* Added curve to control drag coefficient exponent to DCL and Physics.cs * Radiative outflux and influx is tracked separately for exposed and unexposed areas of skin (since the shock temperature is much higher than ambient temperature). * When not in an atmosphere, only one skin temperature is tracked the two temperatures are unified on atmosphere exit. * When in an atmosphere, there is a divide between the exposed (to convection) and unexposed skin temperatures. * Solar panel efficiency is now calculated based on skin temperature. * Part internal and skin temperature also conduct between each other. * Part internal temperature is increased by modules that generate heat and is used for part-part conduction. * Skin temperature is the temperature used for radiation and convection, as well as engine exhaust damage. * Parts now have separate internal temperature and skin temperatures. * 1.0.3 features a revised thermal mechanic to better balance heating/cooling between pods and spaceplanes. * Fixed an issue where moving the camera using a 3D mouse would break drag-and-dropping of parts in the editors. * Fixed unfortunate typo in the Docking Tutorial. * Fix for horizontalSrfSpd being incorrectly calculated. * Fixed KSPUtil.PrintLatitude/Longitude giving wrong result for small negative values. (fixes memory leak with temperature overlay) * Disabled flashing highlighter in temperature gauges. * Made part's internal highlighter much more efficient. * Fixed a bug where using the reset button with an Asteroid loaded would break the Mun tutorial. * Added five new Radiator parts, three of which are deployable. So six 200 I sp engines still yields only 200 I sp.= v1.0.3 = When I sp is the same for all engines in a stage, then the I sp is equal to a single engine.Xenon (max full/empty mass ratio = 4.167) Monopropellant (max full/empty mass ratio = 8.5) (These calculations use a full/empty fuel-tank mass ratio of 9 for all engines except those noted.) ISP(Vac) (s) No matter how much fuel you add you will never reach these ΔV without staging to shed mass or using the slingshot maneuver. Maximum Δv chart This chart is a quick guide to what engine to use for a single stage interplanetary ship. Use the atmospheric and vacuum thrust values for atmospheric and vacuum Δv, respectively. Fortunately for Jebediah, our dear Kerbals only have one brand of fuel to worry about.ĭelta-v (Δv) Basic calculation → See also: Tutorial:Advanced Rocket Designīasic calculation of a rocket's Δv. In real life, specific impulse is governed by things like combustion chamber pressure and propellant energy (hydrogen/oxygen is more efficient than kerosene/oxgyen). The higher the specific impulse, the more efficient an engine is! Specific impulse is used in important equations like THE ROCKET EQUATION (see next section) to determine how much oomph (or "delta-vee") you can get out of a given amount of propellant. Most engines are designed for optimal performance either at Sea Level (the big ones that drive your first stage and boosters, which have lots of thrust!) or Vacuum (where they won't burn as much propellant, but can be VERY efficient). Because this depends on the pressure of a rocket's surroundings, this can change between Sea Level and Vacuum (in space). Specific impulse measures the efficiency of a particular engine. Specific Impulse (I sp) → See also: Specific impulse Most rockets, straight off the launch pad, will utilize a TWR between 1.5 and 2.0. If TWR is significantly above, say, 2.0, your rocket will ZOOM! But it might ZOOM too hard for your poor Kerbalnauts. You will need more engines, or perhaps MOAR BOOSTERZ! If TWR is less than one, then your rocket will not be going into space.
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