Warringer
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Everything posted by Warringer
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At the moment the Launch Orbit Calculator is a big 'operation pending' thing. In actual launch orbit calculations its the angle 9o degrees from the position over ground... I had hoped that its the HDG readout, but I don't really think so... So while the calculator is technically correct without the right angle reading for the velocity vector at burnout the calculator is pretty much useless at the moment... Maybe this is a bit useful for understanding... :-[ EDIT: Honored to see this little tool stickied.
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Heck... I made a Hohmann Transfer Orbit Calculator for easy change of orbits. The challenge is to know how much Delta-v you got left through...
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[Challenge] Escape, but return
Warringer replied to Warringer's topic in KSP1 Challenges & Mission ideas
True, but once there is going to be a moon, it may orbit Kearth quite a bit further out. @fermun: Nice work there, want to give it another try? -
With the medium engine from the Wobbly Parts mod, I was able to make orbit with this: chute capsule ---- decoupler ---- SAS liquid tank liquid tank medium liquid engine And six sold boosters attached to the single stage... Broken or not?
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Your challenge, should you choose to accept it, will be to build a rocket. This rocket will have to enter orbit, orbit the Kearth once and then accelerate to escape velocity. At reaching a distance of 10000km to Kearth, the rocket will turn back, enter an orbit and after one orbit around Kearth, return to the planet. Kerbal Astronauts all over Kearth will cheer for you should you choose to accept this challenge. This message will be shot into orbit with a faulty booster in ten seconds.
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Good to know that my calculations are correct them. So anyone has any suggestions what should be added? I'm thinking of a calculator which can give you the elliptical orbit at entering the Apogee/Perigee altitude and the speed at that moment to give you the Perigee/Apogee. Now if I just could find the right formulas... :-[
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[shameless plug] And with my KSP Orbital Calculator you can get the escape velocity for any given height. [/shamless plug] At least I hope that the escape velocity calculation is implemented correctly...
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Where's the satellite mod?
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Just created a small Orbital Calculator after noticing that there is the personal need for me to calculate the orbital speeds needed for circular orbit injections at different heights. At the moment its rather simple, but I intend to extend the program so that I can eventually calculate the delta-v needed for orbital injections and the time needed for a burn calculated from the velocities of an elliptic orbit. And as I\'m open about software, feel free to check it out via git. I moved the project to Google Code! Yey! If you experience any problem, please set up a ticket with attached sysout.log file. Thank you. UPDATE V0.10: V0.10.1: Corrected Mun Data, still needing Kerbin data Added new Stock Parts Link to V0.10.1 Download * Data on these Celestrial Bodies needs to be confirmed Old Versions: UPDATE V0.10: Removed Bi-Elliptic Transfer Orbit Calculator until further notice Added support for more celestrial bodies in the orbit calculations (KEarth, Mun*, Sun*) Added new Stock Parts Link to V0.10 Download UPDATE V0.9.5: Corrected Bi-Elliptic Transfer Orbit Calculations Added Upper Atmosphere into the Graphic Model Reduced the Orbital display inaccuracy a little when in elliptical display Link to V0.9.5 Download UPDATE V0.9.4: Corrected a bug that I overlooked in the 0.9.3 bugfix. Link to V0.9.4 Download UPDATE V0.9.3: Corrected an error that has gotten into the Delta-v calculation. Link to V0.9.3 Download UPDATE V0.9.2: Made Sure that the Calculator recognizes Hyperbolic Trajectories when they are entered in the Elliptic Orbit Calculator Link to V0.9.2 Download UPDATE V0.9.1: Bug Fixes Link to V0.9.1 Download UPDATE V0.9: Added a Bi-Ellipstic Transfer Orbit Calculator (may be buggy) Fused Generic Parts and Custom Parts Staging Calculators Link to V0.9 Download UPDATE V0.8.2.5: Made a couple of minor GUI updates and modifications. Link to V0.9 Download UPDATE V0.8.2.4: Hopefully the Bugfix release for this release... Link to V0.8.2.4 Download UPDATE V0.8.2.3: Bugfix Release! Now with log file outout Link to V0.8.2.3 Download UPDATE V0.8.2.2: Bugfix Release! Link to V0.8.2.2 Download UPDATE V0.8.2.1: Bugfix Release! Link to V0.8.2.1 Download UPDATE V0.8.2: Added Images and Custom Part support for the staging calculators. Disabled the Edit Button until the next version. Link to V0.8.2 Download UPDATE V0.8.1: Bug Fix release. The images that I put in do not work when packed up into the jar format. Link to V0.8.1 Download UPDATE V0.8: Added a Calculator for Multi Stage Rockets. At the moment it does not take burned out SRBs into account, but that will be added later. Thanks foamy for your Delta-v spreadsheet. Was very useful to build the Stage Calculators. Link to V0.8 Download UPDATE V0.7: Added a Stage Calculator for various information about the sage you are building. Also two updates within a day, must be a weekend... Link to V0.7 Download UPDATE V0.6.6: Added Orbit Display Usability to the Hohmann Orbit Calculator Added a Help System Link to V0.6.6 Download UPDATE V0.6.5: Fixed a little bug in the Elliptic Orbit Calculator. Added a graphical display for Elliptic and Circular Orbits. Link to V0.6.5 Download UPDATE V0.6: Added an Elliptic Orbit Calculator. Link to V0.6 Download UPDATE V0.5.1: Cleaned up the code and added some more features to the Hohmann Calculator. I also marked the Launch Orbit Calculator as Experimental. And I added a pair of launcher scripts for Windows and Linux and a changelog. Link to V0.5.1 Download UPDATE V0.5: Added Orbital Period to the Hohmann Transfer Orbit and tried my hand on a Calculator for the Launch Orbit trajectory. But I\'m pretty sure that I either got the math wrong or that we can\'t enter the correct Velocity Vector Angle at Burnout. Link to V0.5 Download UPDATE V0.4: Reworked the GUI code a little and added Delta-v Calculations to the Hohmann Transfer Orbit. Link to V0.4 Download UPDATE V0.3: Corrected the calculation for the Escape Velocity and added a Hohmann Transfer Orbit calculation. Link to V0.3 Download UPDATE V0.2: Added a calculation for Escape Velocity, but I\'m not sure that the calculation is correct... Link to V0.2 Download
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LV-N series Liquid Fuel Nuclear Engines *update*
Warringer replied to Warringer's topic in KSP1 Mod Releases
Maybe I should add the latest versions of the Nuclear Engines to the first post... -
LV-N series Liquid Fuel Nuclear Engines *update*
Warringer replied to Warringer's topic in KSP1 Mod Releases
On a sugestion I designed an advanced model Nuclear Engine. Its gets even lower thrust then the N10, but can be restarted and is of a lighter construction. Perfect for orbital use. -
LV-N series Liquid Fuel Nuclear Engines *update*
Warringer replied to Warringer's topic in KSP1 Mod Releases
As far as I can see there is no broken stuff in the 0.8.2 hotfix version. True. I changed the engine design accordingly, but also just slightly reduced the weight. There is heavy nuclear material in the engine after all. -
LV-N series Liquid Fuel Nuclear Engines *update*
Warringer replied to Warringer's topic in KSP1 Mod Releases
There has to be a downside other then the easy exploding due to shock or overheating. Its just that I increased the weight before I actually looked at the weight of everything else. :-[ Maybe the weight could be reduced to 50 percent more then the liquid engine. -
LV-N10 Liquid Fuel Nuclear Engine
Warringer replied to Warringer's topic in KSP1 Modelling and Texturing Discussion
A new version (the final I guess) can be found in the new 'Projects and Releases' forum. It has some tweaks of the engine, such as being more likely to overheat, and being as fragile as possible without being unusable. Actually the value for that was set to '1' instead of '0', because at '0' it would explode from sitting on the launchpad or being separated from a lower stage... As for the engine design, its a simple solid core nuclear thermal engine using hydrogen and propellant and uranium or plutonium or both as fuel. With Jeb you never know... -
I hereby present the hopefully final version of the LV-N10 Liquid Fuel Nuclear Engine. I tweaked it a little from the first version in the 'Part Modeling' forum. I do wonder where Jeb managed to acquire the nuclear material needed for the engine... Pros: It has a higher thrust then the liquid engine It has a higher temperature tolerance It needs lesser fuel Cons: Its a princess and likes to messily explode Its runs rather hot and overheats easily It weight twice as much as the normal liquid engine It can't be turned off completely. Due to engine design there has to be fuel flowing through it to cool it down. UPDATE: Please note the new release of BOTH Nuclear Engines that I designed. http://www./?42v880etni8cqtv
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LV-N10 Liquid Fuel Nuclear Engine
Warringer replied to Warringer's topic in KSP1 Modelling and Texturing Discussion
True. But too low and it is unusable.