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Atmospheric Landing Charts: Pinpoint landings! [NEW UPDATE: No Protractor Required!]


alterbaron

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New, protractor-free landing method!

A new, easier way of targeting landings in-game, without any external tools. Starting from a circular orbit, simply burn to lower your periapsis directly over your target.

If you know what periapsis to use, you can land near your target, every time!

Below is a plot of the landing periapsis that you need to put directly above your target to land there.

The blue curve is the required periapsis height.

The green curve is how much your landing site changes for every 1m change in the periapsis. This gives an estimate of how much precision is required to hit the target.

3gnjvBj.png

I tested these results in-game, and got pretty good results. Here's an album of some test results:

http://imgur.com/a/tKq8l

Since the final landing site is so sensitive to small changes in the periapsis, the graph's hard to use for anything more than an overview.

For actually using these results to land, here's the hard numbers:


Landing PE Values for Kerbin
===================================================
Orbit Altitude (m) Landing PE (m) Error per m (m)
===================================================
70000 48901 53
80000 45550 49
90000 43898 46
100000 42778 44
110000 41938 42
120000 41272 41
130000 40727 40
140000 40270 40
150000 39878 39
160000 39539 39
170000 39242 39
180000 38979 39
190000 38744 38
200000 38534 38
210000 38345 38
220000 38173 38
230000 38017 39
240000 37874 39
250000 37743 39
260000 37623 39
270000 37512 39
280000 37410 39
290000 37315 40
300000 37227 40
310000 37145 40
320000 37069 41
330000 36999 41
340000 36932 41
350000 36871 42
360000 36813 42
370000 36758 43
380000 36707 43
390000 36660 44
400000 36615 44
410000 36572 45
420000 36532 45
430000 36494 47
440000 36459 46
450000 36425 47
460000 36393 47
470000 36363 48
480000 36335 49
490000 36308 49
500000 36282 50
510000 36258 50
520000 36234 51
530000 36212 52
540000 36191 53
550000 36171 53
560000 36152 54
570000 36134 55
580000 36116 56
590000 36099 56
600000 36083 57
610000 36068 58
620000 36053 59
630000 36039 60
640000 36025 61
650000 36012 61
660000 36000 62
670000 35987 63
680000 35976 64
690000 35964 67
700000 35953 66
710000 35943 67
720000 35933 68
730000 35923 69
740000 35913 70
750000 35903 73
760000 35894 73
770000 35885 74
780000 35877 75
790000 35868 76
800000 35860 77
810000 35852 79
820000 35844 80
830000 35836 81
840000 35828 82
850000 35821 84
860000 35814 85
870000 35806 88
880000 35799 88
890000 35792 89
900000 35785 91
910000 35778 92
920000 35772 94
930000 35765 95
940000 35759 97
950000 35752 98
960000 35746 100
970000 35739 102
980000 35733 103
990000 35727 105
1000000 35721 107

Using RCS for fine adjustment should make this landing method really easy!

Charts for other bodies.

Using this method along with minor correctional burns in atmosphere allows for extremely precise landings. Such corrections are best made before dipping into the thickest part of the atmosphere. On kerbin, I've managed to land only a few steps from a flag using this method! :D


Protractor Method

Have trouble landing at your base from orbit? Want to transfer Kerbals from your Duna or Laythe station to the surface with precision?

Then this is the chart for you!

InCqWrR.png

Big Version

Imgur Album With Tutorial

Here's how to use the chart:

Start off in a circular orbit. (You must be more or less in a circular orbit before using the chart.)

Look up your orbital altitude on the x-axis. The corresponding y-coordinate gives you your "landing phase angle".

Basically, you want to burn so that your periapsis is at as close as possible to 0 meters, and at the given angle AHEAD of your target.

(Make sure to view full resolution, or you'll never be able to read it! Also note that the x-axis is in 10^5 meters.)

Take a peek at the Imgur album for a walkthrough! It's actually really easy.

Let me know what you think!

Edit: Updated plot with data for lower orbits.

Edited by alterbaron
New and improved landing method!
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Pretty good, but i've two things that could be better:

1. i think it would be better if you could calculate the periapsis-height above the target, because how do you want to messure for example 52.3°? i think its better if you know your periapsis has to be for example 10km and has to be above the target.

2. what formulas did you use?

because, if you look at the formula for drag = (density * S * Cw(Cd in english??) * v^2)/2 you can see, that density/2 and v^2 is a constant for a planet, but S and Cw(Cd??) depends on the craft and is maybe already multiplicated in this strange drag-value of a part.

What i want to say is, that this graph depends on the drag-value of the craft you use. --> the formula would be helpful to be really accurate

(or is there something i missed, and that makes it the same to all drag coefficients?)

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The drag coefficient is almost the same for all rockets. The chart will be off if you have a lot of aerospike or solid rocket mass. If you have wings, the chart is completely off, but that's what you would expect.

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  • 4 weeks later...

Hi

Downloaded charts but my angles are funny when I try to use a paper drawn protractor. However, I noticed that you use a nifty on-screen protractor in your screen shots. Can you tell me where to get it so that I can use it with your charts?

Thanks

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Hi

Downloaded charts but my angles are funny when I try to use a paper drawn protractor. However, I noticed that you use a nifty on-screen protractor in your screen shots. Can you tell me where to get it so that I can use it with your charts?

Thanks

I'd like to know this as well as it looks amazingly useful.

One way around it though, if you have a base or target already on the ground, and you have MechJeb/Kerbal Engineer/something that can tell you what your coordinates are, you can find the target's longitude, add the periapsis offset as calculated by the chart, and then find the spot 180 degrees from that, and that's where your craft needs to de-orbit.

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I used a program called "screenscales". You can get it here: http://www.talon-designs.net/screen_scales.htm

Mentioned on the forums here: http://forum.kerbalspaceprogram.com/showthread.php/21255-Screen-Scales-Freeware-%E2%80%93-Orbit-Transfer-Angles-made-(a-little)-easier

It's an adobe air app, so click the "install now" button to download and install it.

Side-note: As a future project, I'll look into making a chart where you set your periapsis directly above your target, and it spits out what periapsis height you need to land there.

This could make planning landings even easier, no protractor required.

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Side-note: As a future project, I'll look into making a chart where you set your periapsis directly above your target, and it spits out what periapsis height you need to land there.

This could make planning landings even easier, no protractor required.

Yes please! :)

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I hate to semi-necro this, but OP, would it be possible to make a similar chart for use on non-atmospheric bodies that takes into account the rotation of the body? If so I'd love to see it, as I'm sure would others.

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a similar chart for use on non-atmospheric bodies

The problem with doing this for non-atmospheric bodies is that there's no atmosphere to slow you down. As a result, how & when you execute your burns makes all the difference. And how long your burns will take depends on the craft, making it near impossible to make a useful plot. (Luckily, at this time atmospheric drag doesn't depend much on the craft, making a universal plot possible in that specific case.)

I don't want to leave you with nothing though, so here's a method you can use to quickly estimate how far the planet will rotate while landing.

You only need a simple desktop calculator and a small table of values from the wiki:

Calculating How Much a Planet Will Rotate During Landing (Easy)

1) Perform your landing burn.

2) Make sure you've passed your Apoapsis.

3a) If your trajectory is suborbital (no PE marker), read the time to apoapsis by mousing over the AP marker, and divide this by 2.

3b) If your trajectory is orbital (PE marker is there), read the time to periapsis by mousing over the PE marker.

4) Grab the so-called "sidereal rotation period" for the body from the wiki.

5) The angle the planet will rotate is given by:

RotationAngle = 360 degrees x [Time from Step 3 in Seconds]/[sidereal Rotation Period]

That's it, pretty straightforward. If you write down the "Sidereal Rotation Period" for each body in advance, it's easy to work this out in-game.

Have fun!

Edited by alterbaron
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Side-note: As a future project, I'll look into making a chart where you set your periapsis directly above your target, and it spits out what periapsis height you need to land there.

This could make planning landings even easier, no protractor required.

I would do the math myself but I am not that good :) , it's very much easier, because using the protactor or the talon software is very difficult you can not be much accurate and this kind of landing is very sensitive to little drift, I found, empiric way, that periapsis at 43 km over target for a circular 100km orbit is the magic number to land ( kerbin ).

You have some speed left after the areobraking to adjust the landing, so far I managed to get closer as 600m from my target, while with the angles I managed to get as close as 10km

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Here's a sample of what's to come: a landing chart without the need for protractors:

QudGQt9.png

Brusura, you said a landing PE (periapsis) of ~43km worked well for a 100,000m orbit. This is consistent with these preliminary calculations!

I'll do some testing, and post the completed chart soon!


EDIT: I looked into this a little be further.

It seems that, theoretically, the "place PE over target" approach to landing is VERY difficult to do, since the final landing site is extremely sensitive to small changes in the landing PE.

Here's a plot that shows just how bad the problem might be:

vzpDeL5.png

The green line is an estimate of the landing site error for each meter your landing PE is off by. My calculations suggest that an error of a few hundreds of meters can send you tens of kilometers off target.

My first attempts to land using this approach seemed to support this as well.

Edited by alterbaron
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Well, I think I've got this new type of landing figured out.

Below is a plot of the landing periapsis that you need to put directly above your target to land there.

3gnjvBj.png

I tested these results in-game, and got pretty good results. Here's an album of some test results:

http://imgur.com/a/tKq8l

Since the final landing site is so sensitive to small changes in the periapsis, the graph's hard to use for anything more than an overview.

For actually using these results to land, here's the hard numbers:


Landing PE Values for Kerbin
===================================================
Orbit Altitude (m) Landing PE (m) Error per m (m)
===================================================
70000 48901 53
80000 45550 49
90000 43898 46
100000 42778 44
110000 41938 42
120000 41272 41
130000 40727 40
140000 40270 40
150000 39878 39
160000 39539 39
170000 39242 39
180000 38979 39
190000 38744 38
200000 38534 38
210000 38345 38
220000 38173 38
230000 38017 39
240000 37874 39
250000 37743 39
260000 37623 39
270000 37512 39
280000 37410 39
290000 37315 40
300000 37227 40
310000 37145 40
320000 37069 41
330000 36999 41
340000 36932 41
350000 36871 42
360000 36813 42
370000 36758 43
380000 36707 43
390000 36660 44
400000 36615 44
410000 36572 45
420000 36532 45
430000 36494 47
440000 36459 46
450000 36425 47
460000 36393 47
470000 36363 48
480000 36335 49
490000 36308 49
500000 36282 50
510000 36258 50
520000 36234 51
530000 36212 52
540000 36191 53
550000 36171 53
560000 36152 54
570000 36134 55
580000 36116 56
590000 36099 56
600000 36083 57
610000 36068 58
620000 36053 59
630000 36039 60
640000 36025 61
650000 36012 61
660000 36000 62
670000 35987 63
680000 35976 64
690000 35964 67
700000 35953 66
710000 35943 67
720000 35933 68
730000 35923 69
740000 35913 70
750000 35903 73
760000 35894 73
770000 35885 74
780000 35877 75
790000 35868 76
800000 35860 77
810000 35852 79
820000 35844 80
830000 35836 81
840000 35828 82
850000 35821 84
860000 35814 85
870000 35806 88
880000 35799 88
890000 35792 89
900000 35785 91
910000 35778 92
920000 35772 94
930000 35765 95
940000 35759 97
950000 35752 98
960000 35746 100
970000 35739 102
980000 35733 103
990000 35727 105
1000000 35721 107

Using RCS for fine adjustment would really make this landing method easy!

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  • 1 month later...
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