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Ksp best time to decelerate
Ksp best time to decelerate










ksp best time to decelerate

Also while I'm reentering, the parachute icon is red. I'm not able to reenter safely, my parachute gets destroyed by aero forces and heat since I'm hitting the ground at 300m/s. High speed warp cannot be used when firing. The duration of your journey will be a little more than the time taken for light to reach your destination and the total delta-V will slowly approach c (for acceleration) and then c more for deceleration. Hello, I'm new to KSP and still trying to learn it. There is a slight lag (maybe half a second) when turning it off, so stop or lower the warp a little ahead of time. Open your KSP folder, click on your KEI folder and press 'shift-delete'.

ksp best time to decelerate

#KSP BEST TIME TO DECELERATE MOD#

The mod solution is called 'shift-delete'. The first expansion pack for the critically acclaimed space simulation game adds new content to Kerbal Space Program, including an immersive Mission Builder, a History Pack featuring missions inspired by historical events, and a wealth of new parts. As you approach the speed of light, the mass of your spaceship appears to increase, and the thrust of the rocket decreases (less fuel is being used per second from this perspective because of time dilation). Not many players are willing to actually collect all three tests of the same thing for each biome in the KSC. Create, launch and share with the community with Kerbal Space Program: Making History Expansion. Wind doesn't really exist so the air is stationary. Drag will always act in the retrograde direction in KSP relative to the surface. If a spacecraft sent from Earth aims for planets of the outer Solar System, such as Jupiter or Saturn, it needs to increase its distance from the Sun. Adding up the effect of your rocket, you will appear to have used arbitrarily much delta-V.įrom the perspective of a non-accelerating observer on the planet you started from, the same events look very different. KSP measures mass in metric tons which is 1000 kilograms A is acceleration in meters per second2 It all works out so you can ignore the units and get your acceleration in m/s2. What will appear to be happening is that by accelerating you are reducing the distance to your destination (Lorentz contraction) which is approaching you at almost the speed of light. From your perspective, doing so will shorten your journey to a distant star, which can become (again from your perspective) very short. On my landers I use (for small ones) the LV-909 engines, and for larger ones it depends. Especially if it's the only engine on your craft. Aerospikes are also good for ISP in the stock game, even after the nerf. Once relativity becomes a factor, you always have to phrase your statements so as to make it clear what point of view you are taking.įrom the perspective of the rocket, and assuming you have somehow got unlimited fuel, you can keep accelerating as long as you like. LV-Ns are great if you have a low mass craft or have a ton of time to kill doing burns.












Ksp best time to decelerate