KocLobster Posted March 8, 2016 Share Posted March 8, 2016 36 minutes ago, Kowgan said: It does work backwards. The DV needed to go from this to this is the same to go from this to this. By that logic, a round trip to Mun would be about 10.3k dV. 5150 dV there and 5150 dV back. I don't understand how that makes any sense.. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted March 8, 2016 Author Share Posted March 8, 2016 (edited) It would be that value if Kerbin didn't have an atmosphere during the return trip. That white arrow/triangle next to "860" means that part of the route can be replaced by Aerobraking, reducing the dV needed to almost zero. Edited March 8, 2016 by Kowgan Quote Link to comment Share on other sites More sharing options...
KocLobster Posted March 8, 2016 Share Posted March 8, 2016 49 minutes ago, Kowgan said: It does work backwards. The DV needed to go from this to this is the same to go from this to this. Ah okay, I knew I must of just not understood something. Can you clarify how exactly you aerobrake outside of an atmosphere (ie. from Mun intercept to LKO)? Quote Link to comment Share on other sites More sharing options...
Kowgan Posted March 8, 2016 Author Share Posted March 8, 2016 During your Mun escape burn, simply make sure your Kerbin Periapsis will be less than 70km. That means your route will touch Kerbin's atmosphere. If your periapsis is low enough, you'll slow down fast enough to land on Kerbin before your trajectory continues. Quote Link to comment Share on other sites More sharing options...
KocLobster Posted March 8, 2016 Share Posted March 8, 2016 10 minutes ago, Kowgan said: During your Mun escape burn, simply make sure your Kerbin Periapsis will be less than 70km. That means your route will touch Kerbin's atmosphere. If your periapsis is low enough, you'll slow down fast enough to land on Kerbin before your trajectory continues. Ohhh okay, I guess I've basically been doing that anyways and didn't realize it. So if I'm doing that, I can save myself roughly 800 dV? That's pretty cool...I've been trying to maximize efficiency and being as resourceful and not wasteful as possible. Quote Link to comment Share on other sites More sharing options...
Superfluous J Posted March 8, 2016 Share Posted March 8, 2016 38 minutes ago, KocLobster said: Ohhh okay, I guess I've basically been doing that anyways and didn't realize it. So if I'm doing that, I can save myself roughly 800 dV? That's pretty cool...I've been trying to maximize efficiency and being as resourceful and not wasteful as possible. Yup. You spent 800ish m/s to get your orbit elliptical from LKO to Mun, so the atmosphere has to cut 800 m/s from your ship to bring it back down to LKO from that orbit. Same with aerocaptures from Jool, or to Eve, or whatever. Though things can get a bit warm in those instances Quote Link to comment Share on other sites More sharing options...
Kowgan Posted March 8, 2016 Author Share Posted March 8, 2016 @KocLobster You can save around 800m/s + 3200m/s, since you don't have to spend that for Kerbin's atmospheric descent either. Quote Link to comment Share on other sites More sharing options...
Noobton Posted April 6, 2016 Share Posted April 6, 2016 The Kerbol orbit has the aerobraking arrow, how does this work? Quote Link to comment Share on other sites More sharing options...
Kowgan Posted April 7, 2016 Author Share Posted April 7, 2016 The same way as any other atmospheric bodies' aerobraking. But I strongly advise not to try it unless you have the Ignore Max Temperature cheat activated. Quote Link to comment Share on other sites More sharing options...
Noobton Posted April 7, 2016 Share Posted April 7, 2016 4 hours ago, Kowgan said: But I strongly advise not to try it unless you have the Ignore Max Temperature cheat activated. Makes sense now hahaha, thanks. Quote Link to comment Share on other sites More sharing options...
neamerjell Posted April 17, 2016 Share Posted April 17, 2016 Any word on whether these numbers still work in the 1.1 pre-release? Will the map need a total rework for the official 1.1 release since it brings a new physics model? Quote Link to comment Share on other sites More sharing options...
Kowgan Posted April 17, 2016 Author Share Posted April 17, 2016 I haven't done a dedicated full test yet, but for what I've seen, the numbers should remain the same. I'll confirm that during this week. Quote Link to comment Share on other sites More sharing options...
RattiRatto Posted April 20, 2016 Share Posted April 20, 2016 Just wanted to say thanks! This map is helping a lot in understanding how all those numbers mean. I have already printed it! Quote Link to comment Share on other sites More sharing options...
Kowgan Posted April 20, 2016 Author Share Posted April 20, 2016 @RattiRatto Glad to be useful. After a quick test, all numbers seem to be okay and remaining the same through this new version of KSP. If anyone got different results and wish to change some numbers, I'm open for discussion. Quote Link to comment Share on other sites More sharing options...
genbrien Posted April 21, 2016 Share Posted April 21, 2016 I'm sorry but I don't understand the last part of Jool. What is the 14000dv for if you're already in orbit? Quote Link to comment Share on other sites More sharing options...
Kowgan Posted April 21, 2016 Author Share Posted April 21, 2016 As in all the other bodies, it represents the amount of dV needed to "land" on jool, or to reach orbit from Jool's "surface". This one specific is more theoretical, like the one in Kerbol. Although many have proven it possible to successfully land in Jool. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted April 29, 2016 Author Share Posted April 29, 2016 Offtopic: Since there's so many people involved in this project, I'm considering changing the thread's title to Community Delta-V Map. Thoughts? @swashlebucky @metaphor @Kerbas_ad_astra Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted April 29, 2016 Share Posted April 29, 2016 It's not my thread to rename. I wouldn't mind seeing a "Solar Escape" line from the Kerbin Escape "hub" -- that would be handy for those contracts to eject near-Kerbin objects from the solar system. Quote Link to comment Share on other sites More sharing options...
PortableGoogle Posted April 29, 2016 Share Posted April 29, 2016 how hard would it be to add these to the kerbalpedia thing in game? I noticed scansat added its own thing and for the most part I mainly find myself leaving the game to look up delta v maps. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted April 29, 2016 Author Share Posted April 29, 2016 1 hour ago, Kerbas_ad_astra said: It's not my thread to rename. I wouldn't mind seeing a "Solar Escape" line from the Kerbin Escape "hub" -- that would be handy for those contracts to eject near-Kerbin objects from the solar system. Tell me something I don't know. As much as I appreciate Swash's tremendous effort to make this pretty design, I equally appreciate everyone else's efforts to make this little project possible. As for the Kerbol Escape, that's not a bad idea. I've been thinking about this, but wasn't sure if anyone else would care about it. 1 hour ago, PortableGoogle said: how hard would it be to add these to the kerbalpedia thing in game? I noticed scansat added its own thing and for the most part I mainly find myself leaving the game to look up delta v maps. In fact, I'm not sure how hard it would be to implement that. My guess is that the image dimensions don't quite match the KSPedia window's, and it would need, at least, a zooming/scrolling feature. As I never messed with KSPedia before, I don't know if that's possible or not. I'll lurk around how to achieve this and will let you know. :) Quote Link to comment Share on other sites More sharing options...
PortableGoogle Posted April 29, 2016 Share Posted April 29, 2016 8 hours ago, Kowgan said: Tell me something I don't know. As much as I appreciate Swash's tremendous effort to make this pretty design, I equally appreciate everyone else's efforts to make this little project possible. As for the Kerbol Escape, that's not a bad idea. I've been thinking about this, but wasn't sure if anyone else would care about it. In fact, I'm not sure how hard it would be to implement that. My guess is that the image dimensions don't quite match the KSPedia window's, and it would need, at least, a zooming/scrolling feature. As I never messed with KSPedia before, I don't know if that's possible or not. I'll lurk around how to achieve this and will let you know. Cool, I hope they made it pretty easy because it could be really amazing to have all the info you need for all the mods you have installed right in the game. Simple things like a flowchart for life support mod and things like that would make the game a lot smoother for people as they learn new mods. But this delta V map seems like it should be in vanilla, though I guess vanilla doesn't have a way of knowing how much delta v you have on rocket does it lol. Anyway thanks for all the work everyone has done on these maps over time, they have always been huge help so I'm not just stabbing in the dark. Quote Link to comment Share on other sites More sharing options...
Kowgan Posted May 2, 2016 Author Share Posted May 2, 2016 (edited) @PortableGoogle Unfortunately, I've learned that I need the Unity Engine in order to make a KSPedia entry in game. So, that's gonna be delayed a bit until I download it. Other news: I've updated the thread's title. There's also a few cool words at the bottom. Edited May 2, 2016 by Kowgan Quote Link to comment Share on other sites More sharing options...
plague006 Posted May 2, 2016 Share Posted May 2, 2016 (edited) @Kowgan This might save you a bit of work <link removed> If you're ok with its simplicity I'll whip up one up for the OPM map as well. Spoiler Edit: Since @Kowgan will be making their own version I'd rather not leave a link up to an 'off-brand' version in the official thread. Edited May 2, 2016 by plague006 Added screenshot Quote Link to comment Share on other sites More sharing options...
Kowgan Posted May 2, 2016 Author Share Posted May 2, 2016 (edited) Checking it now. --@plague006 I'm assuming you need Unity to open this .ksp file? Maybe post a pic? -- Ninja'd. Sometimes the forums are too slow for our thinking power. I like it, thank you for that! Is it zoomable? Maybe people with lower resolutions will have trouble reading those numbers. I'll see if I can make a version that keeps the window ratio. Edited May 2, 2016 by Kowgan Quote Link to comment Share on other sites More sharing options...
plague006 Posted May 2, 2016 Share Posted May 2, 2016 (edited) I scaled the image to match the height of KSPedia entries because I'm not a fan of scrolling images. Alternatively you could scale it to the width and scroll. The dimensions of a KSPedia page are 2048(W) x 1536(H) (scaled down in-game of course). Edited May 2, 2016 by plague006 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.