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Found 14 results

  1. One thing BetterBurnTime / Basic ΔV / KER / MechJeb / et al are missing: a way to 'reserve' x amount of ΔV to 'burnback'/deorbit/land a stage. So what I am asking is an addon with a small footprint that adjusts the active stages ΔV to reserve a set amount of ΔV to deorbit that stage - that 'reserve' amount would not show up in ΔV burn time / available ΔV for that stage. (In a way , like landertrons are not included) so active stage has 1000 m/s ΔV burnback ΔV is set to 100 m/s ΔV active stage only shows 900 m/s ΔV and any autostage will see only 900 m/s ΔV and
  2. 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?
  3. I've recently begun considering launching a flyby probe to the sun, making a quick pass just below 16 km to grab science, then transmitting it back to Kerbin once at a safe distance. However, I'm struggling with actually finding a way to get there. The intended payload: 1 x HECS core 1 x thermometer 1 x barometer 3 x Z-200 battery 2 x DTS-1 antenna (Antenna Helper says this gives 18% coverage at Moho for DSN level 2, so I'm hoping it's just enough to reach the sun) 2 x Solar panel 1x6 (retractable) 4 x Thermal Control System (small) 1 x Heat
  4. Hi folks! As far as I've looked, I couldn't find anything like this, so here goes... I've tried to create an Excel workbook to help you calculate how much Δv a craft needs for different manoeuvres, including going to a stationary or resonant orbit, hohmann transfers and inclination changes. I'm Dutch so my OS (and by extension, Excel) is Dutch as well, but it should work fine on any other language. Here are some screenshots of the first release: https://imgur.com/a/AMqom Time for the first release! Hope you guys like it! I strongly advise you to read the instructions.
  5. Hi, So I made this game where you rate the person above you from the dV from a certain trip. You can rank from 0 to 10 depending on how much dV they have spent on a certain trip. I Start: Mun and back: 6800m/s Minmus and Back: 5700m/s Duna and Back: 7350m/s
  6. Hello! I have recently gotten into calculating the delta V of all my rockets, just for fun , and have come across a problem. I have some rockets where the first stage is a liquid fueled engine and 2 SRB's. The basic equation assumes that all of the boosters burn out at the same time. However, in this case, the SRB's burn out first, while the liquid-fueled portion of the stage continues burning. Is there any perfect equation for this calculation?
  7. I've been constructing a custom solar system lately, and being the math geek I am, I decided to try and create a Dv map for my system. The only problem being that I have no clue what I'm doing. I can't even seem to recreate the numbers I see on Dv maps for the stock game. I know that I should consider the Vis-Viva equation and assume everything's co-planar and perfectly circular but is there something I'm missing? I would also like to discuss about any other formulas, such as which would yield the most effective results. I would really appreciate it if somebody could en
  8. So I noticed last week that I only needed something like 200 delta-V to get from a keosynchronous orbit at 2800 km to Munar orbit. And it got me thinking. I know for interplanetary transfers Oberth effect is a big thing, but what's the real difference between a 100km orbit and a 1000 km orbit in terms of Oberth effect? Also, for transfers within the Kerbin-Mun-Minmus system, I know in theory you're losing a bit of dV going from a Hohman transfer to a round orbit, and then from that round orbit to another Hohman transfer -- you should be losing roughly as much dV as you're spending to
  9. I'm a long-time player, but I've never been much good at efficiently building for interplanetary missions. Though I've gone interplanetary, it's pretty much just luck if I make it or not. No matter what, I can't seem to build a craft with more than 11km/s dV. I'm basically looking to have two questions answered: 1. How do I find out exactly how much dV a trip will take? I've seen dV maps, but don't have much of an idea how to read them. 2. How much dV should each stage have, starting from LKO?
  10. When playing KSP on my laptop, Kerbal Engineer is a must have mod. Any plans on adding a craft or stage Dv calculator to the craft editor?
  11. Easy: Get to Jool with the least amount of delta-v. Medium: Get to Jool with the least amount of delta-v and come back. Hard: Get to Jool with the least amount of delta-v, go into the upper atmosphere, release a spaceplane, fly that spaceplane for 90 seconds while your craft is descending, then achieve orbit and come back. Ultra Hard: Get to Jool with the least amount of delta-v, go into the upper atmosphere, release a spaceplane, fly that spaceplane to space while your craft is descending, then achieve orbit, transfer to Vall orbit, escape, and then come back. No Al
  12. I am planning on going on a trip around the solar system and I was wondering: What is highest amount of DV it will take to go from one planet to the next (including moons)? In other words, how much DV does it take to travel between each planet/moon? Thanks in advance!
  13. I got tired of doing a complex set of calculations from scratch every time I wanted to find the dV of a given Hohmann transfer, so eventually I sat down and made an excel calculator to do it for me. Which led to this: And this: These are reference tables for periapse and apoapse velocities for Hohmann transfers between numerous orbits of interest around the earth and the moon. They should be pretty self-explanatory. These won't give you dV directly; instead, you have to subtract your current velocity from your target velocity. So if you're at a low orbit and want to go
  14. Hi. While designing an engine mod, often I've had the idea of creating an engine that uses a regular propellant (liquid fuel, intakeAir) alongside a massless 'propellant', such as ElectricCharge. How do Mechjeb or KerbalEngineer calculate deltaV in that case? Is there a workaround if they can't? Is there a way to create some sort of Generator module with its consumption of a massless resource tied to that of the propellant flow, outside of an Engine module that Mechjeb/Kerbal Engineer reads?
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