Lord_Zord
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What kind of education Rocket scientist should have?
Lord_Zord replied to Pawelk198604's topic in Science & Spaceflight
Most people who can call themselves "rocket scientists" and do anything that in any way that resembles what one does in KSP are Aerospace engineers. At my university there are a master level education in "astronomy and space physics", having one of those could maybe earn you the "title" of Rocket scientist, even though those people use the work engineers do (satellites in orbit) rather then doing it themselves. -
[0.24.x] Zords KSP Multi-calculator
Lord_Zord replied to Lord_Zord's topic in KSP1 Tools and Applications
Project revived and new version out. v0.6 -Revived -Updated to run with KSP version 0.24 -Added working option to use the "LFB KR-1x2" in program 3. -mod_mode is now obsolete, no not use! Also made a video where I use all the programs in the calculator: http://youtu.be/QuZ7UI1pYDI I may work as kind of a tutorial. -
[0.24.x] Zords KSP Multi-calculator
Lord_Zord replied to Lord_Zord's topic in KSP1 Tools and Applications
New version out. v0.5.1 +Added mod_mode support in program 5 +Gave program 5 the same print-overhaul that most functions got in the latest version Now it feels like all the most important things are done. -
Average Isp of an engine during launch?
Lord_Zord replied to Streetwind's topic in KSP1 Gameplay Questions and Tutorials
Found it. It was newer then I thought. http://forum.kerbalspaceprogram.com/threads/54196-Specific-impulse-as-a-function-of-atmospheric-pressure-density You could do a numerical solution by taking the Isp say, every second, and making a table and/or graph out of it, and get an average. Recording the values could possibly be done with a mod, MechJeb or maybe Telemachus. Failing that recording a video with the stats showing on screen during assent is an ugly but fool-proof way. PS. Found this thread while looking around the forums, maybe it can help PPS. I have no idea if I am doing this right -
Average Isp of an engine during launch?
Lord_Zord replied to Streetwind's topic in KSP1 Gameplay Questions and Tutorials
I can help you on this one. There was a thread some time ago regarding Isp and altitude, I can not remember which one it was and it is probably buried deep by now. Fortunately I copied most of the valuable things in it and can explain them back. In KSP (unlike the real world) Isp is dependent on surrounding pressure according to this equation: Where Isp_v is engine Isp in vacuum and Isp_s is engine Isp at Kerbin sea level. And furthermore you can get the pressure at a given altitude by this equation: Where -Alt is the negative of the given altitude in meters and 5000 is the scale hight of Kerbin (change this to make the equation work on other planets). Combining these two equations and you get: And there you go, just plug in the altitude and get current Isp back. Note that for pressures over 1 atm Isp is not significantly further reduced. Hope this helps someone. -
[0.24.x] Zords KSP Multi-calculator
Lord_Zord replied to Lord_Zord's topic in KSP1 Tools and Applications
Time to revive this project. I have updated the OP with the new version 0.5. I have spent a lot of time the last 3-4 months working on a new version for this (and a lot more not working on it) and now I have something I think I can post. The most important change is that I have added support for the "Real Solar System", "Realism Overhaul" and "Real Fuels" mods in most of the calculations. But almost every part of the code have gotten some kind of improvement. Some errors have been corrected and lots of bugs have been squashed. The biggest improvement of existing functions is in the printing of results, both to the console and to file. This is of course not the finished version, there are functions to add and more bugs to kill. But at least this version is (should be) a lot more stable. I still want help finding any bugs and crashes, so if you use this program and encounter any problems, please tell me. -
Yes I did and got back of it too. In fact, the latest episode in my youtube series is me doing just that.
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[0.24.x] Zords KSP Multi-calculator
Lord_Zord replied to Lord_Zord's topic in KSP1 Tools and Applications
OK, I have done a fair amount of coding to get the "Modular Fuel System" mod data into the program. The next version will include a limited deployment of Modular Fuel System comparability. But I am having some problems with getting the numbers just right. My program does a fair amount of calculations using constant, such as the ratios between fuel and the amount of fuel units per tonne fuel. The problem I am having is that with a few exceptions I can not find the exact ratios to use in the calculations. I could easily figure out those used by the stock game, but it's much harder with this mod. So if anyone knowns for example the consumption ratio of MMH to H2O4 or any other fuel, please let my know. I will try to ask in the Modular Fuel System thread as well. EDIT: Never mind. It turns out that you find what you need if you bother to look properly. -
[0.24.x] Zords KSP Multi-calculator
Lord_Zord replied to Lord_Zord's topic in KSP1 Tools and Applications
Yes I can. I have been thinking about starting to use those mods myself. I will put this on the "Planed features" list. I have not yet started to look at how exactly the fuel systems mod works so I can not give an ETA at this time. -
[0.24.x] Zords KSP Multi-calculator
Lord_Zord replied to Lord_Zord's topic in KSP1 Tools and Applications
New version out (0.4). Mostly fixed bugs. Also bump. -
[0.24.x] Zords KSP Multi-calculator
Lord_Zord replied to Lord_Zord's topic in KSP1 Tools and Applications
---Version History--- v0.6 -Revived -Updated to run with KSP version 0.24 -Added working option to use the "LFB KR-1x2" in program 3. -mod_mode is now obsolete, no not use! v0.5.2 - unreleased update -Fixed some bugs in program 1. v0.5.1 +Added mod_mode support in program 5 +Gave program 5 the same print-overhaul that most functions got in the latest version v0.5 +Updated to run with KSP version 0.23 +Added limited first version of support for the "Real Solar System", "Realism Overhaul" and "Real Fuels" mods in all programs except 3, 5 and some options in 6. You can activate it in the settings file +Fixed a major issue where program 4 would calculate a lower mass then needed (this always happened, my math bad) +Reworked program 2 in the same way as program 4. It should now give accurate results and more data +There is now an option to skip the engine selector in program 6-2 and enter the isp manually +Added option to quit program in the main menu +Cleared up the T/W-ratio and acceleration printing in option 6.3, it should now use the correct words +Added first version of new log printing code, should have little to no effect on the average user -General code clean-up -Fixed bug with single stage result formatting in program 1 -Fixed some more bugs -Fixed some grammar v0.4 +If the settings file is missing the program will now create a new one. -Thanks to Vorlax +Fixed issues with the program making a .pyc-file and not reading the original settings.py file. -Thanks to Vorlax +There is now an option to skip the engine selector in program 6-3 and enter the thrust manually. +Cleared up result formatting in program 1 for single stage crafts. -Fixed bug where program 1-U printed a to height total mass (the calculations was correct, the printed numbers was wrong). v0.3 - First advertised release +Changed program 3 from "T/W-ratio (in Kerbin gravity)" to "T/W-ratio (acceleration)" as it seems more relevant +Added the use of a settings file to remove the constant asking if you want to print to file or not +Added user manual -Values of zero or negative values are no longer accepted by the program -Fixed some typos v0.2 +Fixed all input fields, entering the wrong characters should now not crash the program +Added a quitting mechanism in option 1. If you want to quit type in anything other than a number when asked for a mass, units of fuel or isp. +Fixed file printing for option 1-U +Added .txt to printed files so that windows users don't have to add it themselves +Fixed name -Removed debugging messages -Fixed program crash if unreasonable fuel and mass values was entered in option 1-U, 4 or 5. -Fixed a few other small bugs v0.1 +Initial release -
Zords KSP Multi-calculator Version 0.6 beta Download: http://sourceforge.net/projects/zordskspcalc/files/0.6/KSP_calc.zip/download This is an external program that lets you do several kinds of calculations easily. This program have features both for planning missions and features for on-the-go "planning". Combined with a delta-v map or maneuver nodes you can get the numbers for what a ship needs before you start to build it. The "Delta v from fuel" and "fuel to delta v" options are intended as problem solvers. For example: You are in Mun orbit and wonder if you have sufficient fuel to fly out to Minmus and drop of a kerbal at the station there or if you need to go home. Just type in your numbers and the program will tell you how much delta v you have at your disposal. List of features: Rocket equation Reverse rocket equation Rocket constructor Fuel needed for delta v Delta v available from fuel Average isp from engine cluster T/W-ratio calculator Acceleration calculator Print results to file Some functions also work with the (now outdated) "Real Fuels" and "Real solar system" mods. User manual available in the download. Tutorial video coming SoonTM. Doesn't kerbal engineer/MJ already do this but better? Yes but, they are mods. This program has several advantages. 1: You can have an KSP install be 100% stock and still have access to these features. Because this is not a mod, it is an external program. 2: You do not need to install anything. 3: Any .craft-file you make will be compatible which everyone else (no MJ parts). And you feel a bit smarter running the calculations yourself rather then just having a computer tell you everything (in my opinion)! Lastly, the parts of this program that does not use "units" of fuel are just as applicable to real life as to KSP. Please note that this program is still in beta and I have not found all the bugs yet. If you find any bugs (or typos) please report them back to me so that I can fix them. Written in python. You do not need to install anything to run this. Tested on Win7 and Linux. Planed features: An option to calculate the Isp of a stage during Kerbin ascent. (or to put a stage in program 3 as ascent stage and have the Isp value preform properly) Option to calculate T/W (acceleration) of the surface of different bodies This work is released under The MIT License (MIT). Link
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And I would like some feedback on them. I have a few questions that I wonder about. Are the quality of the audio/video good enough? Are my videos interesting enough for you to watch them without me asking you to? Do you have any suggestions? Here is my channel: http://www.youtube.com/user/ZordMedia I would appreciate any constructive feedback you can give.
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How many hours of darkness does the Mun get?
Lord_Zord replied to Kimberly's topic in KSP1 Gameplay Questions and Tutorials
The Mun makes one rotation in 138984 seconds = 1 day 14 hours 36 minutes 24 seconds. So the night is half that, which is 69492 seconds or 19 hours 18 minutes 12 seconds. (Assuming you are at ground level and no hills are blocking the sun) From the wiki. -
Someone posted a thread in a forum of a gaming-clan I am part of. I looked briefly but thought noting of it. Later I took a deeper look in to it, downloaded the demo. And now I am stuck here.
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Hello everyone! I have been playing since 0.15 and have had a forum account for a while, thought it was time to make actually a post. /Zord