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KSP, making math fun.


LarryWallwart

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There are lots of ways that KSP could be integrated into math lessons.

A couple examples are:

Using the rocket equation, calculate the percentage of fuel required to achieve a certain Delta-V.

Using Kepler's Third Law of Planetary Motion, calculate the amount of time it takes to complete a Hohmann Transfer Orbit from Duna to Kerbin.

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I wonder if there are people actually doing calculations on paper, calculating how much delta v ship hasm, etc, without mods like engineer redux.

(probably there are).

I imagine some asparagus or docked ships are somewhat easier to calculate the dV for by hand

Anyways, I think a physics class could have a great deal of fun learning how to plan a mission profile and calculate the most efficient rocket to get it done. Sort of like a space program exercise.

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I wonder if there are people actually doing calculations on paper, calculating how much delta v ship hasm, etc, without mods like engineer redux.

(probably there are).

I know a guy who does it. He taught himself how the math works after starting to play KSP.

By contrast, having done it "the hard way" in college lo those many years ago ... never again. :)

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I wonder if there are people actually doing calculations on paper, calculating how much delta v ship hasm, etc, without mods like engineer redux.

(probably there are).

I did it a fair bit back in my early days with the game, after I learned about delta-v and all that fun stuff but before I heard about Kerbal Engineer, MechJeb, and such things. I do like to work out things by hand when I first learn them, just so I can get a better handle on how it works (although once I'm certain of that, I'm more than happy to automate the process so I don't have to spend so much time).

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I wonder if there are people actually doing calculations on paper, calculating how much delta v ship hasm, etc, without mods like engineer redux.

(probably there are).

I actually do all my calculations with pencil, paper, and calculator.

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I also do the math by hand. I don't do it a lot, but I feel that it's part of the game. I want to know what the numbers are doing, and not just plug them into a mod.

I consider pencil and paper pretty much the same as maneuver nodes, mods, and custom software. Either I can do the math quickly in my head, or I'm going to use the tools I feel most appropriate for the task. Once I know how to solve a problem on the general level, the rest is just mindless computation best suited for machines.

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Do you, Larry, or anyone else have some cool ways to integrate it into a math lesson?

For the simplest, first, step: TWR in lessons on ratios or even simple fractions.

This rocket weighs (masses, and the difference between weight and mass) so much and the engines give so much thrust - will it go up, fall over or just sit there?

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Other math topics in ksp:

volumes/surface areas of spheres

Atmospheric pressure and the exponential function

Inverse square law of light and gravity

Probability of landing in the ocean

Significant figures

Approximating/back of the envelope calculations

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I wonder if there are people actually doing calculations on paper, calculating how much delta v ship hasm, etc, without mods like engineer redux.

(probably there are).

I don't use any add-ons and do my calculations using a calculator, pen, and paper.

Many of the calculations are simplified approximations (for instance, calculating a suicide burn for landing), but they are good enough to get the job done.

Others I did the algebra to change them around for my purpose and can use them exactly as they are (calculating optimal phase angle for interplanetary departure, for example).

For teaching, there is math to be demonstrated in KSP that can be spanned across many levels of math, basic arithmetic through trig.

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