twobit Posted March 23, 2012 Share Posted March 23, 2012 So i\'m new here, play the demo for a bit before getting the game. the demo got me used to Kerbal being tidal locked making it easier calculate moon landings. now with the full version, each launch the moon moves farther counter clockwise, is the mun no longer tidal locked in the full version 0.14? or am i just glitching? Link to comment Share on other sites More sharing options...
Kosmo-not Posted March 23, 2012 Share Posted March 23, 2012 Mun is still tidally locked. It\'s orbiting around Kerbin. I don\'t see any problem here. Link to comment Share on other sites More sharing options...
HarvesteR Posted March 23, 2012 Share Posted March 23, 2012 I think he meant that with a non-persistent game, the Mun is always at the same position in relation to Kerbin when you start a new flight, making it pretty easy to create a works-every-time flight plan to the Mun.On the persistent game though, time is passing, and the Mun will be somewhere else when you launch.Although, nothing stops you from sitting on the pad, and time-warping until the Mun is 'in position' again.And just to correct the terminology here, \'tidal lock\' is what we call a celestial body that always presents the same face to the central body, there is no real term for a moon that always begins at the same spot, because that sort of thing really doesn\'t happen too much in real life Cheers Link to comment Share on other sites More sharing options...
sneakeypete Posted March 24, 2012 Share Posted March 24, 2012 there is no real term for a moon that always begins at the same spot, because that sort of thing really doesn\'t happen too much in real life Sure there is, a Geosynchronous orbit.Although yes, it doesn\'t happen at all anywhere that i know of. Link to comment Share on other sites More sharing options...
r4m0n Posted March 24, 2012 Share Posted March 24, 2012 Sure there is, a Geosynchronous orbit.Although yes, it doesn\'t happen at all anywhere that i know of.Actually, Pluto and Charon are mutually tidally locked, so it does happen Link to comment Share on other sites More sharing options...
twobit Posted March 24, 2012 Author Share Posted March 24, 2012 so my question was answered that the moon is not always in the same location on the persistent world game. and i did not quite under stand completely what tidal locked meant. thanks! I guess i just like to time warp to get the mun aligned to where i want before launching, easier for me to get aligned that way. Link to comment Share on other sites More sharing options...
togfox Posted March 24, 2012 Share Posted March 24, 2012 I guess i just like to time warp to get the mun aligned to where i want before launching, easier for me to get aligned that way.That\'s what they do in r/l. Link to comment Share on other sites More sharing options...
Cykyrios Posted March 24, 2012 Share Posted March 24, 2012 and i did not quite under stand completely what tidal locked meantTidal lock is basically the reason you can only see one side of the moon: as it revolves around the Earth, it rotates around its own axis in such a manner that 1 orbit = 1 revolution about its axis. Link to comment Share on other sites More sharing options...
lars Posted March 24, 2012 Share Posted March 24, 2012 Getting to the moon tip:I am assuming that you are orbiting in an eastward direction. Perform your TLI as soon as the Mun comes over the horizion, and put your apogee at around the Mun\'s orbit. Link to comment Share on other sites More sharing options...
samstarman5 Posted March 25, 2012 Share Posted March 25, 2012 It doesn\'t matter where the Mun is in the big picture, as the same strategy of performing your TMI still works. Get into orbit and then perform the burn as the Mun just gets over the horizon. However, where the Mun lies in its orbit determines how long you have before your first opportunity at performing a TMI burn. This gives you a feel for what NASA lovingly calls launch windows. Even though sitting in orbit doesn\'t use fuel, time can be just as much a valuable resource as fuel for any number of reasons, life support being one of them. Hence the reason for wanting to launch at an ideal time in order to achieve the ideal position for a TLI(talking real world stuff here, now) as soon as possible without leaving the astronauts up there to have to perform one more orbit than they should have to.It does raise the question, is the default position of the Mun an ideal launch window? Or perhaps there is another that might be more economical in both time and fuel? I would say that is a question we can easily answer, with time, and kerbals. Link to comment Share on other sites More sharing options...
Awaras Posted March 25, 2012 Share Posted March 25, 2012 It does raise the question, is the default position of the Mun an ideal launch window? Or perhaps there is another that might be more economical in both time and fuel? I would say that is a question we can easily answer, with time, and kerbals.I guess the ideal position of the Mun would be one in which the Mun begins to rise over the horizon at the moment you circularize your orbit after launch, so that you never turn off your engines and just keep thrusting for a TMI burn... Link to comment Share on other sites More sharing options...
samstarman5 Posted March 25, 2012 Share Posted March 25, 2012 But not the most efficient. Though it may seem I discount it in my post, where you do begin a TMI burn in orbit can make a difference(it just isn\'t an absolute necessity if you aren\'t going for efficiency). Consider how much speed you gain on the way to Periapsis. If you can perform your TMI burn right at Periapsis, you would actually use less fuel to achieve transition, considering how much speed you already have at your disposal. So the idea would be to achieve orbit, and then have your periapsis right at the point where a typical TMI burn would be made, right when you begin to see the Mun come over the horizon.So all that is needed to be done then, is make a typical launch with a rocket able to reach the Mun and do whatever you want there, and then when you achieve your ideal orbit, make note where periapsis lies. Draw a line from your periapsis across Kerbin\'s surface to the munar orbit. That spot on the orbit is the ideal position of the Mun you want to have for when you launch. (Maybe a wee bit before it to allow for how long it takes you to achieve orbit) Link to comment Share on other sites More sharing options...
Awaras Posted March 25, 2012 Share Posted March 25, 2012 But not the most efficient. Though it may seem I discount it in my post, where you do begin a TMI burn in orbit can make a difference(it just isn\'t an absolute necessity if you aren\'t going for efficiency). Consider how much speed you gain on the way to Periapsis. If you can perform your TMI burn right at Periapsis, you would actually use less fuel to achieve transition, considering how much speed you already have at your disposal. So the idea would be to achieve orbit, and then have your periapsis right at the point where a typical TMI burn would be made, right when you begin to see the Mun come over the horizon.So all that is needed to be done then, is make a typical launch with a rocket able to reach the Mun and do whatever you want there, and then when you achieve your ideal orbit, make note where periapsis lies. Draw a line from your periapsis across Kerbin\'s surface to the munar orbit. That spot on the orbit is the ideal position of the Mun you want to have for when you launch. (Maybe a wee bit before it to allow for how long it takes you to achieve orbit)But you only gain speed \'on the way to Periapsis\' if your orbit is elliptical and your Apoapsis is considerably higher than the Periapsis, and the speed you \'gain\' that way is the same speed you lost while climbing to Apoapsis (that is, speed you didn\'t need in the first place). Link to comment Share on other sites More sharing options...
samstarman5 Posted March 25, 2012 Share Posted March 25, 2012 Consider though that Periapsis isn\'t where your ship is initially at when establishing orbit. Link to comment Share on other sites More sharing options...
Kosmo-not Posted March 25, 2012 Share Posted March 25, 2012 Consider though that Periapsis isn\'t where your ship is initially at when establishing orbit.I think you\'re nitpicking. If you start your TMI from a circular orbit, your position basically becomes the periapsis in a second. The velocity difference between AP and PE is so small, it\'s not worth worrying about. Do you really need to increase your efficiency by 1% (and that\'s being conservative)? Link to comment Share on other sites More sharing options...
Millitron Posted March 26, 2012 Share Posted March 26, 2012 But you only gain speed \'on the way to Periapsis\' if your orbit is elliptical and your Apoapsis is considerably higher than the Periapsis, and the speed you \'gain\' that way is the same speed you lost while climbing to Apoapsis (that is, speed you didn\'t need in the first place).This is true if you aren\'t planning any additional burns, but we\'re discussing moon missions, so we are planning additional burns.Due to the Oberth Effect, (http://en.wikipedia.org/wiki/Oberth_effect) making your burn at periapsis is more efficient, since burns at high speeds are more effective than a similar burn at low speeds. Because of this, lining up your TMI with your periapsis is beneficial.Admittedly, we\'re dealing with relatively low speeds and low masses, so the effect isn\'t as powerful as it is IRL, but its still there. Link to comment Share on other sites More sharing options...
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