Jump to content

maximum acceleration


Recommended Posts

What acceleration KSP can handle before my ship fall apart? I currently have 2,4km/s and i am scared to add even bit to id(82km/s -> engine run away ;.;)

There is any tick to increase the maximum acceleration?

Link to comment
Share on other sites

Maybe you can rephrase your question, km/s is speed and not acceleration, as far as I know there's no (or not low enough) limit on maximum acceleration. It's your ship that's at fault, it's not stable/rigid enough. It all depends on how well your ship is built, if it's in atmosphere, your thrust, just to mention a few.

Can you explain a bit further what problem you're having? Maybe a screenshot?

Link to comment
Share on other sites

As for speed I think it's limitless as I recently had a ship doing 15km/s relative to kerbol on an inbound from eeloo.

As for acceleration on takeoff you are capped by the atmosphere but once clear of that its whatever your ship will take. On that same eeloo mission I did a hard aerobrake coming back to kerbal and the ship and kerbal survived 14.5 G's of deceleration for a sustained period. That's about 140m/s of deceleration although I'm reasonably certain my launch stage would break up under that stress.

Link to comment
Share on other sites

The thing about speed in basic, is that in vaccum, it puts 0 stress on the ship.

The best way to see this in action, is when you are docking 2 ships in orbit. Or just flying 1 ship around another one. While the relative speed is low, you have to remember that both ships are still in orbit, and moving at 2km/s (if you take LKO). You don't notice this, because both ships go at the same speed.

In the same way, is there no stress on a single ship by going any speed (in vaccum). All parts go just as fast, so it's not like the heavy fuel engine sticking out of the side is going to stay behind and start flexing.

If you start accelerating though, than stuf does get stressed. Because of inertia (mass wants to keep going in the same directly in the same speed), the part that has the engine trys to go a little faster than the rest. At this point, the joints start to stress.

If you want to be able to accelerate faster, simply make stronger ships. Small, compact stuf can take alot, long ships that branch out to the sides will flex if you put to much thrust on 1 point

Link to comment
Share on other sites

Your main problem is at the end of gravity turn or during circulation, now you have an mainsail and almost empty fuel tank below your craft. You have also lost the struts from boosters to upper stage.

Here the problem is that the fuel tank below upper stage collapse.

Going to Jool or other places you would typicaly use nuclear engines, they don't do much trust. Aerobraking is also pretty safe, probably as it brakes all the parts at once.

Only time I had problem outside of launch was an 150 ton ship with 1500 kN trust pulling an 200 ton miner. the miner brake apart at the large monoprop tank who is weak so 0.5 G at an fully loaded tanker was to much, four struts solved the problem.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...