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  1. KSP Visual Calculator Online tool that assists in playing Kerbal Space Program I have released a new tool for Kerbal Space Program to help players visualize and plan missions in-game. This calculates the delta-v requirements for a mission, and also CommNet constellations. For delta-v calculations, players can select multiple planets/moons as checkpoints and have the dv requirements automatically calculated for them. For CommNet constellations, players can add spacecraft with specific configurations of antennae, and then drag the spacecraft and planets around to mimic an in-game situation they would like to analyze. All spacecraft are linked with colored lines when a connection is established between them, showing their signal strength. Online tool: https://ksp-visual-calculator.blaarkies.com/ Checkout the github repo issues tracker Some details about the usage: Delta-v requirements are measured as best case scenarios. If you are not an Ace pilot yet, use the "margin of error" preferences control to add some safety to the final results. The trip details are a good way to learn optimal orbital mechanics When using the "Efficient" route mode in preferences, you might see extra visits in your journey because in total they will require less delta-v On the Delta-v Planner page, the location of planets on screen has no effect on the calculations. Feel free to move them around to better visualize your mission Antenna calculations have been tested against 30 in-game test scenarios with full accuracy Orbits in the app are not elliptical, and not in 3 dimensions Most orbits in-game are nearly circular anyway; inaccuracies are minor For CommNets, it does not account for any inclination in orbits. Most in-game orbits are flat enough (relative to each other) so that straight line distances do not differ too much due to this, but in certain situations like Pol <-> Bob this can be more obvious
  2. Light Intensity Curve Calculator So I made this calculator for people to use, because sometimes making light intensity curves for a star can be quite annoying Also I want to thank WarriorSabe on discord for helping me with the right values and formulas Nevertheless here's a download \/ https://drive.google.com/file/d/12SLjtGyvh_7D392X49JOwxh_ztegydNy/view?usp=sharing To fill in your values please make sure to download or copy it to your own drive Please follow the license guidelines -Don't share a by-yourself-edited-version, please contact me for permission more info is found here: https://creativecommons.org/licenses/by-nc-nd/4.0/ Hope it helps!
  3. Kalkulator is a mod for Kerbal Space Program 2 that adds a basic calculator with addition, subtraction, multiplication, and division functionality. The latest release is 1.0.2, which has been tested to work with of KSP 2. Previous Releases: 1.0.0 | 1.0.1 Download Links SpaceDock: https://spacedock.info/mod/3327/Kalkulator Github: https://github.com/JohnsterSpaceProgramOfficial/Kalkulator/releases Installation Download and extract SpaceWarp + BepInEx (https://spacedock.info/mod/3277/Space%20Warp%20+%20BepInEx) into the root directory of your copy of KSP 2. Drag the contents of the mod's zip file into the root directory of your KSP 2 installation. If you did everything correctly, when you run the game, the mod should appear similar to what is shown in the screenshots below. Screenshots License (CC BY-ND 4.0)
  4. I started making this online tool that can help players design mining bases. It adds up the total resources consumed, produced and stored, as well as a few other metrics about heat generation, and other things of consideration when building a mining base. This is beta, and still in progress, but the general idea can be seen here: ISRU Heat & Power Calculator Light-mode theme messes with the background, here is a workaround in the meanwhile: Use the green menu, go to Delta-v or CommNet planner, Click the Sun Icon right next to the menu. That switches to dark-theme. Use the green menu to go back to pocket calculators (this ISRU calculator) Fixed - Phew...glad I called it beta I need to confirm a lot of details about the calculations on how the engineer bonus level, ore concentration, and multiple resource processes affect the final outcome for how much heat was generated. Does anyone have some definitive details on this? I will need to verify this tool's results against in-game tests, but the forum posts have gotten me this far at least Anyway, have fun and see if it works well enough for you. Feedback would be greatly appreciated!
  5. Not 100% sure this is the right place to post this, but I created a single-use widget for calculating resonant orbits to deploy satellites into a circular orbit at regular intervals along that orbit. It’s at http://meyerweb.com/eric/ksp/resonant-orbits/. In case you’re wondering “what the heck is this?”, a resonant orbit is most commonly used to set up CommNet constellations around non-Kerbin bodies. Suppose you want to put three relay satellites into circular polar orbit around Minmus. You could launch them one at a time from Kerbin and do all kinds of shenanigans to get them into a common orbit (say, 100,000 km above Minmus) at 120-degree intervals along that shared orbit. Which requires matching inclination and LAN and all manner of stuff, and then trying to jostle them into the right places along the circle. Or, you could build a carrier craft that hauls three satellites to Minmus, then release them one at a time. That solves inclination and LAN problems, but what about timing? The easiest thing is to put the carrier craft into an eccentric orbit with its periapsis at the altitude the satellites should share, and an orbital period 4/3rds the length the satellites will have in their circular orbit. In this example, the satellites’ final orbits at 100,000m above Minmus will have a period of 2 hours, 39 minutes, 29.5 seconds. So you put the carrier into an orbit with a periapsis of 100,000m and an apoapsis of 167,652.4m. That has an orbital period of 3 hours, 32 minutes, 39.3 seconds—exactly 133% the orbital period of the circular orbit. Having done that, you just release one satellite from the carrier as it passes periapsis on each of three successive orbits. Hey presto! You now have three satellites in a polar triangle, sufficient to cover the entirety of Minmus and maintain a network back to Kerbin. Quick, deorbit or otherwise move the carrier’s orbit so it won’t smack into the first satellite you released on its next periapsis. I built some spreadsheets to manage the necessary calculations for myself, but it seemed more fun to build a web-based tool that could draw a diagram of the orbits and all that while also spitting out exact Ap and Pe altitudes. And, while I was at it, show the minimum altitude for a functioning three-satellite setup as well as the edge of the SOI for whatever body I was trying to put satellites around if my orbits were large enough to be a problem, show atmospheres (where applicable), tell me the dV I’d need to inject each satellite into its final circular orbit, and stuff like that. It looks like this: It’s of fairly limited use, but it was fun to make and it supports stock as well as RSS and GPP. I figured if someone out there could make use of it, that was good enough for me to release it. Share and enjoy! (P.S. If anyone has feature requests, I’m happy to hear them, though I may not get around to actually doing them. I mean, I might do them, but I have a tendency to toss these little projects into the wild and then get distracted by some new project and never go back to update the old ones. So fair warning and all that.)
  6. KSP CommNet Signal Strength Calculator & Antenna Selector Stock + OPM System: Link (When you open the links above, please save a copy to your own Google Account to be able to edit for yourself) This document allows you to view the antennas utilized by CommNet to aid you in the preparation for missions to specific bodies or to determine signal strengths between vessels before launch. ----------------------------------- Antenna Selector Sheet The 'Antenna Selector' sheet allows you to pick enter a specified range between vessels and enter which antennas you require to give you a signal strength that is suitable for the application. You can also get a visualization of the signal strength between all major celestial bodies with the currently entered antenna setup. There is also a separate sheet for use with Near Future: Exploration's reflector mechanic. ----------------------------------- Antennas Sheet The 'Antennas' sheet allows you to view all the antennas listed by the creator/mod pack grouping and all their individual statistics. Here you can enable/disable the antennas from the mods you are using. ----------------------------------- Systems Stats Sheet The 'System Stats' sheet lists details about all the available bodies to chose from if you wish to make your own calculations or assumptions. ----------------------------------- Form Submission I have included a link on the 'Antennas' sheet to a Google Form where you can submit details of antennas you wish for me to include on the spreadsheet. The submissions should auto-fill into the 'Form Submissions' sheet for later review. Useful for mod authors to submit their own CommNet module stats for their antenna parts. ----------------------------------- Please let me know what you think, any mistakes I have made, any ways I can improve this etc. etc. Hopefully you find this useful for your own games. KSP CommNet Antenna Selector - Stock + OPM System: Link P.S. This document was built off of my original KSP RemoteTech Antenna Selector document, if you are interested in RemoteTech, please visit the forum post for this calculator: Link ----------------------------------- For great visualizations of the antenna ranges at the various DSN levels, also be sure to check out @Kergarin & @wile1411's illustrations that can be found here. They are super useful.
  7. Annoyed by having to do a bunch of unit conversions? Use the TWR calculator, which automatically converts the units for you. Write your weight and thrust in the units KSP uses and have it be calculated! Program coded in Python. https://onlinegdb.com/b8Vou_r5X Just press the green RUN button at the top!
  8. Hi I know many of you used to use the old Garycourt calculator which was updated till 1.2 However it hasn't been updated since. I have updated it, whilst retaining his original content. Let me know what I have missed out/can make it better http://korc.epizy.com
  9. Surface Coordinates (Lat/Long) to Distance Calculator Have you ever wondered how far and long you would have to drive a rover to get from one place to another? Maybe you're planning a Science rover expedition, or maybe you want to place a base within driving distance of other bases or new Science biomes. Either way, here's a simple spreadsheet that calculates distance between two points on any planet/moon in KSP: https://docs.google.com/spreadsheets/d/11ahybKKvft5v7hfzkBEnTdFKhT_f-YsI3ITXKMeZDUw/edit?usp=sharing Make a copy of the sheet and you'll be free to make your own calculations between any two points on a planet or moon in KSP. All landed crafts will show their coordinates if you hover over them in map view. Note: The spreadsheet doesn't account for hills or elevation on planets. Coordinates must be in decimal format, so 2* 25' 48" N 17* 22' 40" E would look like 2.2548 and 17.2240, while 2* 25' 48" S 17* 22' 40" W would look like -2.2548 and -17.2240. Enjoy!
  10. Il looks like this but i expect many bugs becouse i couldnt turn it into english version. If you find any bug please comment it on comment section to support this... thing ? You can download it from here (Will be at the full realase) The yellow boxes are to type information it, and the checkmarks are to show the best reccomended settings. Have fun! (Edit: Change the red K(c) and (K(pc) if the kerbal supplies consumption per day or kerbal power consumption per day isnt right) Author: Klirtek Credit: Mark Thrimm (I used his manufacturing chain schedule)
  11. Last night I decided I should write an application for calculating antenna strength of vessels. I know there is the Google Docs one that many people use, but I wanted an application to do it. Thus was born Kerbal Antenna Kalculator! Click on the plus and minus buttons to add or remove antennas and you will get immediate results in the green area below. The little question mark button in the lower right will open a small window with additional information. This is for Windows. You may need to download and install the .NET Framework v4.5.1 in order to run it. Download (v0.1 for Kerbal Space Program v1.4.5.2243) DOWNLOAD LINK REMOVED UNTIL I FIGURE OUT A SOFTWARE LICENSE TO APPLY TO THIS
  12. (Inspired by Interplanetary How-To Guide by Kosmo-Not) I proudly present to you the Nexus's Orbital Calculator It does a lot of calculations for you automatically. You only have to input the data. It has a: Orbit Calculator Hohmann Transfer Calculator Interplanetary Transfer Calculator And more... Works for both stock KSP and Real Solar System Download for free by clicking on the link below https://drive.google.com/file/d/0B0WLcnclj_TFSVBRUEExSWlmeW8/view?usp=sharing (I'm open to constructive criticism and suggestions)
  13. Hello. I would like to ask if there's a calculator or a spreadsheet that can calculate all the things Alexmoon's Calculator does but for the RealSolarSystem. I would like a spreadsheet or an online tool, please. Because the calculators for KSP (e.g. Alexmoon's, Olex, etc) only work for stock KSP. I've tried abrhmsanchez's one but he doesn't have the Moon. Also, I would like to have the real names of the objects. Also, I would like it to have custom values. E.g. radius, gravity, possibility to add new bodies, in short, that you can modify everything in it. If someone could do this for me, I would be eternally thankful to that person or people. Hope you can do this for me. Or direct me to something that does what I'm asking for. Thanks in advance, Nexus24680
  14. Hello. I would like to ask if there's a calculator or a spreadsheet that can calculate all the things Alexmoon's Calculator does but for the RealSolarSystem. I would like a spreadsheet or an online tool, please. Because the calculators for KSP (e.g. Alexmoon's, Olex, etc) only work for stock KSP. I've tried abrhmsanchez's one but he doesn't have the Moon. Also, I would like to have the real names of the objects. Also, I would like it to have custom values. E.g. radius, gravity, possibility to add new bodies, in short, that you can modify everything in it. If someone could do this for me, I would be eternally thankful to that person or people. Hope you can do this for me. Or direct me to something that does what I'm asking for. Thanks in advance, Nexus24680
  15. Greetings! KSPAntenna.jar: A small programm written by me for calcualting the possible ranges between probes/stations equipped with different antennas. Installed Java Runtime is necessary to run it. https://drive.google.com/drive/folders/0B0HPkVkOJdZAVXpfS2N3cG1xN2c?usp=sharing regards, stk8472
  16. I have been developing a method to automatically calculate the orbital elements of a spacecraft with a Texas Instruments TI-84 Plus calculator. My script, which has been posted below, does not need (but can use) the apsides of an orbit to continue, operating on the Vis-Viva Equation. All that is needed is a reference altitude and velocity, the radius of the current body, and the Standard Gravitational Parameter of the current body. After only a week, the script has reached a high level of development, and can calculate Gilly's orbit with a 2%-13% error. As such, I feel it is ready for release and testing. Feel free to change the program however you feel, as I want this script to be the greatest external orbit calculator it can be. NEEDS: A Texas Instruments Zilog Z80-based calculator (or the means to emulate one) A way to transfer scripts to said calculator BOSH. Google Drive Link. Plain Text Code:
  17. Hey guys, I don't know if this was discussed earlyer, but I found a way to calculate orbits in real solar system. For me it was a real pain in the butt to find premade calculation for orbit. You can easily find the geostationary/geosychronous orbit of earth, but it get's a bit tricky for the rest of the planets. So I watched some YouTube videos and came to the conclusion that is't pretty simple. You can basically do this with every planet you want, even in the stock solar system. The only data you need for the formule are: - The mass of the planet in Kilograms. We call it Me - The orbital time in seconds. We call it T - The radius of the planet. We call it r - Gravital Constant, this is always: for KSP 1.1.3: 6,67*10-11 for KSP 1.2: 6,67408*10-11 If you miss one, you can solve it, in my case it was the radius. The formula goes as follows: Now you have the radius cube from the middle of your craft(doesn't effect the calculation) to the middle of the earth. To get the actual radius, you need to cube root your outcome, goes as follows: If you fill this formula in, you'll get the altitude you want. I have set this up in excel for myself. You can just fill your data in and you have your answer, very simple: Earth's mass is 5,972*1024 kg Radius is 6371km Orbital time is 60(seconds)*60(minutes)*24(hours)=86400 seconds For the ones who want it in excel like me, put this in: =((((G)*(Me)*((T)^2)/(4*π()^2))^(1/3))-r. ((([G]*[Me]*([T]^2))/(4*π^2))^(1/3))-[r]. . I will put the excel file in the comments, if someone wants it. Sorry for my bad English Greetings, DrLicor
  18. This tool has been succeeded by the Advanced KSP Mission Tool. Please check out the new thread. I've spent the last few weekends doing some rocket science, and I'd like to present my KSP Mission-Based Rocket Designer & Simulator. The aim is to abstract away as many design decisions as possible that don't have any bearing, per se, on the mission you're trying to accomplish. Instead, the calculator will attempt to optimize for the lightest possible rocket able to get the job done. Try it: https://jsideris.github.io/KSP-Mission-Based-Rocket-Designer/ The tool will algorithmically design two-stage (and now three-stage) rockets, typically. The lower stage is for takeoff and may include anywhere from 0 to 32 radially detachable boosters. Most of the ΔV is intended to be carried out by the vacuum stage, and sometimes the tool will add an intermediate stage to assist with achieving orbit. Each rocket configuration's launch is quickly simulated with varying amounts of fuel to test for feasibility, and the best rocket is presented to the user. Some of the results can be surprising (for instance, using low-tier or weak rockets for takeoff), but all that you need to know is that the program is giving you the lightest rocket design that is able to at least meet the minimum requirements for your mission. This is great, for instance, for designing light-weight return landers. The app is also not very picky about what type of detacher, fins, nosecones, or other peripherals that you use. It adds a small safety factor to the payload so that you can dress up your rocket with whatever parts you have available. All in all the tool is fairly accurate and very usable, however there are a few corner cases that I'm working to address. For instance, it's not smart enough to know how to get to Eve and back yet, Overall, it's going quite well; the tool is now smart enough to get a small payload to Eve and back! Give it a go and let me know your thoughts, questions, concerns, and suggestions. The tool will remain updated and receive upgrades as long as it is well received and people use it. Notable Updates 2016-07-24 Fixed a "snowball effect" glitch (discussed below) that caused the simulation to preferentially select more and more massive rockets as the simulation ran. Allow the simulator to try stealing some ΔV from the vacuum stage. Simulator will now be willing to trade off 1% extra mass for an additional 100 m/s ΔV when choosing between two rocket designs. Gave simulator the ability to tack more fuel onto the vacuum engine to assist with orbit. Added orbital stages (3-stage rockets) that will sometimes be explored if the rocket is re-entering the atmosphere too early.
  19. Hi there! Have you ever injected from solar orbit into a highly horizontal suborbital trajectory towards a huge lumpy rock, and wondered... ...What is the most delta-V efficient way to bring my vessel to a safe landing? Well, wonder no more! Download Source As you may be aware, the delta-V-optimal way to come to a stop over a non-atmospheric body is using 100% retrograde thrust (relative to surface). However, begin thrusting too early and you will come to a stop with a long way yet to fall - on the other hand, begin thrusting too late and you will find that the surface forcibly assists your deceleration. Finding the perfect balance is a mathematically non-trivial problem. To this end, I have developed a successive approximation numerical landing solver: the Improved Non-Atmospheric Landings (INAL) mod, which allows you to pull of scary-ass landings like this: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ How to use it: Other recommendations for use: Current issues: Changelog: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Other than that, please experiment with this mod and test its limits! Bug reports, suggestions, support, and feature requests are welcome in this thread, however this is my first-ever software release of any kind so I'll do my best but no guarantees. Oh, and I'm also accepting better names for the mod. Enjoy!
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