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A tutorial on getting on Duna?


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1. Use drogue chutes and airbrakes before main chutes, otherwise main chute deployment will yank ship apart.
2. Chutes won't slow you down enough or fast enough, so carry enough engine deltaV to slow and land before hitting.

Other than that, are you having any problems setting up the transfer itself?
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What I found was that because of scale, you can have an intercept coming very close to Duna but not SEE that it's going to to intercept in a meaningful way. The best thing I found was to get into an orbit that is generally close to Duna's and then drop more manuever nodes to try to get something closer and closer to an intercept as you close in on it. You'll have to do multiple burns to get a good course set up and then zoom in on the map so you can better see how you're coming into the system and where you're going pass relative to the various bodies.
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[quote name='Giacomo']With the intercept. Whatever I try, it will never get an intercept onto Duna.[/QUOTE]

OK, that's a good starting point!

The first thing you have to do is make sure the planets are in the correct position for a transfer. The correct position is when Kerbin is at 3 o’clock and Duna is roughly between 1 and 2 o’clock. Go to the tracking station and move the camera so you’re looking down at the solar system from the top, then time warp until they’re in the mentioned position. Now you can launch.

To get an intercept, once you’re in orbit around Kerbin, place a maneuver node on the night side of Kerbin and pull on the prograde arm until you achieve an escape from Kerbin. Then zoom out and keep pulling until your trajectory barely touches Duna’s orbit. Now zoom back in and make sure you will eject Kerbin in the same direction as its orbit around the Sun. If your ejection trajectory seems to be pointing in or out, drag it back and forth along your orbit to adjust. This will affect your final trajectory so you’ll need to zoom back out and check it and make adjustments. You’ll likely find yourself zooming in and out and pulling back and forth on your maneuver several times until you get it right. “Rigth” means (1) you are ejecting exactly prograde in relation to Kerbin’s orbit around the Sun, and (2) your solar apoapsis barely touches Duna’s orbit. If those 2 requirements are met and the positions of the planets were correct, you should now have an intercept. Good luck! Edited by A_name
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Use this:

[URL="https://alexmoon.github.io/ksp/"]https://alexmoon.github.io/ksp/[/URL]

No need to wait until 'perfect' launch window if you have enough dV

There is an ingame version as a plugin [URL="http://forum.kerbalspaceprogram.com/threads/93115"]here[/URL]

And don't forget to avoid Ike. It gets in the way everytime I go to Duna.

Good luck!!
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It's really no different than getting to the Mun. Get into an equatorial orbit, create a manuever that aims a bit ahead of the planet. Drag the node around the planet as needed, and go prograde till it intersects.

Remember, you can set the planet as a target and use the closest approach indicators to fine tune it.
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Looks like the near approach markers are trolling you. First off, delete those maneuver nodes. Then, slow down a TINY bit so your DN as perfectly intersects Duna's orbit as is reasonable. That should snap your ship's marker near that location. Duna's will be somewhere else entirely.

Then put a single maneuver node just beyond your ship's marker, which should mean that it's just beyond your DN marker. Your ship's marker will remain still but Duna's will move.

Right click that maneuver node, and you'll get a circle with 3 buttons, a X button and 2 buttons at the bottom, one of which is greyed out. Click the one that is not greyed out. Duna will move again. Click it a few times and you'll see Duna's marker moving in a predictable way. This button is sending your maneuver node forward in time one orbit per click, so you don't want to do too many of these (Preferably, zero. That's why we use transfer windows) but the farther away Duna's node is, the more expensive it will be to fix it.

Now, go back to your maneuver node and make it fire prograde. This will also move the Duna encounter marker, more smoothly. Watch how it affects Duna's location on your next pass.

Using those two ways to move Duna's next encounter marker, find a future orbit where you can plop a reasonably inexpensive maneuver node in a decent time (you define these things based on your rocket and personal desire for promptness) that will actually get you a Duna encounter.

(I should really make a video of this)

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It looks like you're trying to leave too early. It's hard to tell exactly from that image but it appears that you have Kerbin almost 90° away from Duna and they need to be much closer. I've always found that if Kerbin is at the 6 o'clock position (the Sun being the centre of the dial) that you'll need Duna to be around the 4.30 - 5 o'clock position. That should give you a reasonably close approach at the apoapsis of your transfer orbit and with Duna, it's better to go late rather than early since you'll arive ahead of Duna and you can easily slow your arrival time to get an intercept by pushing your apoapsis a little higher than Duna's orbit.

Edited by Reactordrone
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9 hours ago, Reactordrone said:

It looks like you're trying to leave too early. It's hard to tell exactly from that image but it appears that you have Kerbin almost 90° away from Duna and they need to be much closer. I've always found that if Kerbin is at the 6 o'clock position (the Sun being the centre of the dial) that you'll need Duna to be around the 4.30 - 5 o'clock position. That should give you a reasonably close approach at the apoapsis of your transfer orbit and with Duna, it's better to go late rather than early since you'll arive ahead of Duna and you can easily slow your arrival time to get an intercept by pushing your apoapsis a little higher than Duna's orbit.

Thanks!

10 hours ago, 5thHorseman said:

Looks like the near approach markers are trolling you. First off, delete those maneuver nodes. Then, slow down a TINY bit so your DN as perfectly intersects Duna's orbit as is reasonable. That should snap your ship's marker near that location. Duna's will be somewhere else entirely.

Then put a single maneuver node just beyond your ship's marker, which should mean that it's just beyond your DN marker. Your ship's marker will remain still but Duna's will move.

Right click that maneuver node, and you'll get a circle with 3 buttons, a X button and 2 buttons at the bottom, one of which is greyed out. Click the one that is not greyed out. Duna will move again. Click it a few times and you'll see Duna's marker moving in a predictable way. This button is sending your maneuver node forward in time one orbit per click, so you don't want to do too many of these (Preferably, zero. That's why we use transfer windows) but the farther away Duna's node is, the more expensive it will be to fix it.

Now, go back to your maneuver node and make it fire prograde. This will also move the Duna encounter marker, more smoothly. Watch how it affects Duna's location on your next pass.

Using those two ways to move Duna's next encounter marker, find a future orbit where you can plop a reasonably inexpensive maneuver node in a decent time (you define these things based on your rocket and personal desire for promptness) that will actually get you a Duna encounter.

(I should really make a video of this)

Thanks! I will try adjusting my orbit like 5thHorseman said. If that doesn't work, and for future missions, I will try what Reactordrone said.

Thanks for your help! :D

 

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Hey ! Scott manley has a very good tutorial about how to get to planets outside Kerbin's SOI : https://www.youtube.com/results?search_query=scott+manley+how+to+get+to+duna  

AND there's this very useful website that tells you where you should be relative to the planet you want to go to , just select the planet and it will show you whether you need to be about 90 degrees from the sun or more or less. here you go

http://ksp.olex.biz/ 

Good luck !

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