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Kerbal space program throttle down12/15/2023 ![]() ![]() You should probably break the project down to parts first and learn what it takes to make each work. Center Thrust: This toggle will determines the center thrust mode for the engine. 0 is the stock throttle while 1 through 4 correspond to the extra throttles this mod supplies. I've got 60mm linear sliders as well, another kind of pot, but forget where.īuttons are a subject in themselves as are ways to run many off one controller. Throttle: This setting allows you to select the throttle which should control this engine. The throttle lever can turn a potentiometer or a magnet with linear Hall effect sensor over the center (Saitek sticks use that, they don't get dirted up like cheap pots over time). The Micro can be had pretty cheap, is small and has pins just right for sticking in breadboards or sliding female jumper wire ends on. Arduino Leonardo and Arduino Micro both use USB/AVR chips and can do the same. Depending on the design of the craft, an upside-down turning of the rocket can be mainly caused by two factors center of drag is above the center of mass, making prograde alignment a peak in potential energy. Welcome to Kerbal Space Program Create and manage your own space program. Kerbal Space Program 2 is a space flight simulator/sandbox set in the world. I have USB/AVR chip Arduinos (mine are Arduino compatible Teensy's) that my sketches can change the USB mode on the fly without modding. Airdrag is considered proportional to the remaining mass in the equations. down or instead turn it into something that steam supports 3. But to bring in fresh insight, new people, improve diversity. It involves reprogramming the Uno USB chip. There is a way to make an Uno into one, documented on the Arduino site but I've never done it. Aside from poor structural design and outside influences such as overheating and crashing, parts never fail, and rockets can throttle down to less than 1 and. With any normal liquid fuelled rocket engine it is possible to throttle the thrust up and down, but in Kerbal space program it is possible to bring it all the way down to around a percent thrust. This way I can reach very precise circular orbits at the desired altitude.Your controller probably needs to be a USB HID (human interface device) to work. If it starts to rise in altitude I can tilt the nose down slightly, and vice versa if it falls. If the AP node starts running away from me because I'm early, I can slow down thrust until it stays put. After 30k it's usually safe to floor it and go max throttle. From 20k to 30k a slow throttle up to 500 m/s. From 10k to 20k a slow throttle up to 350 m/s. But if I start early and keep an eye on the AP I can adjust. Get to 150 m/s as fast as possible then a slow throttle up to 200 m/s at 10k. It's hard to place the node precisely at AP, and if my burn is late, it's hard to adjust because I'm already going at full burn. also, for some reason MechJeb doesnt seem to want to auto-warp for me anymore. other then that i dont think theres anything that should stop it from firing the throttle itself is locked at 0. Right-Shift + L) Don't confuse this with Left-Shift, which will fire your engines KSP 1.0.5 and earlier uses a different key, which can. As far as I know, drag does not increase with more TWR. Typically just keep TWR at around 2 at less than 50k, and 0.61+ above 50k, and you will fly efficiently. The reason we throttle down is to minimize heat, as well as use fuel efficently. When circularising orbit I also start a bit earlier than half because that gives me the opportunity to tweak. my pitch yaw, rotation controls all work. In the table below, the default Mod key is mapped to the following keys (to use a different key, edit the entry in the 'MODIFIERKEY' section of the settings.cfg file): Linux: KSP 1.1+: Right-Shift (e. Actual MaxQ is all about the structure load pressure. Transfers might have a small delta-v window so I start early, and average it by easing up throttle at the end to get the right delta-v more precisely. In practice I usually start burns slightly before half so I am able to fine tune. To get as close to it as possible you need to average your burn over the node, meaning you start burning half the time before it, so half the time you burn too high, half the time too low. The node system projects the estimated trajectory assuming an instantaneous burn. ![]()
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