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interplanetary transfers (moho)


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Was getting transfers to moho from orbit and then getting there to moho, but was having some trouble...

I use my transfer windows (thank you Matt Lowne) but can't seem to get an encounter unless i do a course correction after leaving kerbin orbit...

Any ideas on how to get a better encounter so I don't have to waste fuel on a course correction mid transfer?

I also had some trouble slowing down into a moho orbit... I know the burns are notoriously large but I'm getting hour long game time burns (part of it is probably due to the use of nuclear engines) any ideas on how i can time warp during the burns or get burns that are slightly shorter?

Thanks 

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Been there with some Kerbals a couple of times, the key was (is) having plenty dV, the more the better.

Getting there isn't much difficult, the issue though is to be able to break the insane velocity, in my case, it was some 3000 m/s.

I found this thread quite helpful, in particular the post from @Geschosskopf

Oh, and: welcome to the forum, @Pyro_doughnut :) 

Edited by VoidSquid
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2 hours ago, Pyro_doughnut said:

I use my transfer windows (thank you Matt Lowne) but can't seem to get an encounter unless i do a course correction after leaving kerbin orbit...

Moho orbits in a different plane than Kerbin, so if you don't start (and thus end) your journey from one of the two nodes (the ascending or descending node) of the two orbits, then you will need a mid-course plane correction burn. That is fairly normal.

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3 hours ago, AHHans said:

Moho orbits in a different plane than Kerbin, so if you don't start (and thus end) your journey from one of the two nodes (the ascending or descending node) of the two orbits, then you will need a mid-course plane correction burn. That is fairly normal.

That makes total sense now...

so i have to do the escape burn at the 110 degrees and at a node... gotcha thanks man

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48 minutes ago, Pyro_doughnut said:

so i have to do the escape burn at the 110 degrees and at a node... gotcha thanks man

Your're welcome.

You can also wait until Kerbin is at a node, then you'll save that extra dV. Because in a worst case that plane change can be seriously expensive. Some people even prefer to first boost into a higher orbit around the sun (i.e. doing a bi-elliptic transfer) and make sure that their first AP is at a node.

My personal strategy is to set up the transfer - including plane-change burn - at a "normal" window, and if that's too expensive then I'll wait for a better window. (With "too expensive" being a function of the craft that I'm using. Some of my craft have more than enough dV, others not so much. ;))

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9 hours ago, AHHans said:

Your're welcome.

You can also wait until Kerbin is at a node, then you'll save that extra dV. Because in a worst case that plane change can be seriously expensive. Some people even prefer to first boost into a higher orbit around the sun (i.e. doing a bi-elliptic transfer) and make sure that their first AP is at a node.

My personal strategy is to set up the transfer - including plane-change burn - at a "normal" window, and if that's too expensive then I'll wait for a better window. (With "too expensive" being a function of the craft that I'm using. Some of my craft have more than enough dV, others not so much. ;))

for the really long burns what is the best mod to use to warp through the burn?

I tend to use the nuclear engines for the dV and often get 10 - 15 minute burns and don't often have that much patience (or time really sometimes)...

 

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2 hours ago, Pyro_doughnut said:

for the really long burns what is the best mod to use to warp through the burn?

I tend to use the nuclear engines for the dV and often get 10 - 15 minute burns and don't often have that much patience (or time really sometimes)...

 

I don't know about a mod, but in case you didn't know you can use physics time warp even during an engine burn.

To do this, hold down the "ALT" key (on Windows PC's) and keep it pressed while tapping the period key "." to advance physical time warp. It only goes up to 4x acceleration, but that's because all of the physical interactions on your ship are still being calculated, unlike with regular time warp when your ship is "on rails."

Also, you can alert the mods to accidental double posts by reporting those duplicates. There is a "report post" link that shows up if you hover over the top right corner of the post's box. Just tell them it's an accidental double (or triple) post in the text box that pops up.

(I've already submitted the report for the ones above.)

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