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Actual delta-v requirements for Moons and a card game


Atanar

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I am currently making a Card game for ksp:

http://forum.kerbalspaceprogram.com/showthread.php/32223-A-Kerbal-Card-Game

I mapped out the delty-v using this map:

http://i.imgur.com/dXT6r7s.png

And I got for orbit from Kerbin Launch pad:

Mun: 5510

Minmus: 5500

Duna: 5930

Ike: 6310

Dres: 7600

Jool: 8545

Laythe: 10925

Vall: 11305

Tylo: 11575

Bop: 11825

Pol: 11825

Eeloo: 8900

Eve: 6840

Gilly: 8700

Moho: 8390

Kerbol: roughly 12500

For the island Airport I think you need about 2500 delta-v

and for the second Kerbal Space Center something like 4000

Now, the Moon orbits seem way too high because of the map display. I mean, who goes low jool orbit first when he want's to go to Bop? Where do I get the direct approach values from?

Also, I am trying to avoid making the game too complicated so I want to assert delta-v-stats to tanks and engines. But how do I measure the overall delta-v versatility of an engine? I tryed Isp*T/W but that gives high value for radial rockomax and low value for the LV-N, which does not seem right. Any ideas for that?

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Direct-approach is practically impossible to calculate for a moon, especially since all moons orbit atmospheric bodies with aerobraking options. If you want to get vaguely close, however... Calculate the dV necessary to intercept (but not circularize around) the parent of the target body. Then add the amount necessary to circularize around the target body. This will effectively tell you how much dV is required if you intercept the target and then aerobrake to a perfect intercept with the target moon, followed by circularizing once you get into said target moon's SoI. The odds of ever successfully pulling off such a maneuver are very low since that would require absolute perfect incoming periapsis height and orbit angle combined with the target moon actually being in the right phase angle upon arrival, but it will give you an approximation of the minimum delta-V required.

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  • 1 month later...
Direct-approach is practically impossible to calculate for a moon, especially since all moons orbit atmospheric bodies with aerobraking options. If you want to get vaguely close, however... Calculate the dV necessary to intercept (but not circularize around) the parent of the target body. Then add the amount necessary to circularize around the target body. This will effectively tell you how much dV is required if you intercept the target and then aerobrake to a perfect intercept with the target moon, followed by circularizing once you get into said target moon's SoI. The odds of ever successfully pulling off such a maneuver are very low since that would require absolute perfect incoming periapsis height and orbit angle combined with the target moon actually being in the right phase angle upon arrival, but it will give you an approximation of the minimum delta-V required.

Laythe is almost free from an Jool intercept: either you intercept it on the way in, during an slingshot around Jool or you aerobrake into an orbit who passes Laythe orbit and wait some rotations.

Laythe can also be used creativly to get an more suitable orbit if going to the other moons.

Ike is pretty much the same however you are likely to burn to avoid hitting it. Gilly is a bit hard for me to get cheap as its so far from Eve and is in an eccentric orbit, as its gravity is so low you have to do it more like meeting another ship.

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