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mhoram

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Everything posted by mhoram

  1. These are interesting thoughts. For implementing a "daily for written text" I see two issues: - Squad must have the opinion that there is enough material produced by the community. I don't follow the written fanworks, so don't know about that. - Squad seems to be focused on visuals and promotability in the dailies. Is written fanwork interesting enough to a broad publicum so that it would make sense to replace one of the other dailies? So I am rather pessimistic that something like this will be done.
  2. Another option that was not mentioned yet is to save the launcher (that has the docking port as its root part) and copy the .craft file to the subassemblies folder. After that you can use the launcher as a subassembly in the usual way.
  3. Well here is a collection of stock Delta-V maps for ideas about how to present the infos. A more accurate delta-v map in a simplified form http://wiki.kerbalspaceprogram.com/wiki/Cheat_Sheet http://forum.kerbalspaceprogram.com/threads/96985-WAC-s-Delta-V-Map-Chart-UPDATED http://forum.kerbalspaceprogram.com/threads/25360-Delta-V-map http://forum.kerbalspaceprogram.com/threads/20993-Request-Delta-V-maps?highlight=delta (incomplete) System Delta-V Maps by JellyCubes V0.18.4 A Delta-V Map for simple flightpaths
  4. Another solution would be to build up the final elliptical orbit before the departure burn. You talk about the ejection angles here. And they differ for all target planets. So I believe that the 26 1/2 day rule you suggest does not provide the optimal efficiency. Probably the number of days would have to be adjusted for each target planet. Here is a picture that shows the ejection angles. (Source: http://forum.kerbalspaceprogram.com/threads/47133)
  5. I also would prefer it if the efficiencies of parts (like thrust or isp of engines) would not be affected by Kerbals. I am fine with Kerbals having an impact on science, money, reputation or resource generation.
  6. I added chapters covering the following topics: - Delta-V calculation - Upper bounds for Delta-V - Geostationary Orbits - Air Intake description - Ascent Calculations - Recommended basic knowledge to understand this document
  7. Yes, the lower your orbit, thel lower your fuel-requirements for the lander. Getting a ship from a circular 10km orbit to land on the Mun will still take at least 580m/s Delta-V.
  8. Note that the ascent-path does not only depend on the starting TWR, but also on the TWR-distribution during the whole ascent. So your statements are a bit of a generalization. Delta-V Maps are mostly about reaching other planets and Moons and the Delta-V for atmospheric ascent is only a very little part of them. So in general Delta-V maps work for FAR when no atmosphere is involved. @Th3F3aR Thanks for putting this together. What exactly do you mean by "v0 - Escape or Orbit dV"? I assume you mean escape velocity or orbital-speed while in a circular LKO.
  9. This is a tough question, mostly because this number depends on a lot of factors (ship-configuration, ascent-path). So every ship needs a different amount of Delta-V to reach orbit. But usually they are in a similar range: For Stock-KSP this value is around 4500m/s, for RSS I have not yet seen any numbers, but I also don't use it. have you tried assking in the RSS-thread? You might try the approximation K^2 posted a while back: http://forum.kerbalspaceprogram.com/threads/46194-I-need-someone-help-me-do-some-math-for-launch-optimization?p=987663&viewfull=1#post987663 Have a look at Chapter 9.1.2 Orbital Velocities or google the Vis-viva equation. v1 = Orbital-Velocity while on 94km circular orbit v2p = velocity at the periapsis while on the transferorbit with a periapsis of 94 km and apoapsis of 100km v2a = velocity at the apoapsis while on the transferorbit with a periapsis of 94 km and apoapsis of 100km v3 = Orbital-velocity while on 100km circular orbit Delta-V = (v2p-v1) + (v3-v2a) Sounds like a reasonable approach.
  10. Yes, 2040 m/s should bring you to an intercept with Kerbins SOI. However the 130 will probably vary a bit, since it is taken from the viewpoint of LKO. As far as I understand the chart, this should be ((2810 - 930) + 1070) m/s (2810 - 930) m/s is the Delta-V needed to get from Low Jool Orbit to an intercept with Laythe (This transfer orbit has a Periapsis of ~150km and Apoapsis of ~27184km) 1070 m/s is needed to circularize in Low Laythe Orbit. All of this is based on the numbers in the OP-chart and assuming that no gravity assists or aerobraking is used.
  11. 2000m/s in 30 minutes is no fun. I believe that you can circumvent most of your problems by adding more nuclear engines.
  12. Actually using a gravity assist by Kerbin requires two steps: - enter Kerbins SOI - exit Kerbins SOI in the method you describe you only leave Kerbins SOI, so this is not a gravity assist in the usual meaning. However since you make your departure burn in Low Kerbin Orbit, you utilize the gravity of Kerbin and this is called the Oberth effect. If you intend to achieve a highly elliptical orbit around Kerbin (Periapsis near SOI border), you will need around 50 Kerbin-days (if I recall it correctly) to travel from Periapsis to Periapsis. Since in this time the planets move considerably, I recommend to make the repetitive Periapsis-Burns before the plotted direct transfer orbit from LKO to Moho or Jool.
  13. The exact formula for the amount of the resource IntakeAir that is generated from air intakes is not yet known exactly. The best description I could come up with is: - Intake Area is directly proportional to the amount of generated IntakeAir - Surface Velocity + a base offset (depends on air speed) is probably directly proportional to the amount of generated IntakeAir - Atmospheric Pressure is probably directly proportional to the amount of generated IntakeAir - Angle of Attack is probably in a cosinus relation to the amount of generated IntakeAir
  14. Thanks for making an update to the chart. I believe, it should replace the one on http://wiki.kerbalspaceprogram.com/wiki/Cheat_sheet. And since the more accurate delta-V chart is a bit difficult to get used to, it's author metaphor made a simplified version of it available some time ago.
  15. Did you find out about the intakeSpeed by experimenting or is the air-intake process described somewhere?
  16. SkyRex94 found some wrong numbers in the document. http://forum.kerbalspaceprogram.com/threads/94205-The-Total-Stock-Science-Amount
  17. I don't know if I understand your question right, so I try to guess what you mean. If you just want to decellerate the asteroid so that is stays within Kerbins SOI, the only place you can do that is within Kerbins SOI - so under ideal circumstances you don't need to leave Kerbins SOI to do that, if the Asteroid is within Kerbins SOI in 300 days. If you want to capture the asteroid on a final target orbit that it would not cross on its current course, then you will need less ∆V if you encounter the asteroid before it reaches Kerbins SOI and change it's course as early as possible. You ask for "slightly less" ... compared to what alternative? Edit: and about the asteroids mass: some people sent probes to attach to the asteroid. That way they were able to see the exact mass.
  18. It is not easy to make estimations about the ∆v needed for catching asteroids. You will basically need to perform the following steps: - Launch craft to Low Kerbin Orbit - Get to an intercept course with the asteroid - Change course to match the orbit of the asteroid - Dock with the asteroid - Reduction of ∆v for the remaining maneuvers - Perform a course correction so that the asteroid can get into an intercept course with the intended final orbit - Change course to amtch the final orbit Launch craft to Low Kerbin Orbit you will need around 4500 m/s Get to an intercept course with the asteroid In order to intercept the asteroid outside Kerbins SOI you need around 950 m/s to leave the SOI and an additional amount of ∆v. This additional amount depends on the question "how far away and how fast do you want to intercept the asteroid?" The farer away the more ∆v you need and the faster the more ∆v you need. Change course to match the orbit of the asteroid The ∆v you need for this depends on the vector-difference between the asteroids velocity and your ships velocity at the interception point. As a general rule of thumb: the more ∆v you spent at LKO departure-burn the more ∆v you need for this burn. Dock with the asteroid Depending on the distance you managed to intercept the asteroid you will need a couple of dozen of m/s for docking. Reduction of ∆v for the remaining maneuvers The remaining ∆v after docking is much less than before docking. The reason is that the asteroid adds mass to the ship while the fuel remains the same. The difference can be calculated using the Tsiolkovsky rocket equation. dv1 = ∆v before docking m0 = ships mass without fuel ma = asteroids mass g = 9.82 m/s2 (http://wiki.kerbalspaceprogram.com/wiki/Specific_impulse#Conversion_factor) Isp = ships Isp before docking From this you can calculate the ships mass before docking m1: m1 = m0 * exp(dv1 / (Isp * g)) And the ∆v after docking dv2 is: dv2 = ln((m1 + ma) / (m0 + ma)) * Isp * g Depending of the ratio of ships mass to asteroid mass the difference might be quite large, in one example my ∆v was reduced by a factor of 10. Perform a course correction so that the asteroid can get into an intercept course with the intended final orbit This amount depends on the distance to Kerbins SOI. The farther away you are the less ∆v you need. However since you now have much less ∆v available (because now you are docked to the asteroid), it can be beneficial to intercept the asteroid as early as possible. In this case you can change the orbit to intercept the Mun with less than 100 m/s. Change course to match the final orbit This value depends on the difference between the velocities of Kerbin and the Asteroid. But since the orbits of the two are usually not that far apart 100 m/s should be enough to capture the asteroid within Kerbins SOI. Why 100? You need according to this ∆v-map at most 130 m/s to intercept Duna or Eve. And since the asteroids are usually not that far away, less ∆v is needed. An additional 50-100 m/s to get from the captured orbit to the Mun-orbit should bring you to your goal. A final note on the question "When should I intercept the asteroid to require the least amount of fuel?" Unfortunately this question is not easy to answer, because the ∆v needed to intercept the asteroid decreases with time to intercept while the ∆v needed to bring the asteroid to the target orbit increases with time to intercept.
  19. It seems like this is a mystery still waiting to be sovled.
  20. 7. Engines that are not aligned with the center of mass 8. Drag on rocketparts 9. Lift on rocketparts 10. Collisions with other objects Thanks for 3 and 6 - did not have them in my list.
  21. Good point. Will add a chapter about that. However I could not find infos about the exact formula yet. http://wiki.kerbalspaceprogram.com/wiki/Intake_air http://forum.kerbalspaceprogram.com/threads/73472-Air-intake-model-%28stock-KSP%29 http://www.reddit.com/r/KerbalSpaceProgram/comments/1bx1zd/ But is looks like it increases with increasing intake-area, pressure and surfacevelocity and decreases with increasing AoA.
  22. Looks like a nice mod. Have you had a look at ScienceAlert? It's a bit outdated but it had a featurerich configuration menu.
  23. Have you had a look at the wiki? http://wiki.kerbalspaceprogram.com/wiki/Parts There you can find description of parts and their specifications including units.
  24. Interesting concept. Never thought about Sun-relative velocities while aerobraking - I always had only the velocity within the target SOI in mind. This is also the reason why my other statement does not fit as an answer to Decent Weasels question.
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