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Is my approach to the Mun awkward?


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I know how to get into orbit with no problem. I've learned how to design Mun-capable ships. My only issue is the actual actions required to get to the Mun.

So where's what I do...I launch until I get into about a 100km or so orbit. Then I add a burn/node at the next apoapsis as soon as my orbit is stable and I make an oblong orbit that goes all the way out until the tip of the new to-be apoapsis is right in the orbit pattern of the Mun. I delete that node and create a new node/burn at the new apoapsis of the oblong orbit and turn it into a circular orbit and try to get that to match the circular orbit of the Mun. Then I speed up the time and let it go around a certain number of orbits until it seems to encounter the Mun somehow by itself. It will say "Mun escape" eventually by itself and will have a circular-like icon and a bent arrow like on the Enter key of a keyboard. I have actually crashed into the Mun this way...my lander wasn't quite ready, but this method got me there. I've kind of self-taught myself this method...the other ones like the Wiki methods, etc. do not seem to put it into plain terms and are quite confusing.

I click on the Mun and "set as target" and it places some kind of vertical or horizontal up/down tabs...they say something like up/down on each one. What are these, exactly and what are they for?

Thanks!

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Best way to get to the mun from Kerbin orbit is to stay in Kerbin orbit between 70-100kms, and wait untill from your ship the Mun is rising on the horizon, then do a straight prograde burn watching your orbit from the map, you will then get a Muner intercept. Kill your brun when you get the Muner intercept, you can slowly increase or decrease your speed with pro/retrograde burns to get a really close intercept, say under 30kms. then you just need to worry about doing a slow down burn when you are at your closest to the mun.

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The up and down things are basically the points your orbit "intercepts" the inclination of the another one.

See the degrees in the node? Well less degrees, less difference in the inclination relative to the orbit.

Oh and, ascending node means you are going well... Up relative to the orbit, if you want to fix the inclination just burn down at AN. And for the descending node, burn up at DN.

(By the way by up and down I dont mean Sky and ground i mean north and south.)

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Hi jmr106, and welcome aboard. Understanding how orbital mechanics are applied in KSP is the number one thing to learn if you expect to get everything you can out of the game. Here are a couple links to help you get started :

http://forum.kerbalspaceprogram.com/threads/15652-Orbital-Mechanics-101-A-Kerbal-Space-Program-Tutorial

http://www.youtube.com/watch?v=_aNlR4-1IrM&hd=1

These are a little dated, but the basics still apply. Try googling "KSP orbital mechanics". There is a huge amount of info out there.

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Then I add a burn/node at the next apoapsis as soon as my orbit is stable and I make an oblong orbit that goes all the way out until the tip of the new to-be apoapsis is right in the orbit pattern of the Mun.

That's correct.

I delete that node and create a new node/burn at the new apoapsis of the oblong orbit and turn it into a circular orbit and try to get that to match the circular orbit of the Mun.

That's not correct.

Notice that when your planned orbit intersects Mun's orbit, some arrows appear, showing you where will you intersect/touch its orbit and where Mun will be at that time. Now all you need to do is to drag your maneuver by the circle in the middle along your current orbit and watch what it does with the Mun intersection. At some point you will get an encounter. Execute that burn. Then burn retrograde at periapsis in Mun SOI to reach circular orbit around Mun.

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As I explain in this walkthrough http://forum.kerbalspaceprogram.com/threads/25029-A-moon-rocket-and-moon-trip-walkthrough-for-newbies-(21-1), aim for Mun by beginning a prograde burn when it is 120 degrees counterclockwise of your ship's position around Kerbin. If your orbit is close to circular, there's no advantage to making the burns at the apses.

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The maneuver node system makes getting a mun intercept easy. Just get your ship into a circular orbit around Kerbin. Then set up a maneuver node anywhere along your orbit. Increase the prograde vector of the maneuver node untill the Ap of your projected orbit reaches the orbit of the mun. Then grab the maneuver node by holding the left mouse button when your mouse is over the circle in the center of the maneuver node and drag it around your orbit untill you find a position where you get a mun intercept. Then just execute the burn when your ship gets to the maneuver node and you are on your way! :)

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