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Found 6 results

  1. Preventing extinction event by Class E Asteroid impact. Aerobreaks and everything my friend! Doing things the kerbal way https://www.twitch.tv/videos/161684011
  2. I have a couple of questions about the above. When circularising my orbit above Kerbin should I also be checking the inclination and if so what should it be at for the best transfer orbit to Mun? Often when I burn for the Mun I find the encounter is going to kick me up at around a 30-45 degree angle. Going for a capture burn at periapsis then puts me in a heavily inclined orbit around Mun. This is ok for tourists and small satellites when I have plenty of dV to spare but I'd like to do things more precisely. May I have some tips on getting a more equatorial orbit around Mun?
  3. Hello Everyone, I've been wondering for a little over an hour about this now, how can you calculate the delta-v from needed to get into orbit of a body once you enter its Sphere of Influence? On many delta-v maps like this one there is a delta-v needed to get into orbit (mun: 310m/s). I understand the Hohmann transfer which gives the other values but I don't know how to get the delta-v needed to get into orbit once you're intercepted by a body. So can anyone help please?
  4. I seem to have a few questions since I actually got into playing Career Mode I've just done my very first astroid redirect contract (a little class A number) but found setting up the maneuvere node to reach the astroid a little tricky. Basically I just played with the node handles until the one I was tweaking stopped reducing the distance and then moved on to the next. What's the best way to set a maneuvere node from LKO to intercept an astroid in Kerbins SOI?
  5. 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 boost if I was only using the encounter for a slingshot? These are my suspicions, but I find it hard to quantify any F5/F9 results. When should I be employing which method?
  6. So, I've been wondering, is it possible to capture the Mun? Just like you do with an asteroid? Ok, I know the Mun is huge if you compare to a little asteroid, but, if you find enough time, pacience and determination to put a lot of rockets in some side of the Mun, would anything happen? Like, would your rockets push the Mun? Is it possible to bring the Mun to Kerbal? The Mun can move to somewhere outside its orbit? It's probably not possible, I think the Mun wasn't programmed to move outside its orbit on the game, just like almost everything on the game, but I just want to kill the doubt.
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