Difference between revisions of "Tutorial:Advanced Rocket Design/fr"
(→Delta-V) |
(→Delta-V) |
||
Line 5: | Line 5: | ||
==Delta-V== | ==Delta-V== | ||
− | <math>\Delta v</math> ( | + | Le <math>\Delta v</math> (variation de vitesse) est le B A Ba de la mécanique spatiale. C'est sûrement la chose la plus importante à connaître de votre fusée car c'est ce qui définit ce que votre fusée est capable de réaliser. De ce que nous allons expliquer dans ce tutoriel de base, le <math>\Delta v</math> est probablement l'aspect le plus utile que vous aurez a appliquer dans Kerbal Space Program. |
− | |||
− | * | + | |
− | * | + | Pour calculer le <math>\Delta v</math> de chaque étage de votre véhicule spatial, il faut commencer par additionner les masses de tous les composants de l'étage. |
− | * | + | |
+ | |||
+ | * Masse totale : <math>m_\text{total}</math> | ||
+ | * Masse de carburant (fuel): <math>m_\text{fuel}</math> | ||
+ | * Masse sèche (dry) : <math>m_\text{dry} = m_\text{total} - m_\text{fuel}</math> | ||
The equation only needs the total and dry mass, but as it is easier to get the fuel mass we calculate the dry mass by subtracting the fuel mass from the total mass. Of course other combinations like calculating the total mass and measuring the fuel and dry mass are also possible. | The equation only needs the total and dry mass, but as it is easier to get the fuel mass we calculate the dry mass by subtracting the fuel mass from the total mass. Of course other combinations like calculating the total mass and measuring the fuel and dry mass are also possible. |
Revision as of 08:18, 23 April 2014
Page originale Par Vincent McConnell et Kosmo-not, traduite par Maneth. Traduction non finie.
Contents
Introduction:
Apprendre à construire une fusée basique pour un jeu de simulation spatiale comme Kerbal Space Program peut être extrêmement important pour le succès de la construction de fusées souhaitées dans le cadre d'une mission précise. Dans ce guide, nous allons couvrir des sujets tels que calculer du Delta-V de notre vaisseau, expliquer comment réussir un transfert de manoeuvre, obtenir le rapport de poussée sur poids, calculer les poussées de force gravitation (G-force) durant une séquence d'accélération particulière, ou encore calculer le Delta-V nécessaire pour un transfert Hohmann complet et beaucoup plus encore.
Delta-V
Le (variation de vitesse) est le B A Ba de la mécanique spatiale. C'est sûrement la chose la plus importante à connaître de votre fusée car c'est ce qui définit ce que votre fusée est capable de réaliser. De ce que nous allons expliquer dans ce tutoriel de base, le est probablement l'aspect le plus utile que vous aurez a appliquer dans Kerbal Space Program.
Pour calculer le de chaque étage de votre véhicule spatial, il faut commencer par additionner les masses de tous les composants de l'étage.
- Masse totale :
- Masse de carburant (fuel):
- Masse sèche (dry) :
The equation only needs the total and dry mass, but as it is easier to get the fuel mass we calculate the dry mass by subtracting the fuel mass from the total mass. Of course other combinations like calculating the total mass and measuring the fuel and dry mass are also possible.
The next important part of this set of calculations is to find your engine's specific impulse. Specific impulse is a measure of how fuel efficient an engine is (the greater the specific impulse, the more fuel efficient it is). For example, the non-vectoring stock engine LV-T30 has a vacuum specific impulse of 370 s. So here, we must apply the Tsiolkovsky rocket equation. More informally known as "The Rocket Equation".
It states:
If the specific impulse is given in seconds it is necessary to multiply this value by (see also Terminology about Isp).
So go ahead and sum up your stage's total mass with fuel. Then, go ahead and sum up the mass minus the fuel (this can be done by just adding up the 'dry mass' where given). Input these into the equation in the place of and . Following is a quick example, where the surface gravity of Earth is used:
Stage 3 (TMI, Mun lander, Return) | |
---|---|
Full mass: | |
Dry mass: | |
Isp: | |
Δv: | |
Stage 2 (Kerbin orbit insertion) | |
Full mass: | |
Dry mass: | |
Isp: | |
Δv: | |
Stage 1 (Ascent): | |
Full mass: | |
Dry mass: | |
Isp: | (estimated due to atmospheric flight) |
Δv: | |
Total | |
Δv: |
Multiple engines
To calculate the Isp for multiple engines with different Isp values, you need to find total thrust and mass flow:
This will give you the correct Isp to use for your Δv calculation. If all engines are the same, they act as one engine in this calculation so the sums aren't needed.
Calculating fuel flow
Next, we will explain how to calculate fuel flow in mass to see how much fuel a burn uses up in a specific amount of time.
If we know the needed for the burn and the total mass
of the rocket before the burn, we can calculate how much fuel is
required to complete the burn.
First, we calculate the mass of the rocket after the burn is complete. To do this, we use the Tsiolkovsky Rocket Equation, inputting the initial mass and of the burn. We can then solve the equation for the final mass after the burn. The difference between these
two masses will be used to determine the length of time that is needed
to complete the burn.
The equation for mass flow rate
of fuel, given and thrust, is:
where
is the mass flow rate of fuel consumed
(in seconds)
Dividing the difference between initial mass and final mass for the burn by the mass flow rate of fuel, we arrive at how many seconds are required.
Note: The
mass flow rate of fuel can be converted into the consumption rate of
the fuel units used in KSP (Liters, I presume). The conversion ratio is 1
mass unit per 200l of fuel.
Orbital velocity
Rather easy is the formula to calculate the orbital velocity of an orbit. This assumes circular orbit or the velocity of a specific point in an orbit. For this, we simply do this calculation:
Where:
= Gravitational Parameter of parent body. (km³/s²)
= radius of orbit. (km)
If we input the radius of the orbit in Kilometers, our orbital velocity will come out in Kilometers per second. In a 100km orbit, our radius will be 700km. Meaning our velocity will be ~2.2458 kilometers per second (km/s), or 2245.8 m/s.
Delta-v map
A map consists of approximate amounts of needed to get from one place (whether it is on the ground or in space) to another. The values we have for our map are approximate and include a fudge factor (in case we slip up on our piloting). Our map is as follows:
Launch to
100km Kerbin orbit: || 4700 m/s | |
Trans-Munar Injection: | 900 m/s |
Landing on the Mun: | 1000 m/s |
Launch
from Mun and return to Kerbin: || 1000 m/s | |
Total
: || 7600 m/s |
If
we design our rockets to have 7600 total , and the acceleration of the launch stages are adequate,
we can have confidence that our rocket is able to land on the Mun and return to Kerbin. A rocket with a little less can accomplish this goal, but it is less forgiving of less efficient piloting.
==Thrust to Weight Ratio== Calculating Thrust to Weight Ratio is only three very simple steps.
It is important to know the thrust to weight ratio of your rocket to ensure your rocket will actually liftoff.
If your TWR is less than 1, you can bet that you won t make an inch in
altitude when starting from the launch pad. The minimum optimal TWR to have for your rocket at launch is 2.2.
The formula for this is simply the thrust of all of your current stage engines divided by the weight (mass * 9.81 m/s²) of your ship, fully fueled. At the same
time, this will give you the minimum G-force you can expect on the
current stage. Your peak G-force will occur instantly before fuel depletion. The way to calculate this is to simply divide thrust by the dry mass of your stage+the fully fueled stages above it.
In
conclusion: This guide will hopefully have helped with designing your
rockets to allow you to get the job done -- whatever it may be -- with no test flights first. We hope this guide has been helpful to new and continuing KSP pilots alike.