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Found 15 results

  1. Dihydrogen Monoxide

    ∆V - What, Why, How.

    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 can be calculated for any given ship you may make, and anything else important to know about ∆v. I am by no means a noob at KSP, but also by no means an expert, to give you a feel for where I'm at in terms of ability, in career mode I have landed Kerbals on Duna and Eve, crashed a probe into Eeloo, done single ship return missions to both Minmus and Mun, I have landed a class C asteroid on Kerban using only 1 ship, and in terms of aircraft, i have flown around Kerban using a single drone without refueling, and landed back at KSC (technically I plowed into the hangar at about 450 m/s as a celebration, but i've landed that exact drone 4 other times out of 5 attempts, so I could have landed it if I wanted to). I never really bothered with ∆v because I was usually able to ignore it, and just build the ship so that it looked like it would be good enough to make the trip, then I would launch under the personal decision that regardless of the failure or success of the mission, I would revert the flight after (I called these flights my simulator flights, and I considered them to not be real, that way it was a test, to see if my ship could do what it needed to do) then after a successful simulator flight I would launch for real, and regardless of success or failure, I would not revert after the flight. using that method ∆v wasn't ever NEEDED. With the addition of certain ∆v based aspects of the game in the latest update, I decided the time had come for me to finally learn how it works, and start applying it to my space program. Many thanks, -Water
  2. Johnster_Space_Program

    First Time Playing 1.6.1!

    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)
  3. 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 videos I've seen. I don't know if it's somehow caused by the Nerv engines or whatever but whenever I set a maneuver, no matter how big it is, the curved Delta v bar to the right of the navball is completely or half red and the estimated burn time is completely wrong aswell. When I start my burns at about half the time to the maneuver as the estimated burn time so that the burn splits into 2 equal sections before and after the maneuver node, my resulting orbit is quickly WAY off the planned one. I didn't find out how to add screenshots but my burn is about 600 delta v and I have about 7000 with my current spacecraft. Does anyone know what's the reason for this .... bug? This way I can't go to Moho or at least it's never as efficient as in the videos I've watched.... annoying
  4. 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?
  5. 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 reflection in programming and more... but a mod that behaves just like ingame wiki? dedicated to get different info from the configs and ingame and calculate and show all the available info "procedurally"? this way, the mod developers wouldn't need to sit and do all the nasty calculactions for the delta v map and many more stuff like geosync orbits and lots of other things
  6. stefwilliams

    Mechjeb delta v per stage

    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, let's say solid rockets, with a delta-v of 1500, both previous stages will show lower delta v values again. It makes it quite difficult to calculate how much total DV I have, because rather than telling me I have the 3500 total for my booster stages, and 1000 for my main craft, it may show 1500 for stage 1, 1000 for stage 2, and 300 for my main craft... Am I making sense? As I say, maybe I'm missing something obvious, but if anyone could clue me up, I'd appreciate it...
  7. 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?
  8. danielchristensen

    No DeltaV Mechjeb

    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
  9. 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's first trip to space. I've developed an aversion to docking maneuvers and was hoping i wouldn't need to refuel the thing. We got 2709 LF remaining and are currently massing at 36.86T.
  10. How much does a kerbal EVA suit have delta v?
  11. 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?
  12. 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)
  13. Engineering101

    Delta V question

    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?
  14. 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?
  15. 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 orbit with 3200-4500 dV. Designs that fall outside of this range may be disqualified. You may not use jet engines. Use of ion drives is OK, but you must meet the power requirements for continuous burn. The total burn time for the entire vehicle must be 2 hours or less, but feel free to use multiple engines to lower your burn times. You may use the FTX-2 External Fuel Duct, but may not transfer fuel by hand.