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Found 10 results

  1. 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".
  2. 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 proof, you must take a picture/video. Not that typed confirmations are wrong, it's just that I'd like to know if you legitimately did it or not. Your satellite must be small. That's the only limit. Rocket size, plane size, orbit size, those don't matter. The satellite size does. Can't wait to see what y'all did! Most importantly, have fun! (...but if you do the asteroid one, let me know.)
  3. 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?
  4. 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 stuff was actually the same as monopropellant, that would make EVA fuel 20 kg but that still puts the exhaust velocity at 2.5 km/s and I'm pretty sure I wouldn't want that on my back. Especially since real monopropellants are pretty volatile stuff. Modern EVA suits use compressed Nitrogen and apparently that suit only has 25 m/s dV. Now EVA fuel in KSP comes from hammerspace currently and a kerbal in a command seat is still 0.09 t with a full or empty EVA pack. But is this sort of EVA suit a real possibility? (I found an old thread on this regarding the mass of kerbals, but the advice against necro-posting applies.)
  5. 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 (500 liquid fuel left in for deceleration, plus apoapsis/mass losses on the way up due to the parachutes). I was getting about 10,000 - 15,000 recovery. I challenge you to do better, my refuel ship is attached! (has an Engineer Redux) This translates into 75.85 / unit at 100km orbit of the Mun (I can send 6480, with 4092 arriving).
  6. 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 (Ezriilc) Orca 5.3: 99,048.34 (Ezriilc) Sea Train-depleted fuel: 88,772.11 (seanth) Franklin My Dear, I Don't Give A Damn: 71,078.48 (seanth) Crick in My Neck-full throttle: 67,473.30 (Ezriilc) Sea Train: 63,052.18 (seanth) Crick in My Neck: 55,997.77 (foamyesque) We don't need no stinkin' hydrofoils: 55,967.62 (Ezriilc) Orca 3.4: 54,098.84 (The_Rocketeer) Soviet R: 46,966.95 (SpannerMonkey(smce): Challenge Cat: 26,400 (estimate) (seanth) Watson Your Mind: 22,542.14 (foamyesque) Unnamed: 18,543.40 (Heffy) Make KSP Great Again-minimal fuel: 5,379.70 (Heffy) Make KSP Great Again: 2,650.18 Momentum Part Efficiency Scores: (foamyesque) We don't need no stinkin' hydrofoils: 1,651.12 (Ezriilc) Orca 5.3: 1,268.37 (Ezriilc) Orca 6: 782.32 (Ezriilc) Sea Train: 337.82 (foamyesque) Hydrofoil 2: 305.05 (Ezriilc) Orca 3.4: 297.89 (seanth) Franklin My Dear, I Don't Give A Damn: 241.36 (Ezriilc) Sea Train-depleted fuel: 224.25 (foamyesque) Unnamed: 155.73 (The_Rocketeer) Soviet R: 149.9 (seanth) Crick in My Neck-full throttle: 138.94 (seanth) Crick in my Neck: 118.08 (SpannerMonkey(smce)) Challenge Cat: 56.36 (Heffy) Make KSP Great Again: 25.07 (seanth) Watson Your Mind: 19.11 (Heffy) Make KSP Great Again-minimal fuel: 10.05 Just for funzies--Momentum per L/s scores ([mass*velocity]/fuel usage per second): (foamyesque) Unnamed: 30,411.51 (Ezriilc) Orca 6: 13,495.18 (seanth) Franklin My Dear, I Don't Give A Damn: 9,654.28 (Ezriilc): Orca 5.3: 7,756.71 (The_Rocketeer) Soviet R: 7,746.6 (seanth) Crick in my Neck: 7,039.45 (Heffy) Make KSP Great Again: 7,391.23 (foamyesque) Hydrofoil 2: 6,512.25 (foamyesque) We don't need no stinkin' hydrofoils: 6,432.94 (seanth) Crick in My Neck-full throttle: 6,066.44 (Ezriilc) Orca 3.4: 5,906.37 (Ezriilc) Sea Train: 5,570.42 (Ezriilc) Sea Train-depleted fuel: 3,916.43 (Heffy) Make KSP Great Again-minimal fuel: 2,964.17 (SpannerMonkey(smce)) Challenge Cat: 2,479.07 (seanth) Watson Your Mind: 1,777.44 Momentum Part Efficiency Scoring: Total mass of your craft, multiplied by its velocity, divided by its part number (mass of your ship*speed of your ship)/total number of parts or (tonne*m s-1)/part number = Part Efficiency Score. Momentum Power Efficiency Scoring: (Thrust of your ship * speed of your ship)/units of fuel per second or (kN*m s-1)/units of fuel per second = Power Efficiency Score. Momentum Fuel Efficiency Scoring (for funzies): (mass of your ship * speed of your ship)/units of fuel per second or (tonne*m s-1)/units of fuel per second = Momentum/Fuel Efficiency Score. General Rules: The craft must be carrying at least one Kerbal. Hydrofoils are allowed BUT craft must not completely leave the water. That's called a plane. MechJeb is allowed since it might make it easier for people to show values in the screen shot (see submission guidelines). The intent is to build something using stock parts that works in KSP's normal physics. This means no mods that add parts, alter how stock parts work, or something that alters the aero- or hydro- dynamics (or other physical characteristics) of KSP. Something like MechJeb, even though it adds a part, is allowed since the part in question is essentially massless and can't effectively be used for structure, lift, or buoyancy. When reporting your fuel per second values, remember to add all the fuel being used together. If you are using rocket engines AND ion engines, you would add the liquid fuel, oxidizer, and xenon gas rates together to get one L/s value. MechJeb is highly encouraged since it allows you to show part number, mass, etc on the same screen as your craft while it is underway. Use of the debug toolbar for cheating is strictly not allowed. Of course, use of the debug menu to visualize aerodynamics when you are testing is allowed AND ENCOURAGED. Submissions should be made in the latest version of KSP. Submitters are encouraged to share their craft with others so we can improve on designs. Submission Guidelines: Please include images or video of: The boat moving through liquid at that speed. The craft's mass while moving has to be shown. It's not enough to show the mass of the craft in a build area, since fuel might be consumed getting to the water or getting up to speed. For the part efficiency challenge, the ship mass, velocity, and parts present must be shown in the image For the fuel efficiency challenge, the ship thrust, velocity, and fuel used per second must be shown in the image See the following post for examples Craft sites:
  7. 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 propellant originally had, which would result in lower propulsive efficiency. Why then does the Oberth Effect still increase the available kinetic energy when rocket velocity exceeds exhaust velocity?
  8. 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
  9. 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.
  10. 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)?