![]() ![]() Mn being tidally locked means you can't wait for Kerbin to be overhead, because if it isn't overhead now, it never will be. Mun is tidally locked and doesn't rotate so which side shouldn't matter). That plane is your 'orbital plane.' Apoapsis (AP) and Periapsis (PE) The tips of the ellipse, if you will. An ellipse is a 2 dimensional shape that exists on a plane in 3 dimensional space. Orbital Plane - your orbit is an ellipse. I'll attach a screenshot of a typical node setup in a bit (didn't think to do that). What you really need is to wait until Kerbal is overhead and firing horizontally away from the Mun's rotation (of Kerbal. you need 3400m/s of v to get to Low Kerbin Orbit and another 930m/s of v to get a Mun flyby). Second didn't get to the surface before running out of fuel. ![]() How can I escape the Muns gravity, and get a low Kerbin Periapsis at the same time Is 142 liq. It will probably have to be 500km or less. First landed, but couldn't return (not in small part because I accidentally turned off SAS, and it fell over on the surface.oops!). So Ive landed on the Mun, Im low on fuel, and the only way I can get back to Kerbin is to get a very low periapsis. (I get that the guy has crazy mad skills.still a great video series.) Is the first, most important part just getting into the SOI, then work out kinks after that? Again, the example I was given (from the video), is that it's a piece of cake just just drop right on in there, and land. I'm running through the tutorial and I guess what I'm seeing is for now, I need to make a few nodes, as I get closer to fine tune where I'm headed. (First try, he's within like 35KM at closest approach-I can't get within 2000km.). ![]() In order to get slower around Kerbin, you must go faster around Mun. You want to end up going the opposite () direction as Mun travels, because you need to get slower. Now put a node at 2 (thats the clock position, not the time -P). I think the Scott Manley video has me messed up a bit, because he makes it look so easy. Go to map mode (M), orient the map so that Kerbin is at 12 oclock as seen from Mun. My question is, is it easier to just to set a crash course for Mun and do Retro burns Or to get into Munar Orbit like, 'To the Mun, part 2' tutorial instructs, which seems much more difficult than a crash course. I have a tall and slim design with 6 aerospikes with FL-C1000 tanks and a Vector using FL-TX1800 tank (Making History part) going to. I'm really struggling with getting to the Mun with enough fuel to land and return. So I have my TLI plotted but haven't done the burn yet to put my Periapsis 35000m above the surface. ![]()
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