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Kerbal Space Program rocket scientist's cheat sheet: Delta-v maps, equations and more for your reference so you can get from here to there and back again.
Kerbal Maps is like Google Maps for Kerbal Space Program. As you'd expect, it behaves a lot like Google Maps (or any other map webapp). Click and drag to pan the map. Use the and buttons in the top-left corner of the map to zoom in and out. Single click on the map to get the latitude and longitude at that point.
- 1Mathematics
- 1.3Delta-v (Δv)
- 2Math examples
- Kerbal Space Program Delta-V Planner. Select your mission objective!
- Based on a similar map i did for ksp which was based on a delta v map on wikipedia. This map is drawn based on deadfrog42s and winchell chungs data. Delta vs for inner solar system image converted from source wikipedia svg how are they created.
- Sep 13, 2013 - This Pin was discovered by Jonathan Kerry. Discover (and save!) your own Pins on Pinterest.
- KSP Delta-V Planner is a tool to calculate your rocket Delta-V for interplanetary travels in Kerbal Space Program. 610 km 6000 Kerbal Space Program Δ v Map 67k.
Mathematics
Thrust-to-weight ratio (TWR)
- → See also: Thrust-to-weight ratio
This is Newton's Second Law. If the ratio is less than 1 the craft will not lift off the ground. Note that the local gravitational acceleration, which is usually the surface gravity of the body the rocket is starting from, is required.
Where:
- is the thrust of the engines
- the total mass of the craft
- the local gravitational acceleration (usually surface gravity)
Combined specific impulse (Isp)
- → See also: Specific impulse
If the Isp is the same for all engines in a stage, then the Isp is equal to a single engine. If the Isp is different for engines in a single stage, then use the following equation:
Delta-v (Δv)
Basic calculation
- → See also: Tutorial:Advanced Rocket Design
Basic calculation of a rocket's Δv. Use the atmospheric and vacuum thrust values for atmospheric and vacuum Δv, respectively.
Where:
- is the velocity change possible in m/s
- is the starting mass in the same unit as
- is the end mass in the same unit as
- is the specific impulse of the engine in seconds
True Δv of a stage that crosses from atmosphere to vacuum
Body | Δvout |
---|---|
Kerbin | 2500 m/s |
other bodies' data missing |
Calculation of a rocket stage's Δv, taking into account transitioning from atmosphere to vacuum. Δvout is the amount of Δv required to leave a body's atmosphere, not reach orbit. This equation is useful to figure out the actual Δv of a stage that transitions from atmosphere to vacuum.
Maps
Various fan-made maps showing the Δv required to travel to a certain body.
Subway style Δv map (KSP 1.2.1):
Total Δv values
Δv change values
Δv with Phase Angles
Precise Total Δv values
WAC's Δv Map for KSP 1.0.4
Maximum Δv chart
- This chart is a quick guide to what engine to use for a single stage interplanetary ship. No matter how much fuel you add you will never reach these ΔV without staging to shed mass or using the slingshot maneuver. (These calculations use a full/empty fuel-tank mass ratio of 9 for all engines except those noted.)
ISP(Vac) (s) | Max Δv (m/s) | Engines | Remarks |
---|---|---|---|
250 | 5249 | O-10 'Puff' | Monopropellant (max full/empty mass ratio = 8.5) |
290 | 6249 | LV-1R 'Spider' 24-77 'Twitch' | |
300 | 6464 | KR-1x2 'Twin-Boar' | |
305 | 6572 | CR-7 R.A.P.I.E.R. Mk-55 'Thud' | |
310 | 6680 | LV-T30 'Reliant' RE-M3 'Mainsail' | |
315 | 6787 | LV-1 'Ant' KS-25 'Vector' KS-25x4 'Mammoth' | |
320 | 6895 | 48-7S 'Spark' LV-T45 'Swivel' RE-I5 'Skipper' | |
340 | 7326 | KR-2L+ 'Rhino' T-1 'Dart' | |
345 | 7434 | LV-909 'Terrier' | |
350 | 7542 | RE-L10 'Poodle' | |
800 | 17238 | LV-N 'Nerv' | |
4200 | 58783 | IX-6315 'Dawn' | Xenon (max full/empty mass ratio = 4.167) |
(Version: 1.6.1)
Math examples
TWR
- Copy template:
- TWR = F / (m * g) > 1
Isp
- When Isp is the same for all engines in a stage, then the Isp is equal to a single engine. So six 200 Isp engines still yields only 200 Isp.
- When Isp is different for engines in a single stage, then use the following equation:
- Equation:
- Simplified:
- Isp = ( F1 + F2 + ... ) / ( ( F1 / Isp1 ) + ( F2 / Isp2 ) + ... )
- Explained:
- Isp = ( Force of thrust of 1st engine + Force of thrust of 2nd engine...and so on... ) / ( ( Force of thrust of 1st engine / Isp of 1st engine ) + ( Force of thrust of 2nd engine / Isp of 2nd engine ) + ...and so on... )
- Example:
- Two engines, one rated 200 newtons and 120 seconds Isp ; another engine rated 50 newtons and 200 seconds Isp.
- Isp = (200 newtons + 50 newtons) / ( ( 200 newtons / 120 ) + ( 50 newtons / 200 ) = 130.4347826 seconds Isp
Δv
- For atmospheric Δv value, use atmospheric values.
- For vacuum Δv value, use vacuum values.
- Use this equation to figure out the Δv per stage:
- Equation:
- Simplified:
- Δv = ln ( Mstart / Mdry ) * Isp * g
- Explained:
- Δv = ln ( starting mass / dry mass ) X Isp X 9.81
- Example:
- Single stage rocket that weighs 23 tons when full, 15 tons when fuel is emptied, and engine that outputs 120 seconds Isp.
- Δv = ln ( 23 Tons / 15 Tons ) × 120 seconds Isp × 9.81m/s² = Total Δv of 503.0152618 m/s
Maximum Δv
- Simplified version of the Δv calculation to find the maximum Δv a craft with the given ISP could hope to achieve. This is done by using a magic 0 mass engine and not having a payload.
- Equation:
- Simplified:
- Δv =21.576745349086 * Isp
- Explained / Examples:
- This calculation only uses the mass of the fuel tanks and so the ln ( Mstart / Mdry ) part of the Δv equation has been replaced by a constant as Mstart / Mdry is always 9 (or worse with some fuel tanks) regardless of how many fuel tanks you use.
- The following example will use a single stage and fuel tanks in the T-100 to Jumbo 64 range with an engine that outputs 380 seconds Isp.
- Δv = ln ( 18 Tons / 2 Tons ) × 380 seconds Isp × 9.81m/s² = Maximum Δv of 8199.1632327878 m/s
- Δv = 2.1972245773 × 380 seconds Isp × 9.82m/s² = Maximum Δv of 8199.1632327878 m/s (Replaced the log of mass with a constant as the ratio of total mass to dry mass is constant regardless of the number of tanks used as there is no other mass involved)
- Δv = 21.576745349086 × 380 seconds Isp = Maximum Δv of 8199.1632327878 m/s (Reduced to its most simple form by combining all the constants)
True Δv
- How to calculate the Δv of a rocket stage that transitions from Kerbin atmosphere to vacuum.
- Assumption: It takes roughly 2500 m/s of Δv to escape Kerbin's atmosphere before vacuum Δv values take over for the stage powering the transition (actual value ranges between 2000 m/s and 3400 m/s depending on ascent). Note that, as of KSP 1.3.1, around 3800 m/s of Δv is required to reach an 80km orbit from the KSC.
- Note: This equation is a guess, an approximation, and is not 100% accurate. Per forum user stupid_chris who came up with the equation: 'The results will vary a bit depending on your TWR and such, but it should usually be pretty darn accurate.'
- Equation for Kerbin atmospheric escape:
- Simplified:
- True Δv = ( ( Δv atm - 2500 ) / Δv atm ) * Δv vac + 2500
- Explained:
- True Δv = ( ( Total Δv in atmosphere - 2500 m/s) / Total Δv in atmosphere ) X Total Δv in vacuum + 2500
- Example:
- Single stage with total atmospheric Δv of 5000 m/s, and rated 6000 Δv in vacuum.
- Transitional Δv = ( ( 5000 Δv atm - 2500 Δv required to escape Kerbin atmosphere ) / 5000 Δv atm ) X 6000 Δv vac + 2500 Δv required to escape Kerbin atmosphere = Total Δv of 5500 m/s
See also
Retrieved from 'https://wiki.kerbalspaceprogram.com/index.php?title=Cheat_sheet&oldid=97452'
Hello everyone!
Kerbal Space Program 1.6: To Vee or not To Vee has launched and unlike Hamlet we know the answer – it is definitely to ΔVee…
This update has a great deal of awesome things for you, including new features, beautiful revamps, a number of navigation tools, and a whole lot of bug fixes. We also have added some fun new idle animations for Kerbals, dynamic cube maps that will make shiny parts reflect their environment. We rebalanced and fined tuned various Making History parts, and much more!
With Kerbal Space Program 1.6: To Vee or not To Vee we continue the endeavor of optimizing resources, improving performance, and making KSP the best game it can be through continuous support and meaningful updates.
Let’s go through some of this update’s highlights:
Delta-v per Stage and Delta-v Tool App
Plan missions better and find flaws in your ship staging setup with this long requested feature that will let you visualize the Delta-v values along with a range of other technical data for each stage and the vessel overall. Plus, a Delta-v App that will allow you to see a vessels Delta-v information while you’re building it in different situations. No Kerbal will be left stranded now… or so we hope.
Part revamps
To Vee or not to Vee includes 20 fully revamped parts that have been optimized, re-shaped and re-textured, plus more than 40 color variants to make your craft look sleek and beautiful!
Navigation Icons to Launch Sites
A quality of life feature that will help stray pilots find their way back to any Launch Site or Runway. From the Map View players will now be able to activate navigation waypoints to get direction towards the KSC or any other launch sites.
Click here to see an animated gif showcasing this feature.
Helmets Off!
You can now remove Kerbals’ Helmets, as well as their neck rings! But be careful, there is a reason why Astronauts wear Helmets for space travel…
Click here to see an animated gif showcasing this feature.
And much more!
To learn more you can read the full Changelog here:
v1.6.0
1.6 Changelog – BaseGame ONLY (see below for MH changelog)
+++ Improvements
- DeltaV Readouts added to Stage Icons/Groups as well as DeltaV App. DeltaV available in Editor (VAB/SPH) and Flight scenes as well as a more detailed Debug menu option.
- Stock and mobile launch sites are now navigable in all game modes.
- Performance improvements for DV calculations that are used by Burn Indicator.
- Recommended UI Scale for the current resolution is now checked on the Settings Screen, working the same as the mini settings where a not recommended UI scale will turn the text red.
- Performance improvements for craft browser menus.
- Craft browser menus now check for craft compatibility.
- Added keyboard arrows navigation for main dialogs and menus. Highlight items with the directional arrows, Accept with the Enter and Space keys, and Cancel is Escape key.
- Generate reflections of the environment to be displayed on shiny parts.
- Improved part search in the editors to give more relevant results with short search terms.
- Adjusted shadows from The Sun to be more precise.
- Add new idle animations when the kerbal is standing in the ground.
- The command parts now have an option to change their ‘forward’ direction in the PAW.
- Kerbals helmet and neck ring can now be removed by right clicking the Kerbal while on EVA if it’s in a breathable atmosphere.
- Automatic warp to next maneuver node now takes the player to a margin before the start burn time rather than the node itself. Said margin can now be overridden from the default 1 minute via GameSettings.WARP_TO_MANNODE_MARGIN.
- Allow wheel spring and damper advanced tweakables to be set up to a value of 3.
+++ Localization
- Localize the phrase “Advanced Message App:” in the Mini-Settings dialog.
- Some Community feedback for localization strings applied.
+++ Parts
- Updated Parts (reskinned):
- Mk2 Lander Can
- 48-7S Spark
- RE-L10 Poodle
- LV-909 Terrier
- FL-A10
- FL-A5
- ADTP-2-3
- Rockomax Brand Adapter
- Rockomax Brand Adapter 02
- TVR-200 Stack Bi-Coupler
- TVR-1180C MK1 Stack Tri-Coupler
- TVR-2160C Mk2 Stack Quad-Coupler
- TVR-200L Stack Bi-Adapter
- TVR-300L Stack Tri-Adapter
- TVR-400L Stack Quad-Adapter
- Small Nose Cone
- Aerodynamic Nose Cone
- Advanced Nose Cone – Type B
- Advanced Nose Cone – Type A
- Protective Rocket Nose Cone MK7
Color Variants:
- Mk2 Lander Can (New “Lander” and “Rover” color variants)
- 48-7S Spark (New “Shroud”, “Truss Mount” and “Bare” color variants)
- LV-909 Terrier (New “Shroud”, “Truss Mount” and “Bare” color variants)
- FL-A10 (New “White” and “Orange” color variants)
- FL-A5 (New “White” and “Orange” color variants)
- ADTP-2-3 (New “White”, “Black and White” and “Orange” color variants)
- Rockomax Brand Adapter (New “Black and White” and “Orange” color variants)
- Rockomax Brand Adapter 02 (New “Black and White” and “Orange” color variants)
- TVR-200 Stack Bi-Coupler (New “Black and White” and “Orange” color variants)
- TVR-1180C MK1 Stack Tri-Coupler (New “White”, “Dark” and “Orange” color variants)
- TVR-2160C Mk2 Stack Quad-Coupler (New “Black and White” and “Orange” color variants)
- TVR-200L Stack Bi-Adapter (New “Black and White” and “Orange” color variants)
- TVR-300L Stack Tri-Adapter (New “Black and White” and “Orange” color variants)
- TVR-400L Stack Quad-Adapter (New “Black and White” and “Orange” color variants)
- Aerodynamic Nose Cone (New “Black and White”, “Dark” and “White” color variants)
- Advanced Nose Cone – Type B (New “Black and White” and “White” and “Orange” color variants)
- Advanced Nose Cone – Type A (New “Black and White” and “White” and “Orange” color variants)
- Protective Rocket Nose Cone MK7 (New “Black and White”, “Orange” and “White” color variants)
Other Part changes:
- Fixed the normals maps on the Stayputnik.
- Fixed the normals maps on the Okto.
Fixed the visible texture seams on the Rockomax X series fuel tanks orange variant.
Ksp Delta V Map Mod
+++ Bugfixes
Ksp Transfer Windows
- Fix SAS on all probes in Sandbox and Science game modes to operate as per their config files. Game setting allows player to toggle SAS functionality on probes in these game modes.
- Fix handling of docking ports and multiple nuclear or ion engines for DV calculation used in Burn Indicator.
- Fix handling of stages with multiple engines and asparagus staging for DV calculation used in Burn Indicator.
- Fix flashing Burn Indicator and display of DV when vessel are prelaunch.
- Fix Vernor Engines now correctly use Liquid Fuel and Oxidizer on the Engineering report.
- Fix all engines now say “Engine stops under: xx%”, instead of “Flameout under: xx%” on their part extended info tooltips.
- Fix Tutorials unable to proceed when the player has a part selected (attached to the mouse) in the editor scenes (VAB/SPH).
- Fix fuel being drained from tanks when fuel availability icon is double-clicked.
- Fix partially executed maneuver nodes gets the closest approach to the same orbit parameters.
- Fix double quotes in stock craft descriptions.
- Fix Contract/Parameters not updating for vessel ownership (such as rescue kerbal) when not in flight mode.
- Fix Drills can operate and generate ore only when deployed and proper surface contact.
- Fix Kerbal IVA crew mass calculation on crewable parts where user/mods have changed IVA crew mass to be > 0 (the default).
- Kerbal IVA crew mass now reported in DV and Engineers report mass totals in editor (VAB/SPH).
- Fix TVR-300, TVR-300L, Moving parts in symmetry works correctly.
- Removed unnecessary horizontal slider in the mini settings UI.
- Fix Summary window no longer appears empty when recovering a vessel with the UI scale at more than 150%, when in a non recommended UI Scale range.
- Fix flickering of fairings in editor scene.
- Further tweaked the sun behavior to stop it from dimming unnecessarily in the Jool Airbreak scenario.
- Fix Intermediate Construction tutorial does not require confirmation when loading the required vessel.
- Fix NRE is no longer generated when rockets crash on the Launchpad.
- Fixed a shader issue that caused the Mk16 parachute to become transparent when within Aero FX.
- Fix cost of fairings shells now is included with initial vessel load.
- Landing gear LY-01, LY-05, LY-10, LY-35, LY-60 and LY-99 can no longer be the first part when you are building a ship.
- Fix last part of interstage fairings not having correct variant applied when vessel is loaded.
- Assigned the correct category to the cfg of all engines.
- Limited the amount of undo/redo steps in the editors to prevent excessive use of memory while building large, complex vehicles. The amount of steps can be adjusted via GameSettings.EDITOR_UNDO_REDO_LIMIT
- Fix Vessel without name cannot be saved in the editor and no longer generates an error.
- Fix part hover highlighting no longers shows from inside IVA or Internal camera.
- Fix inverted interstage fairings not being able to activate when a decoupler below them has activated.
- Fix KSC building upgrade text padding on KSC Building marker UI for scroll bars.
- Fix potential NRE when completing an orbital survey.
- Fix Words no longer duplicate on contracts.
- Fix Burn Bar and Orbit stays the same when a new target is selected.
- Fix An NRE is no longer generated when trying to select the last save game in the save game menu after deleting previous saves.
+++ Mods
- Call OnWillBeCopied and OnWasCopied for children parts when their parent is copied in the editor scene.
- Variants can now disable animations and events.
- Alternative control point orientations can be configured on ModuleCommand.
- Kerbal Helmet check values are controllable via cfg using stock rules or an extra step by overriding code methods: CanSafelyRemoveHelmet, WillDieWithoutHelmet, CanEVAWithoutHelmet
- Kerbals now EVA with a set initial temperature equal to “room temperature” – I mean they were inside with no helmets – can be reverted via GameSettings.EVA_INHERIT_PART_TEMPERATURE
+++Miscellaneous
- Personal parachute kerbal unlock level requirement is accessible for modders in the traits.cfg file and the requirements have been updated to: 0xp for pilots, and 1 xp point for Engineers and Scientists.
- Stock craft have been revised so that they no longer use deprecated parts. The revised vessels are: Aeroequus , ComSat LX , Dynawing , GDLV3 , Ion-Powered Space Probe , Jumping Flea , Kerbal 1 , Kerbal 1.5 , Kerbal 2 , Kerbal X , Learstar A1 , Orbiter 1A , Orbiter One , PT Series Munsplorer , Rover + Skycrane , Science Jr , Slim Shuttle , Space Station Core , Super-Heavy Lander , Two-Stage Lander , Z-MAP Satellite Launch Kit ,Rocket-power VTOL , Satellite Launcher , Stratolauncher.
- Kerbals who board a command seat will make the command seat the vessel reference point only when no other part has control of the vessel.
- The flight camera near clip pane is automatically adjusted when in IVA to correctly display external visuals.
1.6 Changelog – Making History DLC ONLY
+++ Improvements
- Open mission menus now check for craft file compatibility.
+++ Parts
- The following LFO engines were rebalanced : Wolfhound, Cheetah, Kodiak, Mastodon, Cub, Skiff, Bobcat.
- The following Engine Thrust Plates were rebalanced: EP-25, EP-37, EP-50
- The following Structural Tubes were rebalanced: T-25, T-37, T-50
+++ Bugfixes
- Removed the text “Not played yet” from the tutorial missions buttons in play missions dialog.
- Fix to remove the add button in the Modify Score and Change Score nodes if there are no more options left.
- Fix Kerbals now appear swimming in the correct position on the water when spawning.
- Fix undo function will no longer ignore copied nodes in mission builder.
- Fix handling of engine plates and self-decoupling parts for DV calculation used in Burn Indicator.
- Fix NRE in Mission builder : Changing the “Location” settings in the “Spawn Vessel” node with the described procedure does not generate an NRE.
- Fix Localization description of craft Valkshod 2 on trouble in the Void mission.
- Fix Localization name and description of craft Soy-Ooze 10 on Sally-Hut 1 mission.
- Fix Localization name and description of craft SWM-94 Communications Satellite on Trouble in the void mission.
- Fix Copying Spawn vessel nodes with specific crew creates nodes without crew so they are not cloned.
Kerbal Space Program 1.6: To Vee or not To Vee is now available on Steam and will soon be available on GOG and other third party resellers. You will also be able to download it from the KSP Store if you already own the game.
Click here to enter the Grand Discussion Thread for this release.
Happy launchings!
PS: Ask and you shall receive xD
Oh… and if you like, you can download wallpapers of the To Vee or not To Vee art here: