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ISP at sealevel from bodies other than kerbin


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Hi,

I searched for a sheet or something that tell u the ISP and thrust of engines for planets with atmosphere that are Not kerbin, but i didnt found One.

Does anyone One if something like this do exist?

I'm on Console, so sadly i cant use mods

 

Edited by PrvDancer85
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5 minutes ago, PrvDancer85 said:

Thanks, but i have forgotten to say that i'm a console guy. 

:/ .. seems that your options are:

  • go to the places to get the number 
  • calculate from the data on configs. (which you can find in the wiki)

While no one can offer better help, some general guidelines:

Duna atmosphere is thin and don't affect much ISP. Vaccum engines works resonable well even at "sea" level.

Eve atmosphere grabs you and want to crush you, only a handful of engines (Mammoth, vector, Dart, TwinBoar) have a passable performance.

Laythe, in comparison with kerbin, is a bit thinner at Sea level, and more similar at higher altitudes.

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The scaling is linearly proportional, I believe - do correct me if I'm wrong.

Let's say you have an imaginary engine with 250s at kerbin sea level and 300s in a vacuum. Kerbin sea level has 1.0 standard atmospheres pressure. Laythe sea level has 0.8 standard atmospheres pressure. Therefore, sea level Isp of this engine on Laythe would be 260s. You calculate it by taking the difference between Kerbin sea level and vacuum Isps, and multiplying that with Laythe's relative pressure. (300 - 250) * 0.8 = 40. This is the loss compared to vacuum pressure, so 300 - 40 = 260.

This method works for all worlds with an atmosphere less dense than Kerbin. It doesn't work for Eve, because engines scale differently at pressures above 1.0 standard atmospheres than they do below it.

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14 minutes ago, Streetwind said:

The scaling is linearly proportional, I believe - do correct me if I'm wrong.

There's an atmosphereCurve entry in the part .cfg file. IIRC, they're used to define a cubic Hermite spline.

Unfortunately I don't know of anything in the stock VAB/SPH GUI that provides arbitrary-pressure specific impulse measurements, and it's not like you can just open your favorite text editor and have a looksee at the game files on console.

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16 minutes ago, Starman4308 said:

There's an atmosphereCurve entry in the part .cfg file. IIRC, they're used to define a cubic Hermite spline.

Yeah, I realize this, which is why I said it's linearly proportional. There are just two float curve keys defining 1.0 standard atmospheres and zero pressure. So the path between them is linear.

Of course, atmosphereCurve doesn't have tangents specified, and there is usually a third key above 1.0, so the curve may or may not be entirely straight in the vicinity of the 1.0 key. But it's probably a negligible error, especially at lower pressures. Probably. :P 

Edited by Streetwind
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@PrvDancer85:

Sea level Isp depends on two things:  the engine's configuration file and the atmospheric pressure.

The sea level pressure for each body is:

Eve:  5.0 atm
Kerbin:  1.0 atm (naturally)
Duna:  .0666667 atm
Laythe:  .6 atm (its gravity is .8 g; apologies, @Streetwind)
Jool:  15.0 atm (not that you would want to go to 'sea' level, and no rocket will have usable thrust that low, but the value exists)

I picked a selection of popular first-stage engines (and the Poodle for comparison) and pulled the atmospherecurve values from their configuration files (on the wiki, which may not be completely up-to-date, but it's close enough for now).

Mammoth:
0:  315
1:  295
12:  .001


Twin Boar:
0:  300
1:  280
9:  .001


Mainsail:
0:  310
1:  285
9:  .001


Dart:
0:  340 -50 -73.71224
1:  290 -21.23404 -21.23404
5:  230 -10.54119 -10.54119
10:  170 -13.59091 -13.59091
20:  .001


Swivel:
0:  320
1:  270
6:  .001


Reliant:
0:  300
1:  280
7:  .001


Poodle (for comparison):
0:  350
1:  90
3:  .001

With these values, you can either use a Unity floatcurve editor to get exact intermediate values, or you can take a few guesses and interpolate for rough intermediate values.  The first two values for most of these engines give an exact Isp for vacuum and Kerbin sea level; the third is the effective cutoff pressure in atmospheres.  The Dart has a more complex curve because it has to maintain near-constant Isp over a variety of pressures, that's mathematically tricky, so it has extra numbers.

These are all cubic Hermite splines, as has been said (@Starman4308), but I'm not at the right computer for that.  For values between 0 and 1, the curve is usually linear enough that a linear fit will work, but for values greater than 1 (Eve), the curve is no longer linear enough, so I used a quadratic fit instead.  However, that is not necessarily the best fit, especially for values close to the cut-off pressure (Eve's surface is usually in the suspect zone).  The Poodle has the most extreme drop in Isp and no clamping on the nodes, so its curve is, in a word, crazy:  I tried a logarithmic fit for it as well.  Though it gave a better curve than the quadratic, the intermediate values were different enough that I chose to use the average value and indicated the approximation with the tilde (~).  It should also be noted that the Dart uses a clamped curve, which is a lot more difficult to draw on my one-lung work computer, so you should probably consider both the Duna and Laythe values to be suspect; unlike other engines, however, the Dart has a defined value for Eve sea level, so that value, at least, is exact.

Note further that the Poodle drops out at three atmospheres; it has no significant thrust on Eve.

Note further than that that Duna's atmosphere is almost negligible; vacuum Isp can be approximated reasonably as sea-level Isp for any first-stage lifter.  Second-stage and dedicated vacuum engines probably have more significant differences.

All stock engines have negligible thrust at 15 atm; Jool take-offs are just as impossible as Jool landings.

I'll see about doing some more work on this at home later today.

Engine Vacuum Duna Laythe Kerbin Eve
Mammoth 315 313.7 303.1 295 203.6
Twin Boar 300 298.8 288.4 280 166.7
Mainsail 310 308.4 295.3 285 161.4
Dart 340 335-336 307-308 290 230
Swivel 320 316.7 290.1 270 56.7
Reliant 300 298.9 288.9 280 123.8
Poodle 350 328.2 176.8 90 <<.001

EDIT:  I tried this with a spline interpolator and was able to refine the values somewhat.  Everything for which a quadratic spline was sufficient changed at the hundredths or less; the values given in the table stand.  The Poodle was very close at Duna but I revised by about ten for Laythe.  The interpolator I used didn't allow me to use tangents, so I need to wait until later to better refine the values for the Dart.

Edited by Zhetaan
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@Streetwind, @PrvDancer85, @Starman4308, @Spricigo:

Here's the update.  I kept getting weird numbers when I tried to fit the curve.  My initial guess values tended to be off a bit--which I expected from trying to use a quadratic fit on a cubic spline--but when I tried to fit a cubic, I started to see values that didn't make any sense, especially for Eve.  Either KSP or Unity is doing something odd with the spline, and since I don't need to bother figuring out the equation when I want obtainable data points, I decided to get empirical data instead.  That means that I strapped every engine in the game onto a sandbox monstrosity, turned on all the cheats, and went to every planet with an atmosphere.  Duna has no sea-level terrain; I believe the lowest elevation is about 170 metres but I don't know exactly where it is, so I decided to use a spot at about 270 metres.  Cutoff pressure is taken from the configuration files.

Normal LFO engines:

Engine Vacuum Duna Laythe Kerbin Eve Cutoff Pressure (atm)
Ant 315.0 299.4 160.0 80.0 0 3.0
Spider 290.0 288.1 272.5 260.0 114.1 8.0
Twitch 290.0 287.4 266.1 250.0 83.8 7.0
Spark 320.0 316.4 289.5 270.0 88.9 7.0
Reliant 310.0 307.1 278.9 265.0 88.2 7.0
Swivel 320.0 315.7 268.9 250.0 48.4 6.0
Terrier 345.0 327.7 173.4 85.0 0 3.0
Vector 315.0 313.7 303.5 295.0 193.3 12.0
Dart 340.0 335.3 303.6 290.0 230.0 20.0
Thud 305.0 303.1 286.6 275.0 139.7 9.0
Mainsail 310.0 308.4 295.8 285.0 147.8 9.0
Skipper 320.0 317.4 297.2 280.0 57.4 3.0
Poodle 350.0 332.7 160.2 90.0 0 6.0
Twin-Boar 300.0 298.7 289.1 288.0 147.6 9.0
Rhino 340.0 331.1 252.9 205.0 0 5.0
Mammoth 315.0 313.7 303.3 295.0 193.3 12.0

 

Solid Rocket Boosters:

Engine Vacuum Duna Laythe Kerbin Eve Cutoff Pressure (atm)
Flea 165.0 163.4 150.2 140.0 28.3 6.0
Hammer 195.0 193.4 180.2 170.0 57.4 7.0
Thumper 210.0 207.7 188.9 175.0 35.0 6.0
Kickback 220.0 218.4 205.4 195.0 66.7 7.0

 

Jet Engines:

Jets operate differently from other engines.  Their Isp is always the Kerbin sea level value; the thrust varies with the velocity of the engine and a curve called atmCurve which is distinct from atmosphereCurve.  Of course, there needs to be enough oxygen entering the engine to keep it from starving for the lack, but technically, the Isp on Eve or in space is the same as on Kerbin.

 

Utility, Odd, and Other Engines:

Engine Vacuum Duna Laythe Kerbin Eve Cutoff Pressure (atm)
Nerv 800.0 759.3 375.7 185.0 0 2.0
Rapier 305.0 303.1 283.3 275.0 139.7 9.0
Puff 250.0 241.4 165.5 120.0 0 4.0
Dawn 4200.0 3927.2 1480.9 100.0 0 1.2
Sepratron 154.0 151.6 131.5 118.0 22.6 6.0
Launch Escape System 180.0 178.7 168.2 160.0 69.7 8.0

 

There were a few interesting discoveries here.  One thing to note is that, in terms of performance, the Vector really is one engine from a Mammoth cluster; everything is exactly the same.  Another is that the Spider is much, much more capable than the Ant in terms of atmospheric operation.  This by no means is an assertion that the Spider is a valuable launching engine, but it does mean that you could probably make some fun glider drones with it, and these things would work on Eve, too--the Spider can operate at some truly high pressures.  The Hammer cuts off at a higher pressure than the Thumper; if you are silly enough to take SRBs to Eve, then take Hammers over Thumpers because Thumpers at Eve sea level are operating too close to their limit, and the Isp values reflect this.  The Dart is the only engine that operates at 15 atm; if you're even crazier than the one who took SRBs to Eve, then the Dart is the only thing that works at Jool's datum (zero altitude point).  I don't know whether any rocket can climb out of that far down Jool's gravity well (pressure may be a problem before you get that low anyway), but the Dart is the only thing that can try.

Edited by Zhetaan
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2 hours ago, Zhetaan said:

   

Engine Vacuum Duna Laythe Kerbin Eve Cutoff Pressure (atm)
Ant 315.0 299.4 160.0 80.0 0 3.0
Spider 290.0 288.1 272.5 260.0 114.1 8.0
Twitch 290.0 287.4 266.1 250.0 83.8 7.0
Spark 320.0 316.4 289.5 270.0 88.9 7.0
Reliant 310.0 307.1 278.9 265.0 88.2 7.0
Swivel 320.0 315.7 268.9 250.0 48.4 6.0
Terrier 345.0 327.7 173.4 85.0 0 3.0
Vector 315.0 313.7 303.5 295.0 193.3 12.0
Dart 340.0 335.3 303.6 290.0 230.0 20.0
Thud 305.0 303.1 286.6 275.0 139.7 9.0
Mainsail 310.0 308.4 295.8 284.6 147.8 9.0
Skipper 320.0 317.4 297.2 280.0 57.4 3.0
Poodle 350.0 332.7 160.2 90.0 0 6.0
Twin-Boar 300.0 298.7 289.1 288.0 147.6 9.0
Rhino 340.0 331.1 252.9 205.0 0 5.0
Mammoth 315.0 313.7 303.3 295.0 193.3 12.0
Engine Vacuum Duna Laythe Kerbin Eve Cutoff Pressure (atm)
Flea 165.0 163.4 150.2 140.0 28.3 6.0
Hammer 195.0 193.4 180.2 170.0 57.4 7.0
Thumper 210.0 207.7 188.9 175.0 35.0 6.0
Kickback 220.0 218.4 205.4 195.0 66.7 7.0
Engine Vacuum Duna Laythe Kerbin Eve Cutoff Pressure (atm)
Nerv 800.0 759.3 375.7 185.0 0 2.0
Rapier 305.0 303.1 283.3 275.0 139.7 9.0
Puff 250.0 241.4 165.5 104.1 0 4.0
Dawn 4200.0 3927.2 1480.9 100.0 0 1.2
Sepratron 154.0 151.6 131.5 118.0 22.6 6.0
Launch Escape System 180.0 178.7 168.2 160.0 69.7 8.0

Awesome, you are best

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On ‎2‎/‎15‎/‎2018 at 9:36 AM, Zhetaan said:
Engine Vacuum Duna Laythe Kerbin Eve
Mammoth 315 313.7 303.1 295 203.6
Twin Boar 300 298.8 288.4 280 166.7
Mainsail 310 308.4 295.3 285 161.4
Dart 340 335-336 307-308 290 230
Swivel 320 316.7 290.1 270 56.7
Reliant 300 298.9 288.9 280 123.8
Poodle 350 328.2 176.8 90 <<.001

If you evaluate it exactly using a cubic Hermite spline, the values are:

Engine Vacuum Duna Laythe Kerbin Eve
Mammoth  315.0 313.7 303.9 295.0 188.6
Twin Boar 300.0 298.7 289.9 280.0 141.7
Mainsail 310.0 308.4 296.4 285.0 143.7   
Dart 340.0 335.2 303.6    290.0 230.0 
Swivel 320.0 316.7 290.5 270.0 54.1
Reliant 300.0 298.8 291.3     280.0     95.0
Poodle 350.0 332.1     173.4 90.0 0.001
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On ‎2‎/‎15‎/‎2018 at 8:52 AM, Streetwind said:

The scaling is linearly proportional, I believe - do correct me if I'm wrong.

Let's say you have an imaginary engine with 250s at kerbin sea level and 300s in a vacuum. Kerbin sea level has 1.0 standard atmospheres pressure. Laythe sea level has 0.8 standard atmospheres pressure. Therefore, sea level Isp of this engine on Laythe would be 260s. You calculate it by taking the difference between Kerbin sea level and vacuum Isps, and multiplying that with Laythe's relative pressure. (300 - 250) * 0.8 = 40. This is the loss compared to vacuum pressure, so 300 - 40 = 260.

This method works for all worlds with an atmosphere less dense than Kerbin. It doesn't work for Eve, because engines scale differently at pressures above 1.0 standard atmospheres than they do below it.

What you describe is the way it works in real life, but in KSP specific impulse defined by a curve in the engine config file.  This is a case were Squad made things more complicated than the simple real life reality.

The equation for thrust is,

F = q * Ve + (Pe - Pa) * Ae

where q is the propellant mass flow rate, Ve is the exhaust gas velocity, Pe is the exhaust gas pressure at the nozzle exit, Pa is the ambient air pressure, and Ae is the cross-sectional area of the nozzle exit.  For a given engine running at a constant throttle setting, q, Ve, Pe, and Ae are all constants (assuming a bell nozzle; not true for an aerospike) .  The only thing that changes is Pa.  Therefore thrust varies by an amount proportional to Pa.  We have,

F = Fvacuum - Pa * Ae
 

Edited by OhioBob
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On ‎2‎/‎15‎/‎2018 at 9:25 AM, Streetwind said:

Of course, atmosphereCurve doesn't have tangents specified...

It's my understanding that when no slopes are specified, the slopes used are computed as follows:  (1) The out slope of the first point in the slope between the first and second points, (2) the in slope of the last point is the slope between the second-to-last and last points, and (3) the in/out slopes for all points in between is the slope between the two points straddling it.

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