-
Posts
1,582 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by UmbralRaptor
-
I'd lean towards (in order of decreasing potential ÃŽâ€V savings): An Eve sling, a Jool Sling, or an old-school bielliptic sundive (arbitrarily high apastron, followed by burning to lower you periastron). Circularization ÃŽâ€V (at 500 km altitude) would be somewhat under 27.7 km/s, depending on your apastron. Transfer ÃŽâ€V would be ~1 - 5 km/s from LKO, depending on method and efficiency.
-
Is there a "Perfect Rocket"?
UmbralRaptor replied to JiWint's topic in KSP1 Gameplay Questions and Tutorials
In general, there's no such thing as a perfect rocket. For a sufficiently well defined mission, constraints, and limited parts set, there may be. -
Would you delete stock parts to stay under the 4 Gb limit?
UmbralRaptor replied to nhnifong's topic in KSP1 Discussion
Already deleted several nosecones to improve loading times. -
Unit of Measurement of 2HOT Thermometer
UmbralRaptor replied to Qwertyest's topic in KSP1 Gameplay Questions and Tutorials
In the past Squad (I think Harv specifically) have mentioned that the ingame temperature units are arbitrary. -
The Skipper is useful in that it fills in a thrust gap between the the LV-T30 (or *shudder* Poodle) and the Mainsail, as well as providing niceties like electricity and TVC. That said, its actual performance is utterly meh. 3x LV-T30s get you essentially the same thrust and better Isp for less mass.
-
So many newbies... (I started with 0.8.4)
-
New SAS functionality and You! [0.23 Update]
UmbralRaptor replied to DMagic's topic in KSP1 Tutorials
There is still such a thing as ASAS, even if no stock parts exploit it. It's fairly straightforward to reimpliment, but I'm unsure of how well it plays with the new SAS. -
Come back old ASAS - all is forgiven!
UmbralRaptor replied to ComradeGoat's topic in KSP1 Discussion
I've been having various issues with the new SAS. However, I've found that the old ASAS still exists. As such, I've thrown together a part that brings it back. This version is tuned differently from 0.20.2's to reduce overshoot and jitter, but I've included instructions if you dislike it. -
"Secret" features & key shortcuts.
UmbralRaptor replied to sal_vager's topic in KSP1 Gameplay Questions and Tutorials
Look for the MODIFIER_KEY entry in settings.cfg -
what version of the game did you download first?
UmbralRaptor replied to duncan1297's topic in KSP1 Discussion
Downloaded 0.8.4, bought around 0.13 or 0.14. There have been quite a lot of change since then. -
That's the version for 0.20.2 since it's been released. (I'm running the store version with updates turned off)
-
Totally random: Anyone done the math for...
UmbralRaptor replied to troyn123's topic in KSP1 Gameplay Questions and Tutorials
Ignoring that all planets and moons in KSP are on rails... It really doesn't take much ÃŽâ€V to alter Gilly's orbit significantly. The problem is that a ship capable of supplying that ÃŽâ€V would have to be ~0.1 - 10% the mass of Gilly, depending on propulsion details. -
(Unlike real engines) KSP engines are 100% efficient at all throttle levels. If you're not in atmosphere, a short burn tends to be more efficient (if harder to control) than a longer one, but that's orbital mechanics rather than engine performance. In some cases, a cluster of smaller engines offers greater ÃŽâ€V. A notable example is 3 LV-T30s (or 2 LV-T30s and an LV-T45) vs a Skipper. I lean towards ASAS.SAS has a built in torque system (...and a PID controller) to stop your rocket from turning. ASAS also tries to keep you from turning with a PID controller, but uses it to generate control inputs instead. The major problem with the stock ASAS is that it's poorly tuned for most and tends to overcorrect. Reducing control authority by turning off thrust vectoring for most engines, struts, and retuning the ASAS (currently only possibly by editing the part.cfg) help.
-
How do you open up the debug menu?
UmbralRaptor replied to Flymetothemun's topic in KSP1 Gameplay Questions and Tutorials
alt+F12 (Or whatever your modifier key is + F12 if on Mac or Linux) -
1. The LV-T30 is good for most-anything, the LV-T45 can be added to LV-T30 groups to provide control, the Mainsail is good for lifting large payloads into orbit, and the LV-N and LV-909 are good for interplanetary maneuvers and landing on airless worlds. (I'd be tempted to ignore other engines for now.) The only difference between the non-probe fuel tanks is size -- a stack of 32 FL-T200s will behave much like a rockomaxx jumbo 64. 2. Keep an eye on the navball. D will always move the ship right on it. 3. Could be a Minmus trip, could be building a spacestation, could be bringing a rover to the Mün, or something else entirely.
-
Semi-related: you may want to raise CONIC_PATCH_LIMIT to 5 or so to get a better idea of where your orbit goes if you're passing through lots of SOIs.
-
A mission to reach 1% of the Speed Of Light
UmbralRaptor replied to Rockhem's topic in Science & Spaceflight
Maybe: Note that you have to be careful to optimize the pulse units for Isp. -
It does. The account is transferred.
-
A mission to reach 1% of the Speed Of Light
UmbralRaptor replied to Rockhem's topic in Science & Spaceflight
3000 km/s? That'll make gravity assists (aside maybe from a sundive) of negligible value. No currently available technology (read: <10,000 s ion engines) will get you those kinds of speeds. I'm not sure how much development would be necessary for a system that can (eg: fission fragment rocket, ultra high Isp Orion, starwisp or other beamed propulsion. I'm unsure if solar sails would cut it) Bussard, and mind the drag. edit: After running some numbers for a 0.1 AU sundive, I'm only seeing at extra ~100 km/s. That's... less useful than I was expecting. -
Pure rockets? The simplest approach would be a Mainsail and 12,800 L of propellant. Maximum payload to a 75 km orbit is ~7 tonnes, so with the smaller payload a 150 km would be doable. Making it recoverable could be a hassle, though. Several LV-T30s clustered around an LV-T45 would probably be the highest payload fraction, assuming you can solve the recovery issues.