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Tailing Mun by 300km


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I am setting up a network of sattelites with Remote Tech, and for my Interplanetairy missions i wanted too put 2 sattelites in semi-geostationairy orbit leading and tailing the Mun at a distance of roughly 3000 KM, just outside the mun SOI..

Now my first sattelite that is leading the mun went perfectly, launched it too a 11.400km height just 3012 Km in front of the moon at the exact speed of the mun..

First part of the mission completed, Then i started too try too get the second sattelite behind tailing the mun, this is where i getting into problems..

As soon my vessel is getting close too the mun, it thrown offcourse by a little due the mun's SOI and my sweet spot is lost, and have to do alot of correctional burns too put it back where i wanted too have

the idear is <-- x O x <--

x are sattelites,

O is the mun,

<-- direction of Orbit

How do i get my sattelite in this position without getting into the mun SoI throwing the vessel offcourse..

When i plan a node from Kerbin too the mun, it doesnt give any SoI indicator, but when my vessel getting closer towards the mun, it does gets into its SoI

EDIT : Typo in the the Topic name, 300 should be ofc 3000 Km ;)

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Effectively you are just putting your satellites in a large Kerbin orbit that happens to match that of the Mun. I would put my satellite in to roughly the same height orbit as the Mun is from Kerbin, but leaving it small enough on side that my satellite catches up to the Mun. Once it is at the distance I require, I would then fully circularise the orbit so that it is no longer catching up.

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What you are proposing is impossible to sustain in the long term. No matter how hard you try, you will never get a perfectly circular orbit to match the Mun. This is a fact of the number rounding within the game. Eventually your orbit will deviate and even if it's by a slight amount you'll just end up drifting one way or the other. The only way to keep your position would be by doing constant correction burns.

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What you are proposing is impossible to sustain in the long term. No matter how hard you try, you will never get a perfectly circular orbit to match the Mun. This is a fact of the number rounding within the game. Eventually your orbit will deviate and even if it's by a slight amount you'll just end up drifting one way or the other. The only way to keep your position would be by doing constant correction burns.

So if i understand you right, the fenomonon i see in my orbit info

https://www.dropbox.com/s/3zf9ido7glm6i5g/Orbit%20info.png?v=0mcns

that even though i have a near perfect AP/PE (roughly 1 meter difference) both exactly 11.400 km height, but keep fluctuating between 11.399,7 and 11.400,3 on each side is the problem they slowly deteriorate.

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The SMA or orbital period are more important than the AP/PE. If the Mun has a period of X, then X is what you need to match.

Best to do this with as small an engine as possible, even RCS if you can. Get the orbit close on main engines and just point prograde and use 'h'/'n' to push the orbital period up or down once you're close.

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You know when you target an object for rendezvous and there's the little colored intercept markers on the map view that show your position and the target's position at their closest? Just set up your burn up to rise up to an apex that just kisses the Mun's orbit ring such that when you target the Mun, your marker is behind the Mun's marker by the desired distance. Then when you reach that apex, use the "TARGET" option on the navball and burn retrograde until you hit 0 m/s. That should round your orbit to match the Mun's rather closely, then use the map view to carefully nudge it a bit and correct it.

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