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Building a Flightplan before Launch


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There may be mods that may help. So far I've not used any. Check out the SpacePort and the forums here for those. Its involved. First, you need to decide what the mission is. If its just flying around in the air, experiment. If it is to get to orbit, determine what altitude you want to achieve (high and low points of the orbit) and what you want to be your payload. Then you get to figure out the total mass involved and the total delta Velocity. If you want to return to Kerbin, allow for a little more. If you are planning to go to a moon or another planet, you've got more variables, like their positions relative to where your's is in the different orbits.

I'm sure someone else will chime in, but that will get you thinking about it until better replies are up.

Edited by Dispatcher
Slightly shortened it.
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The simplest way to do it is to backwards-plan:

1. What is my desired goal for this mission?

2. What are the obstacles I can expect to face in reaching this goal?

3. How can I use the skills and equipment I already have to overcome those obstacles, or develop these if I don't already have them?

Once you've gotten a basic framework together, you refine that plan by reapplying those three questions to each specific obstacle. You can make it as simple or as complex as you feel you need to.

In other words, something like: "I want to send Jeb to the Mun and bring him back. To do that, I need to build a rocket that can get a lander into orbit around Kerbin and then to the Mun, and a lander that can get off of the Mun's and return to Kerbin. I can already put rockets into orbit and bring them back safely, but I don't know what kind of rocket I'll need to get to the Mun, and I've never practiced landing a lander with rockets before."

Then repeat with "I want to get a rocket to the Mun..." and "I want to practice my landing skills...", and there you have it.

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Right, going backwards is pretty good advice. Actually I've done that with my Eos Program, too, though I didn't tell that. Actually the real reason for the whole program was to get proficient with manual landings on non-atmospheric bodies. I just didn't want to rely on MechJeb anymore. But then I thought, heck, I know how to build ground bases, so why not set up a Kethane rig there, complete with a refueling station in Munar orbit, plus a fuel shuttle. So there, I walked backwards from all that, leading me to a total of 25 launches...

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Hey fellow Engineers,

thx for your answers. So, to sum these up: I shall set a goal, think about, what I will need to fullfill this one, starting with the final step and then go back in my mission profile step by step and then start developing from the first unknown step... makes sense! :)

I think my question itself was already some steps ahead - with flightplan I ment something to plan stuff like launchwindows to make i.e. interplanetary flights more efficent... but you are right - I should start with learning to stay on my feet, before I plan my first marathon :D

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If you never landed on anything, built your lander first, hang it a few feet above the launch pad with the clamps, let it drop to see if the landing gear can carry your lander and you have enough space under your engines. Especially useful if you plan to bring a rover along and want to transport it under your lander.

Also try to get a Kerbal out of the pod and back in - believe me, I thanked Kerbol for my patience to do so, had to redesign my first Munar lander several times before I found all my mistakes!

Basically test and train as much on and around Kerbin - at least if you are roleplayer enough to care about your Kerbals and the (not yet existent) budget of your agency, else you can just fire up and kill man and money - and time - as much as you want. ;)

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Hey fellow Engineers,

thx for your answers. So, to sum these up: I shall set a goal, think about, what I will need to fullfill this one, starting with the final step and then go back in my mission profile step by step and then start developing from the first unknown step... makes sense! :)

I think my question itself was already some steps ahead - with flightplan I ment something to plan stuff like launchwindows to make i.e. interplanetary flights more efficent... but you are right - I should start with learning to stay on my feet, before I plan my first marathon :D

There's certainly an abundance of resources to help you out there -- for instance, olex's Interplanetary Transfer Calculator and alexmun's Launch Window Planner, as well as many others at the Drawing Board (link in my sig).

And yes, KSP is a lot less frustrating if you take a "walk before you run" sort of approach to it. Pretty much everything you can do in the game boils down to the same set of core skills, so taking the time to master those skills around Kerbin and its moons will reward you in the long run. If you can land on and return from the Mun, you can in theory do the same from anywhere else in the system (provided you have the right craft for the job); getting two ships close enough to dock applies the same principles as getting your lander to the Mun (with the added complication that your target ship doesn't have its own gravity well), which in turn is just an application of learning how to change the shape of your orbit; and so on.

Also, feel free to ask as many questions as you need to, whether you're stuck on something or just need more info. That's what we're here for :)

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