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Kerbal Orbital Mechanics 101 - By Professor Lynch [1.0.4]


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​Hi everyone! As Wcmill said below, I took the situation from Mun first.

All my calculative posts include;

Kerbal Aerodynamics 101 - By Professor Lynch [1.0.0]

Kerbal Rocketeering 101 - By Professor Lynch [1.0.2]

Kerbal Orbital Mechanics 101 - By Professor Lynch [1.0.4]

The purpose of this project is to load the Cycler as it passes as close to LK0 as possible and unload it as it passes near Mun SOI.

2d761dt.jpg

**The HyperEdit Orbital Statistics for this Cycler orbit is;

Currently editing : Active vessel

Inclination 0

Eccentricity : 0.65714

Semimajor Axis : 5768975

Long of asc node : 0

Argument of Periapsis : -23.5

Mean anomaly at epoch : 0

Epoch : 0

Reference body : Kerbin

In case some people are wondering what this might be useful in, using some life support mods or realism overhauls mods would force you to use these orbits, or just for fun you might want to do this; the exact outcome will be like this in my game.

Any time of the day I can launch a shuttle to send supplies to my Munar Station Kerbals within 1 days time.

Calculating the orbital values took a lot of time on excel yet its worth it.

This can be implemented interplanetary, even Duna in the end.

14iz8f9.jpg

11kb4ph.jpg

Edited by Lynch
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HOLY GREAT THANKS

Congratulations, you've reinvented the Aldrin Cycler.

QUESTION UPDATE:

Can Aldrin Cycler be implemented in KSP guys?

Answer Update

To some degree, out of the SOI's of planets will do

Edited by Lynch
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HOLY GREAT THANKS

QUESTION UPDATE:

Can Aldrin Cycler be implemented in KSP guys?

Answer update: Search the forum and find your own answer.

In less than a minute searching I found 10 threads. Oldest oldest one is from October 2012. Most recent one? Just 2 months old.

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Thank you Wcmille, I have updated the Thread.

You might try this in the small with Mun to Minmus first. The first trick is to calculate the correct semi-major axis that gives you the rendezvous behavior you want. The really hard part is the stationkeeping.

http://forum.kerbalspaceprogram.com/threads/111700-Mun–Minmus-Cycler

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The purpose of this project is to load the Cycler as it passes through 100km Periapsis with a Supply ship and let it reach my Mun station as it passes close to 9.000km Apoapsis.

Please help me make this more efficient.

In strict stock KSP a cycler is never efficient. Catching the cycler, then leaving it for the Mun, will take more fuel than a straightforward transfer burn.

In "Real Life" and in the context of Mars, the point of a cycler is that it holds e.g. treadmills, bunks, power supply (=reactor?), lots of mass to shield the crew from solar radiation, in short: all the heavy / durable / reusable stuff.

The crew and their consumables need considerably more dV than for a direct Mars transfer, but they can arrive in a comparatively lightweight vessel. The long-term habitat is launched once and can serve several missions while it requires only miniscule amounts of fuel to stay on track.

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In strict stock KSP a cycler is never efficient. Catching the cycler, then leaving it for the Mun, will take more fuel than a straightforward transfer burn.

In "Real Life" and in the context of Mars, the point of a cycler is that it holds e.g. treadmills, bunks, power supply (=reactor?), lots of mass to shield the crew from solar radiation, in short: all the heavy / durable / reusable stuff.

The crew and their consumables need considerably more dV than for a direct Mars transfer, but they can arrive in a comparatively lightweight vessel. The long-term habitat is launched once and can serve several missions while it requires only miniscule amounts of fuel to stay on track.

I am aware of this, yet I am insisting to do this, either I am playing stock KSP, or roleplaying or just for understanding the basics of orbital mechanics.

I have done quite a lot of research, about period types, Sidereal, Synodical and Semimajor axis calculations; I am trying to understand the orbital mechanics; therefore my question persists.

Ad astra per astra

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I don't understand the burn you are trying to optimize. I think you want your taxis to enter mun SOI, but not the cycler, right?

I want a perfect position for such an orbit, either it remains trailing, leading, bottom or top of the mun SOI, or if can be done, an actual cycler trough MUN 20k orbit to KERBIN 80k orbit, yet this is not going to be stable without doing correction burns, and I want such a thing without correction burns. so, above situation prevails.

Since this is a Time/Resource efficiency problem; dV wasn't that important.

Yet it was in the equation. After solving my problem of 6d 2h 36m 24s Mun Orbit with a particualy fraction of my orbit sets; I have seen 3 cycles per 1 mun cycle was the most efficient. Yet it gave me this result.

Still trying on.

EDIT: Tried with 4 cycles per 1 mun cycle, The orbit's apoapsis doesn't reach the Mun Bottom SOI and Kerbin Periapsis falls below 70,000. I don't want to try with decimal cycles since there won't be any end to it and the cycles would become too difficult to calculate.

Edited by Lynch
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as "xendalaar" said im sharing my work sheet

cool. i would love to see that excel sheet. here, have some rep

http://www.filedropper.com/kspcyclers

Most of the work is not organized yet but my work takes place in 2nd page, main calculations include;

Calculation sidereal orbits and synodical orbits, then calculating such a Semimajor axis that its Period will be a fraction or a multiple period of the Celestial body that is being cycled to and fro Kerbin.

Further advanced calculations need me to upgrade the calculation formulas such as Duna-Eeelo cyclers.

I am now preparing a new post up on calculations; for whom interested I await you on the links of the 1st post of this thread. =)

Edited by Lynch
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The title of your thread ("Kerbal Orbital Mechanics 101 - By Professor Lynch [1.0.4]") suggest you want to teach orbital mechanics to new players.

But the content of your thread suggest you want to learn from experienced players.

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I did my calculations, and share my work; yet I am open to new ideas, I am willing to learn aswell from any person more experienced in this subject. Bring your flame down mate

The title of your thread ("Kerbal Orbital Mechanics 101 - By Professor Lynch [1.0.4]") suggest you want to teach orbital mechanics to new players.

But the content of your thread suggest you want to learn from experienced players.

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