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Found 20 results

  1. KSP Transfer Illustrator Links KSP Transfer Illustrator KSP Trajectory Illustrator Description Inspired by existing mission planning tools (alexmoon's Launch Window Planner and Arrowstar's Trajectory Optimization Tool), I have made a couple of web apps to help visualize trajectories for mission planning. While the KSP Trajectory Optimization Tool is much more powerful and has many more features, the idea is that Transfer Illustrator can be used without downloading or installing any software and has an unintimidating user interface. I've also tried to make t
  2. This one has been nagging me for a while thanks to the STS challenge. In order to get the best rank, you need to land your shuttle back at the KSC (or other runway structure on Kerbin). When you're tooling around in an equatorial orbit, this is easy enough, since you're always more or less aligned with the position of the KSC. But when you get into the more advanced missions, you need to perform activities out-of-plane and still return to the KSC; I've been solving this by simply doing a plane change burn, but that'll be less viable as I head out to the Mun and beyond. I've tried to nail
  3. Hello dear reader Which is better and more fuel effecient? I remember hearing about the Dn and An but I don't know which one is more effecient.
  4. The title is pretty self explanatory. I want to find the general equation to calculate the payload capacity of a particular rocket (with a certain delta-v) to an orbit of x X y km with a Beta inclination around a planet of radius r and mass M. I hope to find a solution for an airless body before moving on to bodies with atmosphere. Thanks in advance!
  5. Why KSP engine doesn't support parabolic trajectories? (You can try to put e = 1 into HyperEdit and see disappearing ship) What meaning of negative Apoapsis? I understand what it is about hyperbolic trajectories, but still, what its physical meaning? lim Ap = +∞ e → 1⁻ lim Ap = −∞ e → 1⁺ It is the reason why you get NaN if you put e = 1, but something wrong there. How it works in big science?
  6. This thread is for the discussion of Aldrin Cycler Ships. First of all, an introduction to the topic- since most readers on this forum are undoubtedly unfamiliar with the concept, and the last time I wrote about it (many months ago) I received a lot of responses from people who clearly had no idea what they were talking about... Please read ALL of the following first, before commenting, I would really appreciate it. None of these are that long, and are only meant to provide a preliminary introduction to the topic: https://en.m.wikipedia.org/wiki/Mars_cycler https://buzzald
  7. Help me please, I think my game is glitching out. I'm playing with galileo's system replacer, using a station and a probe. I've put the station in the same orbit as Lili but shifted ahead (a large asteroid in the belt of a large planet) and want to use the probe to find ore deposits. the station is in a stable position - I've accelerated time and watched them orbit, they stay the same distance apart. The trouble begins when I actually go to use the probe. I get it into a capture of Lili, and then the station's orbit changes. it goes from stable and separate to falling straight down to the plan
  8. (Inspired by Interplanetary How-To Guide by Kosmo-Not) I proudly present to you the Nexus's Orbital Calculator It does a lot of calculations for you automatically. You only have to input the data. It has a: Orbit Calculator Hohmann Transfer Calculator Interplanetary Transfer Calculator And more... Works for both stock KSP and Real Solar System Download for free by clicking on the link below https://drive.google.com/file/d/0B0WLcnclj_TFSVBRUEExSWlmeW8/view?usp=sharing (I'm open to constructiv
  9. I've taken on the project of writing an interplanetary trajectory optimization tool and a comparison of algorithm efficiency for the problem at arbitrary starting points. Looking further into the problem, however, I have a question that I can't seem to answer. When you optimize an interplanetary trajectory in a patched-conics approximation like KSP, how do initial and target orbit influence the problem? Specifically, I understand how the 'interplanetary' part works. Given the position of two planets, you can calculate the orbit that will intersect one position at one time (the d
  10. I'd like kOS to calculate the velocity at periapsis for me with the apoapsis height, periapsis height and apoapsis velocity as variables. However, if one is using the specific orbital energy v2/2 - µ/r = constant, you must know the standard gravitational parameter. I could hardcode the values into my script for every celestial body, but I want it to be as general as possible (if you decide to alter the default masses with mods etc). How do I get rid of the dependency of µ in my formula?
  11. https://www.playhellion.com/ Incredible new space sim/survival/orbital mechanics/multiplayer game. Early access is coming out next week. Looks absolutely fantastic! Any KSP players dream come true. Check it out, and spread the word!
  12. Suppose two countries with all of the technologies we expect to have by the year 2150 exist on Ganymede and Europa. They cover the whole of their moons. They have giant vertical underground farms to sustain themselves and huge solar fields with almost 100% efficiency (virtually no energy (light, heat, vibration, etc.) is missed or wasted). They have mining running down to the cores. They have big cities like on Earth, mostly underground. And they go to war with eatchother. No prisoners. No survivors. No slaves. Total annihilation. How is it fought? What are the advantages of E
  13. I'm a newbie in career mode and have hit a roadblock in attempting to fly by and gather scientific data near the Mun - I've followed Scott Manley's tutorials on how to do this, but I'm doing something stupid because I can't succeed - after achieving a stable orbit around Kerwin, I place a manuever node 90 degrees ahead of my target (Mun) - no matter how I try, I cannot get a projected orbit to get closer to the Mun than 2429.6 km - no matter how many ways I try to do it (ahead of it, behind it, near it), the closest approach miraculously stops at 2429.6 km - also, the application is so sensiti
  14. how does mission control calculate where you will end up and how map calculates this. like for translunar injection how do you know how your orbit is by not using map mode
  15. Hello! This may sound silly but with all my years playing ksp, having bought it several years ago, when the game was just about the extent of the demo now, ive never acquired a true geostationary orbit, is there any way to place a ship or satellite in such an orbit without the use of mods, does KSP have a feature or something else to help a craft into such unique orbits, thanks!
  16. Hey guys, understand this is a bit of an ask but I've come to the end of my tether with trying to calculate these. If any of you are nerdy enough to give these a go I'd greatly appreciate it. http://prntscr.com/d52ktz?
  17. Let's keep it simple: Arrive at Minmus SOI from Kerbin. Hyperbolic orbit with perigee at 150km, generally equatorial. Desired orbit is 15km x 15km, equatorial. I can play this two ways: 1) Immediately burn retro, dropping Pe to 15km. Then burn retro at Pe to lower Ap to 15km. 2) immediately burn nadir to tighten Pe down to 15km. Then burn retro at Pe to lower Ap to 15km. What at is the difference? What is the trade off between the two methods? Would (1) actually effect entry speed in a meaningful way, if it were Duna and not Minmus? Would (2) provide more of a bo
  18. I just installed the Outer Planets Mod and am trying to figure out what kinds of Δv's I'll need to reach those planets. I began setting up a spreadsheet to calculate the required orbital velocities, but something's not right. The standard equations are giving me a reasonably accurate orbital velocity of 2,295 m/s at 70 km above Kerbin, escape velocity of 950.7 m/s and orbital velocity around Kerbol of 9,282 m/s. However, when I plug in the average orbital distance of Duna (2.07 × 1010 m) and try to calculate the Δv necessary to raise myself from periapsis at Kerbin orbit to apoapsis at Duna or
  19. Last week there was a thread created that discussed the basic requirements of deltaV required to get into various positions of the moon. Other than the launch variables the statement was made or asked if deltaV tables was the best way to handle this. I looked at the from an energy perspective, first off I need to add that the classic formula for calculating delta-V between two circular orbits is - SQRT(u/r0) for the first burn (r is r0 in this case in the wiki image, ignore the v = ) r can either be an apoapse or periapsis and SQRT(u/r1) - (r is r1 in this case in
  20. Can anyone recommend some good resources on the mathematics of orbital mechanics? I'm comfortable calculating Hohmann transfers (including alignment angle, dV budget, etc.), I can calculate dV for stages and total craft, but I'm having a hard time figuring it out past there. I'd love to be able to calculate the dV required for plane changes the new trajectory from a gravity assist the launch window for non-Hohmann transfers porkchop plots map out a spiral transfer for low thrust engines and plan re-entry trajectories. I expect some of these problems
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