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Found 10 results

  1. A Comprehensive List of the Lowest & Highest Geographical Locations & Altitudes for Celestial Bodies Below are charts locating the lowest and highest locations with their respective altitudes for bodies regularly featured in KSP in the Lat/Long = Degrees, Minute, Seconds and Decimal Degrees format. Why are these locations useful...? I don't know, it's just interesting, right? This information is not typically listed and/or can sometimes not be readily available so its nice to have it collated in one place. Stock + OPM System Body Lowest Point
  2. Not sure if this is the right place for this query as it's more about the KSP universe than a gameplay question. On a celestial body that has no water, an altitude of 000m would be the mean altitude of the planet/moon. But, the plains of Minmus are (as far as I know) the lowest points on the satilite and they are surrounded by mountains that rise up around them. Why then are the flats at 0m? Am I missing something or is this just a design quirk? It's also odd how, after many many hours of game play, it's only just occurred to me!
  3. I work in aircraft maintenance, and it always fascinates me, how engineers have solved problems of detecting how fast, how high or in which direction an aircraft is moving. In KSP even debris knows exatly it's speed, altitude and a lot more of it's trajectory parameters. But in rocket science, knowing where your craft is going is one of the big challenges. It would add a nice extra insight into rocket building, if a player needs to "invent" speed-o-meters, altimeters or say compasses. This could be implemented in certain probe cores have different sofisticated flight data aquisition
  4. When you first got KSP, and started up a career save, you were excited to play the game and go to SPACE! Then you realized you only had a flea booster to work with, so you said "Space will have to wait," and built that same starter rocket everyone builds, didn't you? (You know what I mean) WELL NOT ANYMORE! WHAT IF YOU COULDN'T WAIT TO WORK YOUR WAY UP THE SCIENCE TREE? YOU NEED TO GET TO SPACE! This is the root of this challenge: Get the highest possible altitude with only tier 1 parts, easy right? (Here's a hint: Tier 1 has no decouplers or struts) Parts List:
  5. Hey everyone, I recently have been sucked into this game, and I'm loving the math. My question is this simple, determine the altitude a rocket will achieve on full fuel burn of a single stage. I've done a lot of research and have come up with the following example problem to test my algorithm/process of calculation. Let me know what you guys think of below and what I'm missing or potentially a force I haven't considered into the calculation such as lift, as you'll see my answer is off by nearly 3,300m. (For the sake of simplicity the rocket travels straight up in a vertical dimension only.)
  6. At sea level, Mach 3 is around 1021m/s but by the time you get to 60,000ft or 18,288m it's down to around 885m/s. Does KSP model this change when it comes to the performance of jet engines that vary thrust depending on your velocity?
  7. Hi all, I've been busily procrastinating on a Spaceplane performance guide. I've got to a section where i'm discussing the effect of altitude on jet engine performance, ie. what's the best altitude for penetrating sound barrier, what's best for hitting max airbreathing speed. Looking at the config file of the rapier, I can see that at 0.35 atmospheres of pressure, we have a thrust multiplier of 0.5. At 0.08 , thrust multiplier falls to 0.3 (looks like a sweet spot to me) , then at 0.018 we still have 0.09 (still somewhat decent, we thrust has only fallen half as much as
  8. Seems any time I make a rocket, the game decides to more than rapidly explode my rocket at around 2500-2600m. Basically, I'll get close, the game will get jittery. Then the rocket goes and splits apart at insane velocities. I've seen it sometime explode so badly that parts burned up in the atmosphere. I've tested this with a few different rocket designs and looked at the post mission report and basically it shows catastrophic failure of dozens of components within less than a second. This kinda leads me to believe it's some kind of game engine _ clownery and not my design. Th
  9. A rather intersting thought crossed my mind tis morning when I was playing Kerbal and in fact this idea could work (after all we ahve Parachutes that Depoy or open when the vehicle htis a certain alttitude above the surface.. But this idea takes the idea and reuns it in reverse.. Everyone who builds a craft that has aerodynamic fairing either has to stage the fairing properly so that it opens when a certain event hpappens of you deply it maually (This is one thing that I du..) But what if the fairing wer eto autodeply when the vehicle reaches a certain altitude.. . IN a way it
  10. I've started a new sandbox game and with inspiration from @ZooNamedGames, I've begun a space program for the United Kerbin Republic... As I was preparing to compose mission objectives for each of the missions in the initial program, I decided to take a page from NASA/NACA and actually set early goals for a specific number of orbits. During the first flight, I discovered something for the first time - KSP does not count the number of orbits around any body within the game! So, it's another suggestion by me so feel free to ignore it; I think that having a counter that can be toggled to coun
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