Rocket Science - How To Calculate Rocket Performance
An often requested video, the process of calculating how your rocket will perform. How to compute acceleration, Thrust to Weight ratio and of course deltaV.
+powergamer332 also, towards the end of the video, when you got the delta V, would that mean the first steps were unnecessary or did I miss something?,
When you start computing the RCS blocks, there are four RCS blocks instead
of one... doesn't that mean your force is multiplied by 4, which means that
your Isp changes too?
+Vince O ISP is just the speed at which the fuel leaves the rocket. Having four blocks means that four times as much fuel comes out in a given span of time, but the speed of the fuel from each block is the same. You end up with higher acceleration for a shorter amount of time, but the ISP doesn't change.
+Brunico 3 A lot of basic physics equations they have you memorize (like 1/2at^2+vt=d) is stuff you can trivially derive with calculus. But since you don't know calculus you have to memorize the equations.Newtons Method is a pretty obvious next step to what Scott was doing. The Wikipedia article on it looked confusing, but if you can find a good video explaining it, the concept is fairly intuitive, and a really logical stepping stone from algebra to calculus. (vs. just memorizing all of calculus's rules)Sorry to necro this comment and rant, those were just two of my favorite parts of calculus 101.
+HohHoch That's a great thing, I wish I could get there faster; I have to go through high school which means math which I've already self-taught myself which means lots of boring times.
+Regnor Surely you could use the combined data from the max height, the force vector input, the deviation from expected path due to the force of photons colliding with it, the compression of the muffin for the same reason, the bounce height, the compression on impact, the proceeding bounce data, the pieces of muffin that fall off and their actions/movements,the shadow cast by the muffin and the position and very slight change in position of the shadow relative to the muffin of that shadow, and likely other data to calculate the mass and radius of both the Earth and the Sun and maybe the Moon, potentially the energy output or brightness of the sun, the Earth's year length and day length, the current position of the terminator on the Earth, and bounds of more data. This is all purely hypothetical of course, and I only vaguely imagine the ways in which these things would be done using infinitely precise visual measuring instrumentation.
+yaksher It's really not something that should be explaine through youtube comments. //tutorial.math.lamar.edu/Classes/CalcI/VolumeWithRings.aspx+Baptiste Bachelard "You don't use calculus in computer science" was <not> the point I was trying to make. I was just saying, that while calculus is a really powerful tool for a lot of things, you can still find a field of expertice where it isn't used. As such I used myself an example in that in my particular branch of computer science I have not used calculus
+Thure Christensen You haven't truly done any math until you've thrown a muffin into the air, let it hit the ground, and then calculate the mass of the sun with that knowledge.
+Scott Manley I guess it depends on the kind of software you're developing. I'm not saying calcuclus is useless, I'm just saying you can probably do without it if you have to :)
+Brunico 3 Not quite yet.... but maybe I'll do a bit of derivation as a follow up.
Kerbal Space Program Tutorial #3 - How to Use a DeltaV Map
Link To the Map: //forum.kerbalspaceprogram.com/showthread.php/42362-A-Delta-V-Map-of-the-Kerbin-System Third tutorial in a long series. We will be ...
SPOIL: This has absolutely nothing to do with common ion effect.
Calculate Ksp from ion concentrations
This video shows you how to calculate the solubility product constant (Ksp) from measured ion concentrations in a saturate solution.
Equilibria Test: Buffers, Titrations, and Ksp Calculations.
Answers to a chemistry test in which the questions were obtained from our textbook. Chapter 17 of Brown et. al was used. The solutions to the problems are my ...
What mass will Dissolve in 1 L of Water? (Use Ksp)
How to Calculate how much PbI2 will dissolve in 1 L of water? I use PbI2 as an example....you can do this for any solid as long as you have its solubility product ...
I have a question....wouldn't the 1.29x10^-3 be for PB only? And then since
I you have 2 of (2I) you would have to multiply 1.9x10^-3 by 2 to get the
answer for I seperatley?
Kerbal Space Program (0.90 Career+Sandbox) Tutorial 05 - Rocket Equation
I discuss the appropriately named Rocket Equation, which is the way a rocket's available delta-v is calculated, while fulfilling more contracts in preparation for an ...
Woh.. actualy now i lost interest about this game ;/
Too much calculations..
Found this website:
//www.kerbalspacecalculator.net16.net/stageDVCalc.html
And this graph:
//i.imgur.com/UUU8yCk.png
But maybe there exist similar in-game mods? I want avoid calculations..
Edit: Ok.. found :D Mod called: Engineer Redux
Ah, good. I was going to suggest Kerbal Engineer Redux for you. Or, you could just launch random rockets and see how far you get. :) The reason I introduce the equation is because you can use it to work backwards and calculate your maximum payload for a given mission - something neither the DV calculator nor Engineer Redux will do for you.
I would like to understand how you calculate differently if you have twin
engines.. e.g 2 x RT-10s and using the TWR you can percentage down the
thrust on SRB to gain better efficiency and less G loading.
I tried a rocket like yours but added recovery chutes on the stages and it
couldn't get of the pad. LV-T30 had a TWR of 1:32.
First, adding more engines only hurts the delta-v given the same Isp - it's just more non-fuel mass (in the case of adding another LV-T30, it would just add 1.25 to the mass but nothing to the rest of the delta-v equation). So, if at all possible, minimize the engine mass you're carrying while maximizing the Isp. More engines are only valuable if they allow you to carry more fuel.Check out my next video for more info on these calculations - I do an optimization demonstration starting at around the 20 minute mark in the video. I build what I consider to be an optimal crewed 18 ton rocket. Incidentally, a single LV-T30 should be able to launch any 18 ton rocket - they didn't choose 18 tons as the limit on a whim.
Loving the series, can't wait for the next episode!
BTW, is there any mod that calculates the d-V by itself? With all the
complex mods i've seen, doesn't sound that hard to do (?)
Yes - there are at least two. There's Kerbal Engineer (//forum.kerbalspaceprogram.com/threads/18230) and MechJeb (//forum.kerbalspaceprogram.com/threads/12384). They both also provide tons of other features and information. I prefer MechJeb because of the look of the interface.
Interesting stuff.
I wonder if you can cover how to calculate which is the optimum TWR for
particular bodies please, the only answers I ever see tend to be personal
experience answers.
+Pineapple 1.2 to 1.4 at launch off of Kerbin is about right - the real question is how high your TWR gets before you dump your first stage. Also, remember that it's unlikely that you'll lose more than 1000 m/s of delta-v just with a low TWR, as long as you get off the ground. A 6k d-v craft with TWR 1.2 is preferable to a 5k d-v craft with TWR 1.4.
+Tyler Raiz I would love to know all you may wish to share about TWRs and which considerations we should be giving when constructing ships : ) For launching from Kerbin I try to look for around 1.2 - 1.4 for take off, and anything over 1 for atmosphereless bodies. However, I have no true understanding as to what is the real ideal TWR when launching to optimise fuel usage when taking into consideration specific impulse, weight and TWR...if you get my meaning. Obviously having 6k Dv with a TWR of 1.0 is going to be worse overall than 4.5k Dv with 1.3 when launching... But what is optimal?I think you're the man to explain that ]: - )
You mean the best TWR for launch from Kerbin as opposed to the Mun, for instance? I know I have the calculation for Earth written down somewhere, so I could probably generalize it for different bodies, but the result it gives is between 3 and 4 when disregarding the atmosphere and stress on the vehicle. Most rockets hit that during the latter half of their first stage, but don't lift-off at that TWR because otherwise, once fuel is spent, the TWR will end up much higher than 4. I'll try to cover TWR in general since I haven't done that properly yet.