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Extremly long Burntimes (German)


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I've posted a question in the german part of the forum about the long burntimes during interplanetary travels... i've set my own goal to minimize them with good rockets (i know that i can't have the possitive effect of a atomic engine with the fuel usage - but the heavy weight and low thrust of the atomic engines are too bad for me).

so if you can read german give it a try and answer when possible :)

http://forum.kerbalspaceprogram.com/threads/102411-Extrem-lange-Brennzeiten?p=1587119

i can translate it to english when it's needed. i think it's a good topic for more than just me.

i'm also happy about tipps and suggestions or opinions.

thx :)

ps. i wrote it in german because it's my native language and way easier to write whan i exactly want.

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The gist of it: he's about to do a 2500m/s transfer and finds that it will take him a whole ten minutes.

My reply: 2500m/s in ten minutes amounts to >4m/s², which is a lot. Ten minutes is not extremely long, but rather short. If you find it boring, you may want to look into MechJeb or kOS.

Incidentally: is there a stand-alone version of Smart A.S.S.?

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If you don't already know about it, you can use alt + . (time warp button) to enter Physics Warp, like what would happen if you used time warp in the atmosphere while flying. It goes up to x4 and it let's you use your engines while warping. Since it can speed up time by 4 times, it turns that 10 minute burn to 2 and a half minutes of real time, making it a lot shorter.

However, physics warp, since it speeds up time, CAN destroy the ship, so be careful with it.

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i know the tricks of physic warp :)...

i've over 300h playtime... i think the jool burn is possible in less then 10 :D. i just can't imagine that everyone of you who puts twice the mass to jool that i do does wait 10-20 minutes for the burn :D :D :D. but i think i have to believe that...

i'm mostly a stock player. i only use some parts of mechjeb and some grafic addons only.

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LOOOL :D :D :D

@ topic: i try now the following. i extend my kerbin orbit to 500x500km and use the "advanced transfer to another planet" function of mechjeb... i think that will work too to save fome deltaV... instead of 3200 i now used 2200...

was watching championsleague during the burns...

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Can you post a picture? That may tell us more than the writing :)

here is the screenshot of the mission yesterday... this is an unmanned version. the manned one is too heavy... i have to fix that first... i was able to go to laythe and vall... but run out of fuel at vall and had to change my plans... i used the tylo satellite directl from vall to go to tylo and lost the rocket and the last lander at vall... i had to send a single lander rocket directly to tylo to finish the job. (explore laythe, explore vall and explore tylo).

10403146_10205765231437017_5608308370355290854_n.jpg?oh=bffbcfc3840d8c679e92feda91fcc9df&oe=55005EE7&__gda__=1426640050_0128f6208c0fcbdd0d4d24b7a2488f5c

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The gist of it: he's about to do a 2500m/s transfer and finds that .?

Where is he transferring to? You can get to Eeloo for less than that.

If you can get a better transfer and bring it down to a respectable 1500 or so, you'll find the burn time more acceptable.

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i know the tricks of physic warp :)...

i've over 300h playtime... i think the jool burn is possible in less then 10 :D. i just can't imagine that everyone of you who puts twice the mass to jool that i do does wait 10-20 minutes for the burn :D :D :D. but i think i have to believe that...

i'm mostly a stock player. i only use some parts of mechjeb and some grafic addons only.

Light nukes, engage maximum physics warp, spend five minutes taking scenic screenshots and fiddling with the map screen.

screenshot118_zps2ce4b5e6.jpg

But, yeah, it's still annoying. So, use some Aerospikes, RAPIERs, Skippers or KR-2L's instead, and strap a train of droptanks on the back.

screenshot167_zpsf7cd18af.jpg

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i think the rapier is not very good for that... not as efficient as the KR-2L and a lot less thrust :).

i use this table: http://wiki.kerbalspaceprogram.com/wiki/Parts#Liquid_Fuel_Engines

and sort for Isp (s) in "vac" (2 clicks that the LV-N with 800 is on top). then i go to the next engine that fits my radius ("poodle" or KR-2L)...

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LOOOL :D :D :D

@ topic: i try now the following. i extend my kerbin orbit to 500x500km and use the "advanced transfer to another planet" function of mechjeb... i think that will work too to save fome deltaV... instead of 3200 i now used 2200...

was watching championsleague during the burns...

You'd be better off starting a bit lower than that, for maximum Oberth. About 200km should do (you can go lower, but it involves a bit of stratosphere-skimming).

screenshot121_zps2033aa57.jpg

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i think the rapier is not very good for that... not as efficient as the KR-2L and a lot less thrust :).

i use this table: http://wiki.kerbalspaceprogram.com/wiki/Parts#Liquid_Fuel_Engines

and sort for Isp (s) in "vac" (2 clicks that the LV-N with 800 is on top). then i go to the next engine that fits my radius ("poodle" or KR-2L)...

RAPIERs are low efficiency, but on a small ship the ability to double as jets is valuable. The one in the pic has just shy of 2,500m/s in the tank, hasn't been refuelled from its ascent, and is only attached to the single droptank that it just delivered to orbit.

Strap another tank or two on the back, refuel before you go and aerobrake at each end and it'll easily do KSC-Jool-KSC, despite the low efficiency RAPIERs. Helluva lot faster than nukes, too.

But, for a similar droptank-capable ship with higher-efficiency Aerospikes, see:

screenshot615_zps4c13401a.jpg

screenshot600_zps17488a22.jpg

screenshot635_zps9b78bd6c.jpg

Edited by Wanderfound
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