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The Doodling Astronaut

Tips for Dres return archive as mission is over

Question

Ah Dres... The dwarf planet that no-one likes. It's the Dwarf Mun planet. It's inclination isn't the best. And it's ugly...

mission over no longer needs to be opened

Edited by The Doodling Astronaut

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*Facepalm* @mystifeid... How fast do you except the aerobrake to be?

 

Theoretically I can set it up for aerobrake and fire the engines as much as possible, but sound from what you're saying it won't help that much if I have like 600 dV when I come back or so.

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2 minutes ago, The Doodling Astronaut said:

How fast do you except the aerobrake to be?

It depends on the transfer and how efficiently it's done.

If it turns out that all you have to do is lose an extra 600m/s, you should have no problem.

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Why do you want to establish an orbit at Kerbin? 

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okay thanks I will probably use the remaining fuel from my lander anyway (+700 m/s so about 3300 meters per second)

1 minute ago, Foxster said:

Why do you want to establish an orbit at Kerbin? 

I am trying so I don't overheat. It may bring me to the question of how much an ablative heat shield can stand?

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What are you bringing back that needs to go to the surface? I mean, you really only need to return the crew and maybe some science. 

A capsule and heatshield with 20% ablator can return directly from anywhere. 

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On 6/18/2019 at 12:00 AM, sturmhauke said:

Your phase angle (relative position of Kerbin and Dres) is about right, but your ejection angle (how you leave Kerbin) looks like it might be off. For outbound transfers, you want to start your ejection burn in approximately the same direction as the orbit of your starting body, to benefit from its velocity. (The exact ejection angle can be tweaked to get a better encounter, but mostly just make sure it's in the ballpark.) This might mean starting half an orbit off from your theoretical ideal ejection time, if you would be facing the wrong way.

I wouldn't say you want to start your burn in the ejection direction ... you want to burn (prograde) such that your motion relative to the planet when you leave the SoI is in the same direction as the orbit (or opposite if you were going in-system).  Getting the ejection delta-v right then sliding the node around the orbit tends to work pretty well for that, maybe use PreciseNode and watch the effects on your orbit as you change node position and magnitude.

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image-17.png?w=768

This is the current situation 3000 meters of dV left in the final stage and according to an online calculator this is the correct time to come home. Can you guide me on how to get home from such a high orbit

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10 hours ago, The Doodling Astronaut said:

*Facepalm* @mystifeid... How fast do you except the aerobrake to be?

11 hours ago, The Doodling Astronaut said:

So I won't to be able to circularize at kerbin but can aerobrake?

 

You can aerobrake really really fast as long as you have heat shield coverage.  I think I logged 7,000 m/s on bad return from Moho.

11 hours ago, The Doodling Astronaut said:

So I won't to be able to circularize at kerbin but can aerobrake?

You can use a less radical aerobrake to capture and eventually circularize -- I think that's the more common definition of aerobrake, in fact.  But it tends to take a lot of fine-tuning your periapsis to the right amount, so you don't reenter (peri too low) or end up on a fly-by (peri too high).  This usually means lots of reloading, since every craft handles pretty differently in this regard.

As I might have mentioned, the most important thing is to make sure you capture on the first pass.  Once that's accomplished, you can aerobrake at your leisure, taking as many passes as necessary to get to the desired orbit.

To end up in a stable orbit, you'll always need a little fuel to raise your periapsis above the atmosphere, but that takes very little.  

TL;DR - with full aerobraking exploitation, and a good-ish transfer, you should have plenty of delta-v.

If you're worried about your heat resistance, you'll want to get the most efficient possible transfer to save fuel, use ALMOST everything left on the capture burn, at the same time aerobraking as much as heat allows, and  just try to capture in one pass.  Then even a heat-vulnerable craft can gradually work down the excess velocity.

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F.F. (stands for Fun Fact) this is the first time I gradually ask for help through the mission. Expect it to happen again with Moho Eve and maybe Eeloo

I'm not doing another Dres crew mission again that's for sure

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I did a rescue mission below Moho orbit once, at some point you may go looking for the more difficult things...

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19 hours ago, Aegolius13 said:

You can aerobrake really really fast as long as you have heat shield coverage.  I think I logged 7,000 m/s on bad return from Moho.

Looked high but I tried it - hit the atmosphere at 7km/s with a 30km Pe in a Mk1-3 capsule with heat shield - and it handled it just fine. Got captured, threw chutes and landed. Putting stuff like a battery or reaction wheel between the capsule and the heat shield was suicide though. Tried 10km/s and for the longest time thought it was going to make it...

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1 hour ago, mystifeid said:

Looked high but I tried it - hit the atmosphere at 7km/s with a 30km Pe

There's a Jool Aerobraking scenario in the game's tutorials. That one hits at over 7km/s.

 

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1 minute ago, bewing said:

There's a Jool Aerobraking scenario in the game's tutorials

Scenarios, missions, careers, challenges, mods, new parts...too much to do and not enough time to do it in !

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