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Found 19 results

  1. For example, I want to fly to the Jool, land and take off from Laythe, Tylo, Vall, and Bop and back to the Kerbin. How much dV do I need?
  2. So, first: I know it is kind of selfish this thread, so I think that when you answer my question I will delete this, second: I wrote this here as I guess it fits well with "questions and gameplay" I guess. So, here there is what is happening: I need someone to calculate an absurd amount of Delta-V. And with absurd I mean a grand tour (actually not really "grand") of the kerbol system: a flyby of Dres, Moho, Kerbin, maybe Eeloo, and maybe maybe maybe a Moho lander. All in one. Without mining. I know, it is crazy, but what I just need the Delta-V, the craft I'll do it. Well, if you ask the reaso
  3. I'm planning building one with mk4 parts to hold 16 kerbals in it, but all I know is you need rapier engines that can get you to LKO, and then just nuclear engines to the rest of your flight... though should i calculate the delta-V with that little community map? or just test if the rapiers work, and then just off we go? I really would like to know if I would need to make any calculations with the nuclear engines...
  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 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
  6. So, I just created a new SSTO that has about 5,000 meters per seconds of deltaV, but I can't get it into orbit. It goes well until I hit the higher atmosphere, and then it screws up. Can someone please help? Craft Image
  7. Hello! I've got some problem. My plan was to take almost all of my kerbals on a trip across the system to level them all up. The first point of the travel was Gilly (Eve's moon) because it so happened, that a transfer window coming right about then. From that place, the next closet window was to Moho. But what I didn't do, and what I should have done, was to check the amount of delta V , that is needed to perform that maneuver. Thus while I'm parked in the south pole of Gilly I have 3439 m/s delta V plus around 200 from emptying monopropellant tank and converting ore. I figured
  8. Hey everyone. So I'm struggling a bit both with getting satellites to orbit and to make airplanes that can fly high altitudes. Last night I was googling for some tips and tricks and I came over a thread with someone posting a picture of a plane he made. https://m.imgur.com/Q7J5cyL As you can see in the pic his thrust limit is 36 and he woops out a smashing 23.4 k delta V?!?! I tried to make roughly the same model but I get nowhere close to that! Thrustlimit set to around 1 and I get something like est 8 min burn. Ofcourse that thrust is so small eve
  9. I've built a big ship for a manned travel to Mars.It's powered by 3 nuclear engines with Liquid Hydrogen as fuel.The complessive burn time is around 2 hours and the fuel is just enough to the whole trip to Mars and return ( no errors or DeltaV waste possible).So , what's the best way to save as much DeltaV as possible in maneuvers by doing them efficently?Are there any rules that I have to know on how to save fuel? The ship plays a lot on throwing away empty tanks ( life support and fuel), squeezing DeltaV to make the vehicle lighter.Start mass : 600 tons. End mass (from Mars to Earth):
  10. Hi guys, So I was wondering, Because I have already went to the mun and minmus once (new career save, don't ask), I was wondering how much DeltaV it is to Ike and back. I've already been to other planets in my other Sandbox save, but never Ike. Also, is an Eve gravity assist a good idea? I have a Duna window in 71d, and an Eve window in 1y 120d. I also have critical contracts lying around, won't they get expired? Regards, Mabdi36
  11. I'm planing a manned Jool mission for my career save. The focus will be on extracting as much sweet, sweet science as possible from the Jool system before returning home to Kerbin. I'm going to use a NERV powered main mothership with 3 daughter landers to cover all the moons. (The Tylo lander will be an unmanned one-way trip!) Since this will be my first visit to Jool, I'm not sure what to expect for dV requirements after I capture into the Jool SOI. For a conservative estimate, I could simply add up all the numbers from the KSP delta-V map to get intercepts with each moon including th
  12. So I have built a vessel to carry my crew to the Jovian system in KSP. I am trying to leave the Kerbin system with a DT Vista Fusion Engine, but I keep running into the same problem over and over. Out of the blue, my thrust drops to 0. I check Kerbal Engineer and it says that my fuel is burning and all other resources are being consumed as normal. Check the engine itself and it says it has 600Kn of thrust, but my orbital speed isn't changing at all. There is a constant supply of power coming from the Nuclear fusion generator, keeping the power above 2.5Gw. This isn't happening right when I sta
  13. So, I've been building a series of different whip probes, and was wondering what kind of results other folks get from this style. This probe's purpose is to leave at bad transfer times, "Whip" around another SOI for a flyby contract (without orbiting), then get itself shot home ASAP. To do this, I'm aiming for triple, if not quadruple, the standard dV necessary for the transfer, and I want solid TWR (0.4+)so that the burns can be made with reasonable accuracy and not having to 'wind up' an orbit. The best I've been able to fit into my 140 ton limit (255 parts, but I don't even get near
  14. Hey everyone, I have a quick question regarding Delta V. A lot of times my rockets wont have enough to make a full burn, and I'll have to use the next stage to complete it, which puts my whole mission out of whack. Any tips for getting more Delta V? Thanks!
  15. Im attempting to build a tylo lander, and im wonder a few things about it. 1. What kind of TWR should i have for my decent stage 2. How much Delta v would it take to land, and return to LTO (Low Tylo Orbit) 3. I am using a Ion Tug to de-orbit my lander, so I don't need to worry about that.
  16. 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?
  17. Hi, in ksp 1.1+ is there any way of guessing how much dV can your RCS thruster give? I believe that neither vanilla nor K engineer can do it? Or do they?
  18. In the Advanced Construction training exercise, Wernher von Kerman gets the player to reduce the Thrust Limiter on the "Swivel" to 65% and on the two "Hammer"s to 50%. I know from experience that this will reduce the TWR and increase DV of those engines but there is no indication in the VAB that this is what is happening. Why not 75% or 50% for the "Swivel"? Its effects are apparent in the next Training exercise "Go For Orbit" in that it means you can keep the throttle on max rather than adjusting it during launch to keep your speed below the burn limit caused by atmospheric drag, but if it's
  19. Last week there was a thread created that discussed the basic requirements of deltaV required to get into various positions of the moon. Other than the launch variables the statement was made or asked if deltaV tables was the best way to handle this. I looked at the from an energy perspective, first off I need to add that the classic formula for calculating delta-V between two circular orbits is - SQRT(u/r0) for the first burn (r is r0 in this case in the wiki image, ignore the v = ) r can either be an apoapse or periapsis and SQRT(u/r1) - (r is r1 in this case in
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