V I need to get to a planet or moon. If someone could tell me how to calculate the amount of Delta-V I need I would really really REALLY appreciate it. Thanks for looking at my post
  24. As the title says, I'm attempting a Duna Mission (hoping that there isn't any major inclination) but not sure of the DV requirements. I'd like either an SSTO or Rocket being capable of the transfer burn and the most efficent transfer window (I will figure this out using the Transfer Window Planner Mod). Of course, I will try to build a craft myself first but I'm clueless as exactly how much DV is required. A rocket that I can test which can get me to Duna (Either SSTO or a VAB Consturction) so I get a rough idea from the readouts on KER. Mods I'm using (All Abbrevaitions in the Tit
  25. I'm tossing around the idea of doing an opposition class Duna mission instead of the standard kerbal way of "wait for the launch window then wait a year for the next one". There are two parts to this question: When do I need to depart from Kerbin and later on Duna? How much delta-v would be required to depart, insert into Duna orbit, then return to Kerbin? Thanks in advance!
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