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- Exorcet
- OE Exorcet
Well, the formula for rocket building is rocket science. KSP is not a pure simulation, but it has many fairly realistic aspects. You could say it's only a step or two down from something like DCS in a way.
Trial and error can be minimized, but not eliminated. This is true even if you have a degree in aerospace engineering. What you need to do is keep trying until you get a feel for things. Initially, I had no idea how big rocket needed to be to achieve something. It was only through building rockets and flying them that I got a feel for it. Now I can sort of build things in my head and have them work within a couple of iterations.
If you really want to go all the way and do everything you can in a calculated manner, you need to pick up the math for it. The KSP wiki has relevant information if you haven't read the site yet:
http://wiki.kerbalspaceprogram.com/wiki/Main_Page
I suppose if there is a method I'd recommend, it's to go one yardstick at a time. Build a rocket to get to orbit, then take down how much delta V it needed. Next go to the Mun and measure that delta V, perhaps also record how much battery power was needed as well. Keep going until you're able to get a feel for how the rockets work. Delta V and TWR are probably the most transparent stats. Delta V is how far you can go ideally, TWR is if you can even start to go in the worst case situation. When planning a mission, figure out the delta V needed and make sure the resulting rocket has enough TWR for each phase of flight. I'd aim for 1.25-1.5+ for launch stage.
Also, I've since managed to make the Test Rocket a bit more controllable. While the original will fly to Minmus and back, it's not something you want to pilot when frustrated. The new one requires your attention but is more care free.
Trial and error can be minimized, but not eliminated. This is true even if you have a degree in aerospace engineering. What you need to do is keep trying until you get a feel for things. Initially, I had no idea how big rocket needed to be to achieve something. It was only through building rockets and flying them that I got a feel for it. Now I can sort of build things in my head and have them work within a couple of iterations.
If you really want to go all the way and do everything you can in a calculated manner, you need to pick up the math for it. The KSP wiki has relevant information if you haven't read the site yet:
http://wiki.kerbalspaceprogram.com/wiki/Main_Page
I suppose if there is a method I'd recommend, it's to go one yardstick at a time. Build a rocket to get to orbit, then take down how much delta V it needed. Next go to the Mun and measure that delta V, perhaps also record how much battery power was needed as well. Keep going until you're able to get a feel for how the rockets work. Delta V and TWR are probably the most transparent stats. Delta V is how far you can go ideally, TWR is if you can even start to go in the worst case situation. When planning a mission, figure out the delta V needed and make sure the resulting rocket has enough TWR for each phase of flight. I'd aim for 1.25-1.5+ for launch stage.
Also, I've since managed to make the Test Rocket a bit more controllable. While the original will fly to Minmus and back, it's not something you want to pilot when frustrated. The new one requires your attention but is more care free.