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ln(wet mass/dry mass) * 9.8 * isp
which makes it difficult as there is no borderless mode so you can't use a second monitor to do the calculation. The planet size is about the same as Kerbin, so it's about 3.5 km/s for low orbit.
Hopefully they'll add a dv readout in the build section along with a TWR.
%APPDATA%\..\LocalLow\Jundroo\SimpleRockets 2\UserData\SolarSystems\__default__\SolarSystem.xml
That particular file will be overwritten though every time the game runs. If you want to hack around with the XML, you'll need to take a few steps.
First, look in you settings XML file :
%APPDATA%\..\LocalLow\Jundroo\SimpleRockets 2\Settings.xml
The first line points to a gameStateId (probably a GUID). Find a folder of that same id in your game states folder:
%APPDATA%\..\LocalLow\Jundroo\SimpleRockets 2\UserData\GameStates\
Open up your flight state's XML:
%APPDATA%\..\LocalLow\Jundroo\SimpleRockets 2\UserData\GameStates\[Game_State_ID]\Active\FlightState.xml
Change the first line's 'solarSystemId' to something other than '__default__'.
Now go and copy the following folder and rename it to the same solar system id you just chose in the previous step.
%APPDATA%\..\LocalLow\Jundroo\SimpleRockets 2\UserData\SolarSystems\__default__\
Open that folder and then open the SolarSystem.xml file within. Change the 'id' at the top to match your new solar system id.
You should now be set up to use your new solar system for your current save game. Feel free to play around with the XML and see what you can do. :)
I took a quick look at the solar system data, only checked out the Sun, Droo and Luna, which roughly corresponds to our Sun, Earth and Moon. Basically they are a shrink down version of their real life counter part:
- the radius is 1/5 of the real one.
- the mass is 1/25 of the real one.
- the orbits are also 1/5 the size of the real one, with the same eccentricity. I only compared the semi-major axis, but haven't checked in detail like the argument of periapsis or ascending node longitude.
100km circular orbit around Droo should have an orbital velocity of 3,402 m/s with a period of 42m 18s. 300km is 3,179 m/s and 51m 52s.
A big problem in KSP is that the engine isn't designed for real-scale, and the RO mod has many quirks (performance, poor collision detection with the surface, etc.) all caused by insufficient precision. In addition, the game can't handle things like axial tilt.