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Interplanetary Question


iNUKE

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Hi,

Do you guys wait for the best time to deorbit out of kerbin towards another planet, or you just node in whenever you want to the best of your abilities?

Im asking as if you use the time warp function to go as long as 94 days and wait for the best encounter possible, or if you just eye plan your route.

Thanks

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Depends - mostly roleplaying reasons for me. I am using Kerbal Alarm Clock and always have alarms set up for all planet's transfer windows.

This time I had a somewhat race against time to get everything in place - but I will probably jump ahead now to finally see if my design actually works - or if a rescue mission is needed. :D

Before career mode I was more prone to built something and either warp ahead for a good transfer window or just packed enough fuel to make up for any increased dV demands from a less optimal launch.

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It Depends. I used to use a website for choosing the best angle, then went on to use the protractor mod for quite a while. These days though I'm a little lazy so I get mechjeb to set up the node in the future, then just tweak it a little bit so it encounters. I sometimes just use the maneouver node planning though if the launch window is close enough.

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I never wait for the "right" time. I'm always overbuilt with plenty of delta V. If I can't get an encounter manipulating the node then I treat it like an orbital rendezvous and either have a lower orbit so I can catch up or have a higher so it can catch up to me.

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Since trip to Kerbin is usually the last transfer in a mission and since Kerbin's atmosphere is so forgiving to aerobrakers I usually get back as soon and as fast as possible. There's no point in trying to save fuel on your way back unless you already have not enough.

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Im asking as if you use the time warp function to go as long as 94 days and wait for the best encounter possible, or if you just eye plan your route.

I only go at the best time for that particular planet. However, I only fast-forward months at a time if I've got nothing else going on, which is usually only at the beginning of the beginning of the game. See, I send stuff everywhere, and build on previous missions to various places. Thus, I try hard never to let a launch window for any place except Moho go by without sending something there (Moho's are so frequent you can skip a lot of them). The end result is that before too long, I never have to wait more than a week or 2 for something to happen. If it's not a launch window (which can be for coming back to Kerbin, not just leaving it), then something will be arriving at its destination or something en route will need to make its mid-course adjustment. In between such events, I play with the stuff already at its destination, mapping planets, doing science, exploration, etc.

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I use http://ksp.olex.biz/ to give me the launch windows. I take the phase angle it gives me, and I draw an angle on a sheet of paper. I label Kerbol (The Sun) as the vertex, and the planets on their respective rays. In KSP, I go into map view, set Kerbol as the focus, and put the paper up to the screen, then time warp until they line up. You could eye it, but this way you can make a perfect hohmann transfer, for minimum fuel usage.

This method is much, much more efficient then launching out of Kerbin, then fiddling with maneuver nodes until you get an encounter. You will find the maneuver node for the transfer will be in the same position as Kerbin if you would have waited for a launch window. The only downside to this is you lose the Oberth effect, so it requires more DV.

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I wait for a transfer window on the outbound leg of a trip, but I'm far less concerned with efficiency on the way home (just treat it like an orbital rendezvous, cuz that's what it is) unless I'm low on dv.

I've just rebooted my career mode and I'm definitely playing the 'send all the things!' strategy compared to my first go round. Kerbal Alarm Clock is key.

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The proper way to do it is wait on the launchpad or some other spacecraft, and timewarp until you have a window, then launch and do the transfer all at once.

Since there's no life support requirements though, you can just launch into solar orbit whenever and time-warp there until you have a window.

Treating it like a rendezvous works but it's a huge waste of fuel and time, especially if your destination allows for aerobraking.

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There's always a "window". (There's always a way.)

No need for perfect alignments, unless you're planing something special.

It totally depends on the planing and type of mission.

I usually stick to rough estimates. +/- 30 degrees no problem.

If it's way off I either timewarp or change my plan.

If your delta V budget only allows perfectly executed optimal transfers

you'll have to adhere to those plans or end up not completing your mission.

Having a more flexible plan with more than one backup plan allows for way more

interesting and fun gameplay sessions in my experience.

Although doing something perfectly as planed can be rewarding in it self.

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