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Found 16 results

  1. Hi , Today , I want to build a ring to my station . I have the ring and it is stable , so that's right . I've put nuclear engines because I heard they are super efficient . Then , to see , I replaced them by spark engines . Here is the result : With nuclear engines . With spark engines . ?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????? Big difference , isn't it ? So , what is better ?
  2. So I have sent some probes to Jool and Duna, but I was wondering if anybody has some tips on getting Kerbals back from Duna, which I am going to try first. Whenever I get there, I never seem to have enough fuel to get back to Kerbin. I sent a probe Rover to Duna that I successfully landed, but there was no hope of getting back with the fuel and dV I had left. Any tips on making ships more efficient? Thanks!
  3. Hello everyone! I'm Nuno Seletti and I am new in this forum! I use KSP for many years. Now with this new version I want to present to you the result of some hours of experimentations and work to built a very efficient and powerful lifter to launch any size of playload in medium Kerbin orbit or more further than the Mun: I present to you the OLS! (Orbital Launch System) made by myself (NASA flag company) A perfect regular lifter that can carry as I said before any playload (in size not on every type like a space shuttle) on medium or more high orbit, with a big torque and fuel reserve
  4. I have a mining vessel with a Convertotron 250, four drills, four ore tanks, some cooling, some batteries, some solar cells and a load of other stuff which you will see in the picture below. My question is - why is only one of my drills at 45% load and the other three at around 2%. The ore in the local area is 14.5% average. I don't fully understand mining and drilling yet so could somebody explain what's going on here? Even more confused. They all say ore rate 0.22 now and I stopped and restarted them and instead of a load they just say "Operational".
  5. Your mission, should you choose to accept it: Take an asteroid and put it on a collision course with Kerbin, then send up another space ship to redirect it. I'm kidding. All you have to do is just put a small, energy efficient satellite into orbit. RULES: You can use mods. You can use any way of transportation you want (SSTO, Rocket, HyperEdit, F12, etc.) You CANNOT be void of any source of power. It MUST have a power source of some kind. For extra humour, use the nuclear engines on your rocket. You're reducing energy but causing a slight fallout. For pr
  6. Are larger payloads always more efficient per mass than smaller ones? Is it always better to do a single assent (assuming a reasonable profile), or can it be more cost effective to do multiple ascents and then join in orbit? Is the only real limit the part count your computer can handle and your ability to keep the a rocket from wobbliness because of its large length, or is their a mathematical point where splitting a payload into multiple launches is more efficient?
  7. On a challenge thread on getting to Minmus and the Mun and back in one trip, a discussion came up on the mass of kerbals and their EVA suits. Based on the before / after mass of a basic craft and adding a kerbal to a command seat, a kerbal has 0.09 t mass. MechJeb apparently reports it as 94 kg. Now take the kerbal and remove the EVA fuel, and you still get 0.09 t, but somehow that suit has 600 m/s dV according to the Wiki. @Teilnehmer did some math and figured the EVA fuel was 10 kg based on the max acceleration of 3.2 m/s2 but that would mean the exhaust velocity was 5.4 km/s! If the st
  8. I'm trying to work my way up the tech tree towards space planes, because my designs tend to require a fuel stop in Kerbin orbit. But until I get there, I have to make do with wasteful trips to my station at 250km. I've considered building an ore refinery on Minmus, but it sounds like a lot of work. I have a design that delivers about 1,700 units of Liquid Fuel (and matching Oxidiser) at a price of 47.9 per unit. I tried experimenting with recoverable rockets, e.g. by adding 12 parachutes to my design, but the recovery cost didn't make any sense when return costs were factored in
  9. Let's keep it simple: Arrive at Minmus SOI from Kerbin. Hyperbolic orbit with perigee at 150km, generally equatorial. Desired orbit is 15km x 15km, equatorial. I can play this two ways: 1) Immediately burn retro, dropping Pe to 15km. Then burn retro at Pe to lower Ap to 15km. 2) immediately burn nadir to tighten Pe down to 15km. Then burn retro at Pe to lower Ap to 15km. What at is the difference? What is the trade off between the two methods? Would (1) actually effect entry speed in a meaningful way, if it were Duna and not Minmus? Would (2) provide more of a bo
  10. Boat Momentum Part and/or Fuel Efficiency Challenge There have been challenges to build the fastest boat, and there have been heavy lift rocket challenges. Welcome to the boat momentum efficiency challenges. Whether you are considering fuel efficiency or part efficiency (fewest number of parts), efficiency is a tough nut to crack. Arguably, building a very heavy AND fast AND efficient boat is harder than building a very light and fast boat, so let the kerbalizing begin! Power Fuel Efficiency Scores: (foamyesque) Hydrofoil 2: 204,002.24 (Ezriilc) Orca 6: 153,021.41
  11. I was reading about the propulsive efficiency of jet engines earlier, when I thought about the Oberth Effect. A jet (or any type of reaction engine) is most efficient when operating at the velocity equal to that of its exhaust; this is because if the exhaust is traveling at zero velocity in the vehicle's frame of reference, then the vehicle gains all the kinetic energy from the propellant and the exhaust is left with no kinetic energy. If a rocket were to be traveling faster than its exhaust velocity, however, then the exhaust would still have some of the kinetic energy that the rocket's prope
  12. Hi. I'm looking to create a special ModuleResourceConverter. Its efficiency increases with either: -The number of empty seats available in the part. or -The total number of Kerbals in the part. How can this be achieved? I'm testing this: UseSpecialistBonus = true SpecialistEfficiencyFactor = #$/CrewCapacity$ SpecialistBonusBase = 0.05 Specialty = Scientist EfficiencyBonus = 1
  13. A thread for discussing the topic of making your stock warships efficient. I've wondered what some of the other stock warship builders have been getting for delta-v on there larger ships. My craft seem to hover around 2500 to 3000 m/s. What is a good way to give armored craft more delta-v? Edit: Lot of great and interesting discussion going on in this thread. (witch I see I have missed out on do to being in the field lol) To be clear though the main topic of this thread is practical in game construction of armored warships.
  14. I am currently developing a VTOL engine mod, and they drain LFO like crazy. Is there a way to make them more efficient so that I can keep the craft's design without making the VTOL bit impractical? Thanks!
  15. The Hypermile Challenge Your challenge is this: Construct a craft, fly it around Kerbin once, and land at or near KSC, using as little fuel as possible. Rules: --Stock parts only --Must be Kerballed in a cockpit or pod. If there's enough demand, we can create a separate category for Command Seats --Air-breathing engines only, liquid fuel only --Informational mods (e.g. KER) and autopilots (e.g. MechJeb, Pilot Assistant) are fine. --FAR will be judged separately --All fuel tanks must be full on takeoff, OR you must provide a screenshot at takeoff showing how much fuel yo
  16. As the title says: we have listed values for vacuum and ASL thrust, but how is the Isp/thrust interpolated from there (or extrapolated for higher atmospheric pressures)?
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