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Bluelogic32

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    Rocketeer
  1. I like the new format better. The devnotes are much more interesting and easier to read
  2. I have no Idea what parts you've unlocked because I don't play career mode. So I'm just going to assume you don't have docking ports. Here is what I'd suggest to you as a beginner: Build a rocket with a space craft with room for 2 kerbals, make sure it can get into a circular 1, 400, 000m orbit and enough to adjust the AP to at least 2, 000, 000m, and then back to 1, 400, 000, and enough to return to Kerbin. Step 1: Launch your craft into space (1, 400, 000 m AP and PH) Step 2: Target the craft jeb is in. Doing this you will be able to see the two vessels closest approach. Step 3: (Now would be a good time to quick save (F5)) Play with the maneuver nodes until you get an encounter with nothing larger then 5km distance. Step 4: Switch over to Jeb and do a EVA. Collect the science data you have. And store if in the command pod, and get jeb back in there. Step 5: Once the two vessels are In range of each other, EVA jeb and collect the science data, then aim for the rescue ship and shoot for it (you'll need to slow down though once you get close to it). Now would be a good time to quick save (f5) Step 6: Once Jeb has reached the rescue ship, store the science data and get jeb on board. Step 7: Return to Kerbin and recover the craft. I can add pictures of what I'm talking about if you didn't understand. Just let me know.
  3. I'd say somewhere along Bop's orbital plane or Bop it's self, that way you can save fuel because of it's location, what do you think of that? Other then that I'd say low Jool orbit or distant Jool orbit, simple because you won't have to wait so long for efficient transfer windows.
  4. @Th3F3aR I've got it now, thank you so much for your help. I can finally make my delta v map. I assumed you meant gravitational constant because of the value you gave. Where did you learn how to do this?
  5. @Th3F3aR Okay cool, there is just one more thing I'm having trouble with though, with this dGravity is calculated by GM(1/o1-1/o2) GM is a Gravitational Constant for Kerbin it is 3,53E+12 o1 is your starting Orbit (600km / 600000m) for Kerbin on Waterlevel o2 is your destination Orbit (Kerbinradius+Destinationorbit) When I do this a get a ridiculous number that I thing is wrong Heres what I'm doing(note that the numbers are for the rss 6.4 config) gm=1.3833139*10^24 01=3840km 02=3940km 1.3833139*10^24(1÷3840-1÷3940) =9.1430963e+18 ignore the font change I have no idea what happend and I can't change it back I think I'm just doing the maths wrong because even using your values I don't get the same number you have. This is the only thing that I need help with, I've tried looking for ways to calculate gravitational drag but I couldn't find anything that didn't just talk about what drag is. .
  6. So then I'll have to aim for a specific TWR for every rocket and stage that goes through an atmosphere?
  7. @The3F3aR Sorry I just noticed something, how did you calculate the acceleration? What was the value for time?
  8. Hi, I'm trying to make a delta v map that better suits my purpose then the ones that I've found. What I need help with is calculating how much delta v is needed to launch my craft into orbit. What I've got so far is a formula for orbital velocity, so I know what speed my craft needs to be going at the lowest stable orbit. What I'm having trouble with is finding out how much delta v I need to add to account for the gravitation and atmospheric drag. For example the lowest stable orbit around earth is 160 km, at this height you'll be traveling at a speed of 7.8 km/s. So it takes 7.8 km/s of delta v to orbit the earth at this altitude, but because of the drag from gravity and the atmosphere, a rocket will need an additional 1.5 Km/s to 2 km/s of delta v to achieve an altitude of 160 km. I need to know how to calculate how much delta v I need to add to account for the drag. That's really all I need help with, but there is couple of questions I need answered as well. The delta v map I'm making is for the Real Solar System x6.4 config, I don't like the charts that are currently available for it so I'm going to make my own. When I try to do the equation for the orbital velocity I know the answer I get is wrong, for example the number will be like 900 when it should be a lot higher. I'm guessing that the values are wrong, so what I'm asking, is how do I get the radius and mass for Kerbin in the RSS x6.4 config? What i've been doing is multiplying the values on the KSP wiki by 6.4 but it doesn't seem to be working. And lastly I need someone to confirm my theory of how to make a delta v map because I don't actually know how to do it. These are the steps I'm taking. 1. Calculate the velocity needed for the lowest stable orbit. 2. Calculate how much delta v I need to add to account for the loss from gravitation and atmospheric drag. 3. Find out how much delta v is needed to do a hohmann transfer to the desired altitude (from 94 km(the lowest stable orbit for the RSS x6.4 config) to 100 km). 4. Add all the values together and get the required delta v to launch from Kerbin and apply the technique to other bodys in the Kerbol system. So I just need someone to tell if that is the correct way to make a delta v map, and if it isn't will my way still work? Any help I receive is tremendously appreciated, thank you
  9. When you're in space, your not spinning your craft are you?
  10. Okay so it is realchutes, i deleted the stock mm config likr the guy told me an all was fixed. Thank you to everyone
  11. When I found out what delta v and twr were. I made the small rocket I'd ever built and made it all the way out to jool without cheating. It was amazing.
  12. I do use realchutes, I thought I listed it. I'll try deleting the MM config snd see if it helps. Thabks for your help
  13. I have no idea what the hell is happening, but when ever I load a quick save or revert to launch my ships breaks, the staging disappears and is moved out of frame, The ship breaks in half so only the command pod and parachutes remain, but when I time warp it fixes itself The only time this happens is when I was in an 80km orbit around kerbin, I haven't needed to load or revert outside of it though so I don't know if it would happen. Reverting to the VAB or SPH and then launching again doesn't have any problems and is the only may to fix my ships. If I leave the ship and switch to another, and then switch back the issue is still happening, Even after I exit the game. I have no idea what's causing this issue. I don't know if it's the mods I have or stock The mods I have installed are AIES Aerospace DeadlyReentry FerramAerospaceResearch KerbalIspDifficultyScaler KerbalJointReinforcement Mechjeb2 Mechjeb2 Embedded ProceduralDynamics ProceduralFairings ProceduralParts RealChutes Trajectories And some other mods that make the mods run such as ModuleManager I also have a texture pack for ProceduralParts All of the mods are up to date or work with 0.25. I've tried searching for this bug but I couldn't find anything, if anyone knows what this is or has come across the same issue please let me know and if there is anything I can do to fix it.
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