Jump to content

in orbit around mun - how to come back? also parachutes


draeath

Recommended Posts

That would depend on if you were looking at it from above the plane of the ecliptic or from below it.

Prograde/retrograde (in regards to the rotation of the object being orbited) and even easterly/westerly eliminate the ambiguity.

Ah, of course. I meant clock-wise as seen from above the ecliptic, I'll be more precise next time. :)

Link to comment
Share on other sites

OK, so with my ship directly between Mun and Kerbin, I burned at Mun's retrograde. I only needed like 80 ÃŽâ€v to drop back down to Kerbin. I needed far less fuel for that than I thought I would!

Yeah, returning to Kerbin is a lot easier than it looks. Congrats on your successful return.

Link to comment
Share on other sites

bitbucket, thanks so much. I thought it might be something like this. For my 300km orbit (had a plane change to do) it was about 45 degrees past side position and then a burn to escape. The delay tip is indeed useful as the ejection arrow doesn't point orbit retro if you burn at the side position.

Now I just have to do the reverse to arrive at the Mun and I'll really reduce my dV requirements.

Link to comment
Share on other sites

I have a hard time getting anything I'd think useful into orbit with enough remaining fuel to do anything useful. :(

Usually about half my loss is to gravity, and a large chunk to drag.

That's OK, I'm going mod-happy tonight anyway.

Link to comment
Share on other sites

I have a hard time getting anything I'd think useful into orbit with enough remaining fuel to do anything useful. :(

Usually about half my loss is to gravity, and a large chunk to drag.

That's OK, I'm going mod-happy tonight anyway.

Mods are awesome. A word of advice is to try to avoid over-engineering things. However, since you said "half your loss is to gravity" vs. "large chunk" to drag (which I have to interpret as you're actually using more to gravity than drag, even though if half your losses were to gravity, half would be to drag...), I can tell you a simple solution: Add some SRBs. Boosters (of either kind, though SRBs are balanced to provide far greater TWR, and thus suit the application of booster quite well) can get your rocket high enough so that when they burn-out and you ignite the next stage (and likely your precious liquid fuel) you aren't loosing so much delta-v to gravity.

Bottom line is that if you're loosing much more to gravity than to drag, you need to get the rocket higher, faster.

Link to comment
Share on other sites

I'm not sure if it is mathematically perfect, but if your gravity losses and drag losses are equal then you are probably near optimum solution. To reduce your gravity losses you have to go faster which increases drag. To decrease drag you have to go slower which increases gravity losses.

Link to comment
Share on other sites

Hmm... good food for thought. Re: the SRBs - I usually launch with a quad of them with my main engine lit as well. Best case I simply run it at near-idle throttle until the SRBs drop.

Yeah I use 6 big SRB's to get me to 10KM before my initial 45 degree turn along 90 degrees and I keep throttle at half way due to heat build up and by the time I'm sat on Mun I have half a tank ( small tank ) left with a 909 engine and that just about gets me to areobrake at Kerbins atmosphere .

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...