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Found 22 results

  1. Hi, I am beginner to the game. I am facing difficulty in calculating the propellant required mass and delta v for reaching the particular height. Height to be reached: 200km So, please help me .
  2. I'm going to build a reusable ship to go to Jool and back, that has to have the ability to reenter LKO. My current design I'm working on has about 10,000 m/s and I'm wondering if that's enough for the mission it'll have to undertake.
  3. With the 1.7 update, we got the extra pane on the map screen to see more and fine tune maneuver node information and etc. I really love it! However, when planning multiple maneuvers (or trying to plan ahead) why can't we see a total Delta V number for all planned Maneuver Nodes? Also, what about having the delta v for each upcoming node appear separately near the Navball in addition to just the one upcoming node?
  4. 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?
  5. I usually don't mind calculating Delta-v for missions on my own, but this seems to be a really useful tool. In my opinion would be a great addition to the enhanced edition for new and old players. Hope @SQUAD is considering adding this to a future update. Here is the discussion posted by @UomoCapra
  6. Hello! Firstly, I know questions like this one have already been made both in and out of the forums before, yet every thread I found and read do not fix my problem or give me an idea of what I'm doing wrong. Also, sorry if this ends up a bit too long and technical, I want to try and make it as clear and detailed as possible, especially when explaining the math I did, so it doesn't confuse or give the reader a headache. So... I finally decided to play KSP [more] seriously, disabling "revert flight" and trying to calculate the rocket performance and everything else before launch
  7. I have decided that after spending almost 600 hours in the game (595, should be 600 by the time I'm done tonight) it's finally time. I have never learned ∆v. All I know (and this could even be wrong, i'm really quite clueless) is that ∆v is the amount of acceleration/deceleration (although deceleration is acceleration technically) a ship or stage of a ship (or anything really) is capable of with it's current mass, fuel, fuel efficiency, and thrust. please, if I am wrong, correct me. what I would like to know is how to properly calculate the ∆v needed to make it into a specific orbit, how ∆v ca
  8. Here are images from the first time I played KSP 1.6.1, which I started playing today! (I previously had played 1.2.2 and 1.4.2)
  9. Hello everyone, after a few months I have recently started playing KSP again and for the first time I have now decided to deal with interplanetary spaceflight that goes beyond Eve and Duna. For that I now first used the Nerv engines as they are so efficient. I have built a few in my opinion quite nice spacecrafts after watching many videos on youtube and I successfully landed on Dres and even Moho already (without returning though). However during these missions and also my current mission to Moho with a new or modified spacecraft I ran into a problem that didn't seem to occur in the
  10. Is there a ΔV map of the Kerbol System with the OPM planets at 6.4x scale? I was able to find them seperatly (IE OPM ΔV map and a 6.4x ΔV map) but none with both. If there is not does anyone know how I would determine the change in ΔV for a scale factor of 6.4?
  11. the idea came into mind when i saw tons of different kopernicus mods that replace kerbin system, here is what i wondered, isn't there a way to calculate those nasty delta V numbers based on the info "In game" and produce a kerbal in game wiki like system for them? why not? knowing enough about unity programming, i know that if you do smart job, you can instantiate different prefabs (including GUI stuff) on the fly, why not being able to make the ingame wiki more flexible for these type of things? ok, maybe ingame's already existing one is a bit bad idea simply because it may need tons of
  12. Maybe I'm missing something obvious here, or maybe it's not possible for some reason, but can anyone tell me how to get Mechjeb to show the amount of delta v per stage independent of other stages in the VAB? What I mean is, let's say I have my main payload stage, which has 1000 delta-v. Mechjeb shows this correctly in the VAB. But when I add a booster stage, let's say it has delta-v of 2000, the delta v of my first stage will be lower (ie, as if it was trying to push the full weight of the craft, including the booster stage), maybe 750. Likewise if I add another booster stage, l
  13. 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?
  14. Hi Guys, I'm having some issues with mechjeb. I have the majority of features that are available, but as of a few days ago the delta V calculator has disappeared. This has significantly affected gameplay and I'm wondering what the cause would be. I'll link to a list of my mods - http://imgur.com/gallery/dDAJB. Thanks Daniel
  15. Just a quick one for you guys, is there a mod to calculate a vessel's current delta V in flight? Previously I uses Kerbal Engineer, I did install it under 1.2.1 but it seems it doesn't take account of the new way fuel is handled in 1.2 - my spaceplane has nukes but they are not part of the same stack as my liquid fuel tanks, as there are no fuel ducts, kerbal engineer doesn't seem to realise that fuel can get to those nukes, so assigns me a very low delta V value. I'm in a career game and just flew this Whiplash/Dart/Nerv contraption to orbit. I was hoping to go to Gilly as it's Bill
  16. How much does a kerbal EVA suit have delta v?
  17. Alright. Let me make on thing clear. I know how to calculate delta v. I have the math done and burned into my head. But I cam across a problem, how do I get the ISP, for different engines on the same stage? So say if I have a "MainSail" and a "Thud" sharing the same fuel on the same stage, how to I get the ISP to put into my formula?
  18. How much Delta-V is needed in Keribn orbit (100km) in order to arrive at the Jool system with a reasonable amount of delta-v for navigation? Every time I send a craft to Jool, I get there and either shoot right out of the system, crash into Jool or a moon, or end up stranded in a ridiculously useless orbit. At the moment I have some frogs stranded on/around Pol and it seems like getting there was a fluke. Appreciate any assistance! (PS- It doesn't help that once you enter the Jool system, Jool itself becomes untargetable)
  19. So, I looked up delta V and apparently its basically synonymous with acceleration. So what is all the fuss with Delta V readouts etc? Why are Delta V readouts necessary?
  20. The calculation is dv = ln(MStart / MEnd) * ISP * 9.81 But why is that 9.81 in there? I assume that it is the acceleration due to gravity on Kerbin and Earth (or it could just be a 1-in-100 coincidence). Is the calculation different on Jool (or Mars?) where the acceleration due to gravity is completely different? Is there a reason that the specific impulse isn't just quoted as 9.81 times higher and then we just drop the "* 9.81" from the equation?
  21. Given a payload of: 1 Mk1 Command Pod (with 10 units of mono propellant) 1 Mk16 Parachute 1 TR-18A Stack Decoupler Create a working, multi-stage rocket by adding up to 100 more parts (for a total of up to 103 parts) to generate the most (vacuum) delta-V possible, with these restrictions: You must use stock parts. You may not use mods that alter the physics of the game or augment the abilities of stock parts. Things like KER and Mech Jeb are fine. You must be able to achieve stable Kerbin orbit, launched from KSC. My expectation is that you can achieve this orb
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