Basically speaking gravity, air density, TWR would be the main factors. Air density wouldn't be the first factor however. To calculate the efficiency you have to learn gravity loss.
I just don't like the idea of gimbaling RCS. There's actually no point doing that. Big Rocket Engines has big nozzles which you really can't carry more than one per a combustion chamber and you don't need that much time-precise control, thus gimbal. In RCSs case their nozzle is measured in a few centimeters (shorter than your finger!) and they have to be controlled precisely, thus multi-nozzle. Even in case of Orion's LAS attitude control motors they decided not to rotate their solid attitude control rocket but to have multiple nozzles
If you're still interested in making the program tho, take a reference of this craft.
Basic Idea is starting the suicide burn at DistanceTravel, adjusting your throttle by comparing AGL and DistanceLeft, and turning off your engine at DistanceTerminal. I tested it with the electric engine(almost instant throttle) and gas generator engine(2 seconds thtottle) and they all worked fine.
It might crash or not land for the slight error, smaller than few meters. it's because in SR2 height is measured from your craft's CoM and CoM changes as you burn the fuel.
I have the exact program dealing with this. Believe me, this is harder than you think. this is a part of the formulas I made to make the program work.
However, when it comes to your problem:
set Throttle to 0
set "throttleTime0" to timeSinceLaunch
set Throttle to 1
wait until engine thrust = max engine thrust
set "throttleTime1" to timeSinceLaunch
set "throttleTime" to "ThrottleTime1 - ThrottleTime0"
@pedro16797 In this case the roll axis is not really roll axis but the craft's should-be nose direction. We already have the roll axis Vizzy block so the game doesn't take care of that. If your engines aren't pointing that way, they're misaligned. We don't need true TWR regardless of the nose axis.
Your 1st class was what I tried to suggest, awesome. I agree with Pedro. Vizzy is amazing. The relation between engine thrust and expansion ratio(engine bell length/engine throat radius) with given atmospheric density would also be a good program, considering engine customization is one of the best implemented part of this game. You should teach them the real basics of theories to them beforehand tho.
@disisto4433 Still not possible, since this kind of game has physical rendering range. You can however put second/third command chips on the booster and run the landing program on the core. Multiple crafts with respective command pod with programs are currently possible.
@MarioG Agreed, there are some more factors effecting plume color. RS-68 has orange tinted plume since its nozzle is not regen cooled but ablative cooled and the ablator makes orange gas.
@MarioG Considering PlaentStudio is a big thing would be done soon, I guess there's no point adding more stock planets - It's like adding more stock crafts. More is better, but you don't particularly need them since you can download user created crafts.
@TestRunner here it is
+1 4.7 years ago@TestRunner This is a sneak pic of my capsule
+1 4.7 years ago@Vanillavehcompany I made Real Solar System a year ago, so this is LEO
+1 4.8 years ago@crowxe Yup, because 1970's computers were not fast enough to consider atmospheric parameters.
+1 4.8 years agoBasically speaking gravity, air density, TWR would be the main factors. Air density wouldn't be the first factor however. To calculate the efficiency you have to learn
+1 4.8 years agogravity loss
.Submarines under way
+1 4.8 years agoI just don't like the idea of gimbaling RCS. There's actually no point doing that. Big Rocket Engines has big nozzles which you really can't carry more than one per a combustion chamber and you don't need that much time-precise control, thus gimbal. In RCSs case their nozzle is measured in a few centimeters (shorter than your finger!) and they have to be controlled precisely, thus multi-nozzle. Even in case of Orion's LAS attitude control motors they decided not to rotate their solid attitude control rocket but to have multiple nozzles
+1 4.8 years agoAm about sure the thrust linearly increases to reach max thrust
+1 4.8 years ago@GrayStar yeah, I can consider it's an alternate form of an astronaut seat
+1 4.8 years agoIf you're still interested in making the program tho, take a reference of this craft.
Basic Idea is starting the suicide burn at
DistanceTravel
, adjusting your throttle by comparing AGL andDistanceLeft
, and turning off your engine atDistanceTerminal
. I tested it with the electric engine(almost instant throttle) and gas generator engine(2 seconds thtottle) and they all worked fine.It might crash or not land for the slight error, smaller than few meters. it's because in SR2 height is measured from your craft's CoM and CoM changes as you burn the fuel.
+1 4.8 years agoI have the exact program dealing with this. Believe me, this is harder than you think. this is a part of the formulas I made to make the program work.
However, when it comes to your problem:
+1 4.8 years agoset Throttle to 0
set "throttleTime0" to timeSinceLaunch
set Throttle to 1
wait until engine thrust = max engine thrust
set "throttleTime1" to timeSinceLaunch
set "throttleTime" to "ThrottleTime1 - ThrottleTime0"
One possibility is making a mod yourself of it, if you have this game on desktop.
+1 4.8 years agoThat's called equinox. https://en.wikipedia.org/wiki/Equinox(celestialcoordinates)
+1 4.8 years ago@crowxe There will be the new Vizzy blocks to transfrom global vector to local vector so it would be much easier soon.
+1 4.8 years agoThat remind me of the dead Boeing spaceplane
+1 4.8 years ago@pedro16797 In this case the roll axis is not really roll axis but the craft's should-be nose direction. We already have the roll axis Vizzy block so the game doesn't take care of that. If your engines aren't pointing that way, they're misaligned. We don't need true TWR regardless of the nose axis.
+1 4.8 years agoYour 1st class was what I tried to suggest, awesome. I agree with Pedro. Vizzy is amazing. The relation between engine thrust and expansion ratio(engine bell length/engine throat radius) with given atmospheric density would also be a good program, considering engine customization is one of the best implemented part of this game. You should teach them the real basics of theories to them beforehand tho.
+1 4.8 years ago@disisto4433 Still not possible, since this kind of game has physical rendering range. You can however put second/third command chips on the booster and run the landing program on the core. Multiple crafts with respective command pod with programs are currently possible.
+1 4.8 years ago@NoIDontWanna I finished the interior thanks to MarioG's assist. Thanks for your participation.
+1 4.8 years agoI need matrices so that I can convert vector frame ;_;
+1 4.8 years agoshow him this page
+1 4.8 years agoThus the duration of the clock cycle of a moving clock is found to be increased: it is measured to be running slow.
@Insanity oh name of the command pod, gotcha!
+1 4.8 years ago@AndrewGarrison that alone would be a significant achievement!
+1 5.5 years agoI heard that someone can port principia into simplrockets 2, considering it's unique structure.
+1 5.5 years agoBasically I want The Children of a Dead Earth level complexity
+1 5.6 years agoSo it's like KSP IVA Challenge but even without the MFD!
+1 5.6 years agoWow, I'm gonna burrow yours when it's done :)
+1 5.6 years agoAh sorry, I misread your question was what do you prefer on your engines' aesthetics.
+1 5.6 years ago@AndrewGarrison Oh my god my soul has been perfected
+1 5.6 years ago@MarioG Agreed, there are some more factors effecting plume color. RS-68 has orange tinted plume since its nozzle is not regen cooled but ablative cooled and the ablator makes orange gas.
+1 5.6 years ago@AndrewGarrison Yayyyyy
+1 5.6 years agoI strongly, really urgently need an option to de-nerf all engines.
+1 5.6 years ago@MarioG Considering PlaentStudio is a big thing would be done soon, I guess there's no point adding more stock planets - It's like adding more stock crafts. More is better, but you don't particularly need them since you can download user created crafts.
+1 5.6 years ago@pedro16797 that reminds me of ComplexJoint
+1 5.6 years agoYeah, I feel that 15 mins to Low Orbit is kinda hardcore for light users.
+1 5.7 years agoSo how would you match the difficulty? Real Isp engines would be OP for stock system.
+1 5.7 years agoThe giveaway would be closed this Saturday: If anybody wanna join please contact me so I can stretch the deadline
+1 5.7 years agoComprehensive Mod Hijacker that automatically porting KSP mods into SR2 ones
+1 5.8 years ago@swope Heh, didn't know you're Cofibot cheif
+1 5.8 years ago@KraZIvan yup, but my joke is the planet
+1 5.8 years ago@swope YESS MORE GIT
+1 5.8 years agoI guess it would be added sooner or later with career mode
+1 5.9 years ago@pedro16797 What do you mean, I thought you're the squid
+1 5.9 years ago@pedro16797 Yep, changing size, gravity, atmospheric densities(for planets, not moons yet)
+1 5.9 years agoIt is there. Press F.
+1 5.9 years agoIs it real scaled?
+1 5.9 years ago@mjdfx150529 then it gives you 2 buttons. If 3 different engines then 3.
+1 6.0 years ago@AndrewGarrison Wait, what? So you guys just threw the oxidizer away? I've thought you guys would've treated RP1 fuel as a mixture of Lox/RP1
+1 6.0 years ago@Bmcclory nope, I'm big MS gay now and use Edge.
+1 6.0 years ago