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I need a little bit of help getting to the Mun can anyone help?


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Well, for your first mission you should use Nerva Engines when in Orbit. You have to burn prograde (the yellow circle without a cross on the NavBall) when the mun just begins to rise above the horizon in front of you. When you now swap to the map, you will see that the highest point of your orbit rises. He should point to the position the mun will have after 1/4 of its orbit.

Now burn until the highest point of your orbit crosses the orbit of Mun. Throttle down. Now right-click on the Mun and click "set as target". Now you should see two arrows in rhe same color at your highest point of orbit. Now burn slowly prograde. You should see those arrows moving to each other. When they are near enaugh, you should encounter the mun.

Now timewarp to the intersect.

When you are in the gravity influence of mun, timewarp slowly to your lowest point of your orbit.

Then burn retrograde (the yellow circle WITH cross) until you get a stable orbit.

To land, just deorbit and always burn retrograde until you "fall" to the surface. Always burn retrograde that your vessel is perfectly between ground and highest point of your orbit on the map. When you see the ground scatter (the rocks), get your speed to 0 m/s and "hover" down to the ground.

I hope that this will help you! :wink:

Edited by MarkusA380
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It doesn't take anything special to get to Mun and back. I did it with both examples shown below.

This ship was built and flown in the demo. Jeb came back safely;

oFErrqg.jpg

This small probe launcher had enough fuel left in orbit to make a one way trip to Mun.

TD8RZk9.jpg

Once in orbit, go to map mode and set Mun as a target. Then add a maneuver and position it until you can get an encounter. Fine tune it for a more efficient burn. After the first burn, add a mid course correction to fine tune the encounter if needed. When you get a capture, set up a retrograde burn to get into orbit.

With a bit of practice, you will get the procedure down pat and can then upgrade your ship to land and later land and return. Then it is on to the other planets and beyond.

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Instructions on how to get to the moons, and a downloadable example ship to try it with: http://forum.kerbalspaceprogram.com/showthread.php/25029-A-moon-rocket-for-newbies

This is not the easiest ship to get into orbit since it wants to spin on launch. Properly flown, it has plenty of fuel left after entering into low Mun orbit to start the landing cycle before using any of the lander's fuel to land, then return to an aerobraking window to Kerban.

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ALL ships with side-mounted tanks want to spin on launch. :) That's KSP rather than my ship.

If you get the bracing just right, they will not spin upon launch and the first few minutes of flight. The lander flies properly.

This test concept, with the six added boosters under the asparagus, was uncontrollable until I added the bracing. Then, it flew flawlessly using only the standard 1.25M SAS under the probe stage.

5q7Dwcy.jpg

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If you get the bracing just right
Alright, since this has come up, here's my feeling on the matter.

1) I am already quite carefully with the symmetry of my construction, so if it requires more care than I'm already putting into this to prevent a bit of rotation, then it's too finicky to bother with.

2) Rotation around the long axis is a minor nuisance which doesn't change where the rocket is headed, and only affects how long and in which combination one applies the WASD keys.

3) Most importantly, most of the time the orientation of the needed maneuvers will not neatly line up with the control axes, and the sooner a new pilot learns to adjust to that the better off he/she will be. And since the ship I posted is intended to be a trainer, it's just part of flying practice.

In short, if it's hard to entirely eliminate, doesn't matter, and is good practice anyway, I don't consider a small degree of long-axis rotation a problem.

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Alright, since this has come up, here's my feeling on the matter.

1) I am already quite carefully with the symmetry of my construction, so if it requires more care than I'm already putting into this to prevent a bit of rotation, then it's too finicky to bother with.

2) Rotation around the long axis is a minor nuisance which doesn't change where the rocket is headed, and only affects how long and in which combination one applies the WASD keys.

3) Most importantly, most of the time the orientation of the needed maneuvers will not neatly line up with the control axes, and the sooner a new pilot learns to adjust to that the better off he/she will be. And since the ship I posted is intended to be a trainer, it's just part of flying practice.

In short, if it's hard to entirely eliminate, doesn't matter, and is good practice anyway, I don't consider a small degree of long-axis rotation a problem.

Generally, the problem is caused by flexing that changes as the fuel is used up. That can cause a variable in spin and direction as the SAS attempts to counter it. You can sometimes see it in the wobble of joints and on the bottom of the strap on boosters. Small amounts of spin can and should be cancelled out to make flying the gravity turn much easier. Otherwise, it becomes difficult to do the turn having to use ever changing combinations of the WSAD keys when faced with a spinning rocket.

And, you are right. It is difficult to eliminate entirely and on big rockets may require a second larger SAS in an upper stage.

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Otherwise, it becomes difficult to do the turn having to use ever changing combinations of the WSAD keys when faced with a spinning rocket.
Steering is steering; it's only difficult if you don't practice it. You have to use the WASD keys anyway, right? And how much rotation are we talking about, anyway? I've tested that rocket extensively, and it rolls sedately if at all.
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Steering is steering; it's only difficult if you don't practice it. You have to use the WASD keys anyway, right? And how much rotation are we talking about, anyway? I've tested that rocket extensively, and it rolls sedately if at all.

Yes, the spin of that rocket on launch is, at least, easy to compensate for. For a newbee attempting a gravity turn for their first couple of times, it can be a problem that will result in wasted fuel and an inclined orbit making it much harder for them to reach Mun. WSAD keys don't function on rockets like a character in a FPS shooter. That can be confusing to the new player when the rocket has rotated out of the 90* path that D would normally send it.

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Okay, when you build and post your own newbie training rocket, you can put as much effort as you like into the precision of the symmetry of the launch stage, and the only difference it will make is 5 or 6 fewer keystrokes during minutes 2-6 of a roughly 800 minute roundtrip. But until you're willing to make a better one and offer it to newbies, please stop criticizing mine. Criticizing a man's rockets is like calling his children ugly. :mad:

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Okay, when you build and post your own newbie training rocket, you can put as much effort as you like into the precision of the symmetry of the launch stage, and the only difference it will make is 5 or 6 fewer keystrokes during minutes 2-6 of a roughly 800 minute roundtrip. But until you're willing to make a better one and offer it to newbies, please stop criticizing mine. Criticizing a man's rockets is like calling his children ugly. :mad:

Nowhere have I posted that I was criticizing your design. When flown properly, it has more then enough fuel to land and return from Mun. Just stating that the Nwebee is going to have problems when they first encounter a slow rotation while doing a gravity turn. Such rotation has to do with the flexing of parts during flight. Asparagus staging is difficult at best to properly brace against flexing that can cause a slow spin or worse. Eliminate that and it will not rotate unless you command it to do so. If a rocket is not symmetrical, it will promptly arc over and crash.

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