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Self change of planed orbit (ending in mun SOI)


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Hi,
I'm facing a strange thing :

I try to make a low kerbol injection (around 2'400'000km), so I need to put a high DV (~3km/s) straight from LKO. As I use a LV-N, I was trying to make it in two shot, a first burn to raise Apogee around minus and make the final burn back at Perigee with the gravity assist on Kerbin.

I planned everything, with a manoeuvre node at Pe, but I can't get back at it, because when I cross the mun orbit first (from Pe to Ap, with or without wrapping), it change my path and lead me in the mun SOI, messing up with with my node.

mini_150056Capturedcran20160924030629.pn

mini_250083Capturedcran20160924030706.pn

Why the mun encounter is not show from the start ? do I have to guess if my path will randomly change and make encounter ? or is this a bug ?

persistent.sfs

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well, it could be that your orbital period is long enough that the Mun is completing more then one orbit

it is possible that perturbations in the orbit or errors in your burn altered the trajectory close enough to encounter the mun.  Try waiting a day before starting, so that the mun isn't as close to the trajectory.  Since you're going to Kerbol, you shouldn't have to worry about transfer windows as much.

The bigger question is why are you doing it this way, I'm not sure if this trajectory really would be saving that much delta-v.

 

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The thing is it change just after wrapping outside Mun orbit, so 4h ahead (as you can see on the screen-shoots), out of a 30d orbit.

if It was around T+15d, when I'm at Ap, why not, even if it'll still be annoying, but in this case, it's just like KSP can't get right the second orbit crossing even without any other SOI than the kerbin one.

 

To be honest, this will be my first mission outside kerbin orbit after ~300h gaming (I've made some kerbol orbit, but just outside kerbin SOI, to be able to get back my space ship). I'm playing on career mode, so I try to be careful.

This seem the best way to me for a low kerbol orbit, where I need to rescue a kerbal for a contract. My space ship got around 5km of DV from LKO (if I'm right in my calculus: a LV-N over an orange tank+ a mk1 pod) . I don't find any tip/tuto on how to go near kerbol efficiently. A basic LKO > kerbin escape > Hohmann transfer > low kerbol; and way back seem a bit inefficient for me, that's why I was going for a gravity assist on kerbin.

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