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Found 7 results

  1. A proposal for what hopes to be a relatively simple system for resource sharing between planets and moons at a given star. Derived from my Shipyard Logistics idea and aimed at interplanetary by request. It is practically a complete mini-game, possibly bringing EVE Online to KSP. Miners The beginning of this system is deployable, upgradable, single-part mining infrastructure. Land it, splash it, park it in the optimal altitude for an exosphere resource and turn it on. Per the names and values given by the resource scanner module, the player can choose which resources to harvest, and invest upgrade points to raise the output multiplier of a desired resource. Resources harvested are not immediately available to be pumped into other vessels. They are first converted to “resource credits” (MKS users know) so they do not have mass as to encourage the tank mass/joint strength kraken, and they are all collected by the depot. Purchase upgrade points by spending funds and a construction mod resource. When points are used, the miner part will increase in height and width to reflect increased mining capacity. Power and heat systems are not relevant at all. These are assumed to be perfectly settled before the miner is packaged, and all components are assumed to be standardized and perfectly lego-able for ease of upgrading in-flight. Features and upgrades Part can produce each resource found via resource scanner module but requires Equipment Points invested into that resource. Each point represents a harvester slot and raises the resource multiplier by 1. (Multiplier starts at 0). Part can be upgraded to have more total points invested in it (effectively: raising the drill slot limit). Equipment Points would be produced by a depot and can only be taken from the controlling depot. The part may increase in size when upgraded. ID info Each miner vessel identifies itself, its host body, situation, resource production rates, and it appears in a list under its controlling depot, and in the category of Production. Depots Next comes an upgradable single-part transport hub infrastructure. This is by default much larger than the miner as it represents the parent vessel for all abstracted resource freights and a branch office of a bank. A landed depot encapsulates all landed miners on a given body and an orbital depot encapsulates all miners orbiting a given body (excluding any moons). The depot has the capacity to produce upgradable abstracted shuttles for resource transfers, and by extension, has resource converter capacity and tankage for converter outputs. Every depot (per situation: Orbiting or Landed) has shared access to a single cache of all resources produced by all miners in the same situation. Player vessels that require resources can dock with these and withdraw from or deposit to the cache. The depot ideally should never experience a dynamic mass situation. The UI for this exchange will resemble any fuel pump mod, showing transfer speed options, allowing to exchange any combination of resources, and respecting locked tanks and crossfeed. Features and upgrades Provides infinite tankage for resources collected by miners under its control. Resources are not physically stored but stored as massless credits. They are converted between these forms as needed when a real, player-built ship docks to it or is at least within 100m of it. Provides ISRU within the resource credit system such as to produce Equipment Points or construction mod resources. Provides a system for the holding, application and upgrade of virtual shuttles for resource deliveries. Part can be upgraded to hold any number of shuttles. Note that if shuttles arrive and the depot has no available bays for them, the shuttles will wait in a coorbital situation and their payload will be inaccessible. Part can be upgraded to have greater throughput rate for a given ISRU chain and to hold more Equipment Points to give to miners under its control. The part may increase in size when upgraded. ID info Each depot vessel identifies itself, its host body, its situation, resources held, resource conversion chains and if they are active, shuttle bay count, and each shuttle bay with the relevant info of a shuttle, if occupied, and the depot appears in the categories of Production and Storage. Shuttles These imaginary vessels come in a few types, will cost some amount of construction resource and propellant resource to build, and must be produced on demand. Logistics (surface-to-orbit and interplanetary) will not properly work until they exist. Shuttles have launch and delivery cycles depending on the sum of: Construction time (unless it already exists. This can be affected by Production factor – how fast the depot can perform construction); Ascent time if surface-to-orbit “SO” (depending on ascent dV and TWR, if ascent dV can be easily computed, and depends on the engine type); Transfer time if interplanetary “IP” (depends on automated transfer window planner functions and the engine type). SO shuttles can be made to loop and will automatically launch repeatedly, either infinitely or a requested number of times with a countdown of the total time and an optional alarm at the end. If an IP shuttle needs to go from a moon of planet A to a moon of planet B, only consider the transfer time between the parent planets and not planet-to-moon. Engine profiles Profiles allow for the shuttles to benefit from progression and to be optimized and dedicated to specific use cases. If it isn’t too much trouble to implement, the system should be able to produce and simulate a virtual ship with the desired payload mass, propellant type and mass, engine type and size, resultant TWR and dV, then compare this dV with the dV required for an interplanetary transfer, and finally offer a slider control for how much dV to spend to optionally expedite a transfer (this slider defaulted to the lowest setting which equals just enough of a burn to get a transfer done), and get the transit time and its changes dependent on the dV fraction to be used. If it is too much trouble to implement, the system should only need to be able to get transfer windows and transfer times, then provide profiles (which unlock with respect to certain tech nodes) which require a baseline amount of propellant per unit mass of payload and provide the option to expedite transfers by increasing the propellant required per unit mass of payload. SO shuttles have these example profiles: Name: Fuel mix; Vac Isp; Is atmo-capable?; Engine Mass; Engine TWR Chemical: LFO; 340s; Yes; 4.2t; 30 Nuclear I: LF; 800s; No; 3t; 1 Nuclear II: LF; 970s; Yes; 3t; 10 IP shuttles have these example profiles: Name: Fuel mix; Vac Isp; Engine Mass; Engine TWR Nuclear I: LF; 800s; 3t; 1 Nuclear II: LF; 970s; 3t; 10 Fusion A: FusionPellets; 1,020,000s; ?t; ? Fusion B: D+He3; 35,372s; ?t; ? BCAM: H2 + AM; ???s; ?t; ? Features and upgrades Shuttle has tweakable payload mass limit, propellant mass limit, engine type (during construction) and resources can be added or subtracted by text input/search and slider control or number input. Shuttle dV expenditure can be tweaked between Baseline and High/Max Energy to save dV or save transfer time. Shuttle can be destroyed to recover some fraction of construction resources and recover all propellant resources to build a different shuttle or convert to physical resources. ID info Each shuttle identifies itself by name, the source depot (if moving), destination depot (if moving), if it’s looping (STO only), current depot (if idle/parked), time launched, transfer time elapsed, transfer time remaining, payload resources, and appears in the categories of Storage and Transport. Conclusion Miners. These are large, upgradable, single-part vessels placed where desired on the surface of a celestial body, under the sea thereof, or in the peak altitude of an exospheric resource. Resource production is decided by the results of a surface scanner module and the investment of “upgrade points” into enabling choice resources and raising their multipliers. Resources do not physically occur here and cannot be accessed. Depots. These are larger, upgradable, single-part vessels placed on a body’s surface or in orbit, and they possess the cache for the resources produced by all miners in the same situation as itself. Resources collected here are in the form of massless credits, and can be exchanged between credit form and massive form to be used by resource converters as usual. They are also the hubs and assemblers of virtual shipping vessels which carry resources surface-to-orbit, the opposite, and even interplanetary. Shuttles. These upgradable, imaginary vessels embody resource transfers and can be created on demand, scheduled, looped and tracked. Most of the challenge of implementing this logistics system is in the interplanetary shuttles as dV expenditure, transfer times, their many associated factors need to be properly rigged and calculated. Spreadsheet-gaming interface. The player needs to be able to, at a glance, see what all the miners at a given body and in a given situation are producing; their controlling depot; that depot’s cache and activities, shuttle capacity; shuttle activities/statuses/schedules and more.
  2. Hi Everyone, I've been working on a spread sheet in Excel, for various calculations relating to KSP. This is firstly, to learn more about the Physics and Math involved in KSP [and Space flight in general], and secondly, because I was thinking of starting a Barebones Career, as in only adding parts and planets in terms of mods and not anything like KER or Mechjeb, and possible doing IVA only's. [not sure if I'm that confidant with my KSP skills yet though ]. So far I have: - Hohmann Transfer Bi-Elliptic Transfer Interplanetary Transfer Satellite Minimum Altitude Satellite Transfer/Phasing Orbit Rocket Equation (REq) deltaV - available REq - Total Mass for required deltaV REq - deltaV remaining [WIP] TWR To Add I have just started on the Rocket Equation [it's giving me a Headache already and I've not started to turn it around yet] [Ok now starting to turn it around, headache still coming] Questions to everyone: - Would anybody else want a copy? What else should I try to add? What format should I distribute in? If even wanted. [i'll add others as they come up] Anyone who is interested please post so I know it will be wanted. First draft - some sheets are WIP https://1drv.ms/x/s!Ap3XLBJ-Nl943DqJHmwT-_x5VDyO?e=OzeXYd [changed to Onedrive URL] Updates: - Sheet added References and/or inspiration: - Link1 - Interplanetary How-To Guide by @Kosmo-not Link2 - and the PDF version of @Kosmo-not's Guide provided by @Nexus24680 Link3 - Special Thanks to @OhioBob and his Website Link4 - Inspired by @Nexus24680's Orbital Calculator Link5 - Orbits calculator spreadsheet By @Gaarst TBC - Satellite Minimum Orbit Calculator By TBC TBC - Satellite Orbit and 'Spacing' Calculator By TBC Link8 - Interplanetary Trajectories with Low TRW (and No Math) By @Brainlord Mesomorph [Testing Needed] Link9 - The "reverse rocket equation" explained By @GoSlash27 [some Tabs WIP] If anyone knows who or what thread(s) the Satellite stuff come from, 'cos for the life of me I can not find them again?
  3. (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)
  4. 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
  5. 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
  6. So I'm putting together a spreadsheet - in part because KER is not up to date yet, in part for learning experience. Something I've meant to do for a while. Need someone who knows what they're doing to check my math logic here. What I've got going on: I've got a table of engine data and rather than make a user type in their vessel's Isp, I have them place a quantity next to each engine type. These quantities are 0 if none. Might put down they have 1 skipper and 2 thumpers, though. So from what I can tell, the way to measure combined Isp with combinations of engine types is a thrust-weighted average. I guess because thrust and isp are both in relationship to exhaust velocity? Check me here. The formula I've found is: thrust / (thrust 1* isp1 + thrust2*isp2 ...). Since I'm factoring in the quantity of these engines as well, I fist multiply thrust1 by quantity1, so if quantity is 0 the thrust and isp of that engine is removed from the picture. And if they have 2 or 3 of an engine, thrust is doubled, tripled, etc, affecting the weighting of the isp. So where T= total vessel thrust, Tx, Qx, and Ix are thrust, quantity used, and isp of engine number x, this is my formula... T/(T1*Q1/I1 + T2*Q2/I2 ...) (formula runs through every engine in the list this way so it changes as soon as engine count changes) If I tell it I have 1 terrier or 100 terriers, it correctly tells me my Isp is 345, can someone give me test cases and answers to run through my formula?
  7. The Pine Space Program! Inspired by a couple of users on this forum, I decided to start a new career save and keep a log of sorts for my progress and to be able to check stats. I'll use a bunch of mods and ingenuity to get kerbals everywhere in the universe! The Log so far is here! The Premise: My plan (for now) is to run a space program using a bunch of mods that enhance the carrer and end-game experience, so that by the end of it all I can finally say I finished a KSP career! That's right! I never even once finished the complete tech tree, nor did I explore all of the planets and moons of the kerbol system, or at least, not without alt-f12 and/or sandbox mode. I will have you someday, Moho. Just to be clear, I did not come up with these log ideas all by myself! I was largely inspired by eberkain and his incredible career logs and graphs and stuff with all the colors and such! So remember to check his one out! I will write up some descriptions of each important milestone rocket or plane family every now and then and get an imgur album up and running with all of the pictures of the PSS so you guys can see it all! Little note: The kerbal engineers discovered that antennas have a set range and efficiency for communications, so now that's another thing that I'll have to do. (Installed RemoteTech2, for extra incentive to think things through.)
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