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PeriapsisPrograde

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Everything posted by PeriapsisPrograde

  1. An ISP of 1 means that if the engine produces 1 N of thrust for 1 second, it will burn 1 kg of fuel. An ISP of 500 means that if the engine produces 1 N of thrust for 500 seconds, it will burn 1 kg of fuel. Modern rockets have an ISP of anywhere from 250 to 400 ISP.
  2. This thread posted on Orbiter-Forum. It announced the first release, 0.7.3
  3. Slightly more than 33200000, in SI units.
  4. When I did all my calculations in smoots (~1.7 m), slugs (~14.6 kg), and seconds. Another is confusing m with mass. Ended up with an energy instead of a velocity...
  5. Universal Grappling Hook (UGH) equipped spaceplanes are currently not possible in KSP.
  6. 4.217 m/s^2. Then, when you multiply by x s, you get a speed in ms/s^2, or just m/s.
  7. A Munostationary orbit, which would stay over the same spot on the Mun\'s surface, is impossible. You would be captured by Kerbin.
  8. It\'s possible to make an orbit look that way in 3D space, however if constained perpendicular to the reference plane, then no. Images make more sense.
  9. It\'s hard enough if you assume that everything will work. If we have learned anything from previous flights, Murphy likes to hitch a ride on spacecraft.
  10. The first KSP beta (0.7.3) was released on June 24, 2011. It\'s amazing what\'s happened in just a year.
  11. Implementing 3 body solutions in the Kerbin system would destabilize any orbits. The force of gravity F = mMG/r^2. F = ma, so ma = mMG/r^2 Solve for a is easy: a = MG/r^2 Plug in the values for the Mun: a = (9.76e20)(6.67e-11)/(1.2e7)^2. The acceleration caused by the Mun is approx 4.52e-4 m/s^2!! That is a dV of 1.627m/s per hour in LKO, or ~0.07% of the total orbital speed. To compare, earth\'s moon only exerts 0.119 m/s dV per hour, or ~0.0015% of total orbital speed. Munar orbits are even more unstable because of Kerbin\'s influence. Also, that 0.07% is significant. That means your entire orbital velocity is countered every 1,430ish orbits, instead of every 66,000. I have made the KSP system for Orbiter. It confirms this problem.
  12. I can laugh at little green men on my screen doing this. Knowing that there were real people doing this dampens the humor considerably.
  13. KSP\'s release on Orbiter-Forum Orbinauts received the game well, but read the first few pages of comments. Bug reports galore! KSP has come a very long way.
  14. June 24th, HarvesteR posted this thread on O-F. Tried it, still play it. It nearly cut my Orbiter time in half.
  15. I remember the days of 0.7.3. There was no SAS toggle. :\'( ??? I would have liked to know that our only instrumentation was the navball. Orbiter spoiled me there.
  16. If you bother to calculate the transfer orbit period, (not difficult with calculators), you can burn 180+(p_kto/60) degrees of longitude ahead of the target longitude to place apoapsis over a particular longitude. The second part takes into account the rotation of Kerbin under you.
  17. The internet deserves a banana for this.
  18. This challenge is very simple. Get the greatest total ground distance possible. The catch: you can\'t leave Kerbin\'s SOI. You have 1 earth year maximum game time. At T+365 days, you must begin return procedures. You have one week to land/splashdown, for a total maximum time of 372 days. The best way I can figure is to get into a very high retrograde orbit. Provide a screen of the end-game menu for a spot on the leaderboard. BONUS points for; Stock parts KSC landing Good luck! My entry is 214,655,382,083 meters. That\'s 214 billion meters over ground. CURRENT LEADERBOARD (last update 13:53 1/18/12 GMT) 1. Kosmo-not (703,384,960,353) + stock parts 2. PeriapsisPrograde (214,655,382,083) + stock parts
  19. G is constant. If I recall correctly, it is the amount of force in N that 1 kg of mass exterts on a mass 1 meter away. G is very important to how gravity works. And, you know, orbits kinda count on gravity working... ;P
  20. No number of struts are keeping this thing in one piece. Jebediah\'s Ladder mk2 just breaks the struts.
  21. Jeb wanted easier access to the capsule, because getting in through the launchpad arm isn\'t kerbal. When the world initializes, the boosters break off under their own weight. The intentionally very kerbal rocket itself launches normally.
  22. Welcome aboard! I knew my question wasn\'t in vain! Martin stumbled along like, 'uh, I really haven\'t seen much of KSP... uh, Celestia...' After my question about what he thought of KSP. Felt so bad... :-[
  23. Image is worth a thousand words
  24. I feel the need to chip in my two cents here. The 'slight decrease' and 'negligible' inaccuracies are the problem. As others have said, (This thread has helped my understanding of KSP\'s physics model significantly) KSP only simulates a two-body problem (Ship, barycenter). LaGrange points require a third body (Ship, body 1, body 2) The barycenter of the two bodies causes a 'hole' into which the gravitational pull of the two bodies cancel out, causing you to get stuck in it. Since KSP only simulates one body\'s gravity at a time, it can never cancel out from another body. LaGrange points don\'t exist. http://en.wikipedia.org/wiki/Lagrange_point http://en.wikipedia.org/wiki/Barycenter#Astronomy
  25. I had a periapsis of about 30k from a Munar free return. It took three passes to finally enter.
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