• No results found

Ultimate Guide to the Kerbal Space Program

N/A
N/A
Protected

Academic year: 2021

Share "Ultimate Guide to the Kerbal Space Program"

Copied!
65
0
0

Loading.... (view fulltext now)

Full text

(1)

Version: 0.23.5 –

0.24(ish)

(2)

Lovingly Dedicated to:

Jebediah Kerman

Bob Kerman

Bill Kerman

The Team at Squad.

The

Kerbonaut’s

Guide to the

Galaxy.

1

st

Edition

"We who are about to die,

salute you."

(3)

Before you start:

It is recommended that you laminate

this guide.

When you see a “ ”

 You should leave

a tick/cross in DRY WIPE marker

according to your current situation.

Failure is always an option.

Good luck and have fun exploring the

(4)

KSP Basics:

Delta-V - In astrodynamics a Δv or delta-v (literally “change

in velocity”) is a measure of the amount of the effort that is

needed to change from one trajectory to another by making

an orbital manoeuvre.

L”X”O – Low “Enter Planet Name Here” Orbit. For

example, LKO = “Low Kerbin Orbit.”

Escape Velocity – The velocity required to exit a planet’s

sphere of influence.

Periapsis (Pe) – The lowest point in your orbit.

Apoapsis (Ap) – The highest point in your orbit.

Prograde/Retrograde – Prograde is “forward relative to the

direction of movement” it will increase your orbital

velocity.Retrograde is “backwards relative to the direction of

movement” it will decrease your orbital velocity.

Navball – Used to get your bearings and to navigate when in

space.

Thrust-To-Weight-Ratio – TWR for short is a ratio that

defines the power of a craft's engines in relation to its own

weight. If a

craft

needs to get into a stable

orbit

or land safely

(5)

on the current

celestial body

without using

parachutes

, then

its engines must put out more thrust than its current weight to

counteract gravity. In the terms of a ratio, a craft with a

greater thrust than weight will have a TWR greater than 1.

Inclination - The tilt of the orbit is given by the inclination.

Usually the value is given in degrees where the value is given

between –90° and 270°. An inclination of 0° or 180° is

equatorial, so the craft is always above the equator.

Navball Point of Reference - As all movement in space is

relative, the point of reference determines the object from

which all distance measurements and velocity vectors are

made. Clicking this area will toggle the point of reference

between Surface and Orbit, as indicated by the green text. If a

target is selected, there is a third option, Target. Changing

the point of reference changes the location of the prograde

and retrograde markers.

Manoeuvre Nodes - A maneuver node is a planned velocity

change along an

orbit

. Multiple maneuver nodes can be

added which will affect the following maneuver nodes. After

adding a node it shows the velocity change needed to reach

the next new orbit next to the

navball

.

Manoeuvre Node Directions –

Prograde/Retrograde - These vectors directly change the

speed of the craft. Burning prograde will increase velocity,

raising the altitude of the orbit on the other side, while

burning retrograde will decrease velocity and reduce the orbit

altitude on the other side.

Normal/Anti-Normal - The normal vectors are orthogonal to

the orbital plane. Burning normal or anti-normal will change

the orbital inclination. On the navball the normal and

(6)

anti-normal vectors are located on the equator line directly

between the prograde and retrograde markers.

Radial in/Radial out - The radial-in vector points directly

toward the center of the orbited body (center of the brown

hemisphere on the navball), while the radial-out vector points

directly away from it (center of the blue hemisphere).

Performing a radial burn will rotate the orbit

around the craft like spinning a hula hoop

with a stick. Radial burns are the least

efficient way of adjusting one's path - it is

much more effective to use prograde and

retrograde burns.

Navball

Icons

(7)

Mass –

“The centre of mass, abbreviated CoM,

or centre of gravity, is the location of an object where all

mass is equally distributed around it. It is important to

balance a

craft

to prevent it from getting out of

control.

Planes

should have a centre of mass slightly in front of

the

centre of lift

. For all craft the thrustvector should point to,

point away from or go through the centre of mass.” – Kerbal Space

Program Wiki

Centre of Mass (Yellow)

Centre of Thrust (Pink)

Thrust –

“The centre of thrust or thrustvector is the

direction in which the thrust is acting and on which point the

thrust acts on the

craft

. The thrustvector and

centre of

mass

should be in one line to minimize steering.” – Kerbal Space

Program Wiki

Lift –

“The centre of lift is used mainly when creating

planes

, it shows the axis and direction of lift provided

by

wings

,

control surfaces

and

winglets

. Inside the editor it is

showed as a cyan-coloured sphere (axis) along with an arrow

(direction of the lift). The centre of lift should also always be

behind the centre of mass.”– Kerbal Space Program Wiki

(8)

Kerbin

A unique world, Kerbin has flat plains, soaring mountains and wide, blue oceans. Home to the Kerbals, it has just the right conditions to support a vast, seemingly undepletable population of the eager green creatures.” –Kerbal Astronomical Society

Planetary Characteristics:

ΔV Stats (LKO):

Sphere Of Influence: 84,159.3km Body: Delta-V:

Atmosphere Present: Yes Mun ~860m/s Oxygen Present: Yes Minmus ~930m/s Atmospheric Height: 69,077m Eve ~1033m/s Surface Gravity: 9.81m/s (1G) Duna ~1060m/s Escape Velocity: 3,431m/s Moho ~1676m/s ΔV To LO from Sea Lvl: ≈4500 m/s Jool ~1915m/s Synchronous Orbit: 2868.75km Eeloo ~2100m/s Pe for Aerobrake(Suggested): ≈36,000m KEO ~1120m/s

Science Multiplier:

Surface: 0.4 Atmospheric: 0.7 Space: 1

(9)

Mun

The Muns discovery is widely regarded as one of the more important breakthroughs of Kerbal evolution. Granted it didn’t happen all that long ago, but it’s still fair to say that Kerbals are wiser and more evolved now than they were back then.

–Kerbal Astronomical Society

Characteristics:

Mun Biomes:

Sphere Of Influence: 2429.6km Biome:

Atmosphere Present: No Midlands

Oxygen Present: No Midlands Craters Atmospheric Height: N/A Highlands

Surface Gravity: 1.63m/s (0.166G) Highland Craters Escape Velocity: 807.08m/s Canyons

ΔV To Low Orbit: ≈800m/s Northern Basin Synchronous Orbit: N/A (SoI too low) East Crater Pe for Aerobrake(Suggested): N/A Northwest Crater

Science Multiplier: Southwest Crater

Surface: 4 Farside Crater

Atmospheric: N/A East Farside Craters

Space: 3 Polar Crater

Poles

(10)
(11)

Minmus

Minmus is the smallest moon orbiting Kerbin. From the surface of Kerbin, it can be seen on clear days as a tiny blue speck in the sky.

-Kerbal Astronomical Society

Planetary Characteristics:

Minmus Biomes:

Sphere Of Influence: 2,247.4km Biomes:

Atmosphere Present: No Highlands Oxygen Present: No Midlands Atmospheric Height: N/A Lowlands Surface Gravity: 0.491m/s (0.05G) Slopes Escape Velocity: 242.61m/s Lesser Flats ΔV To Transfer: 920m/s Flats

ΔV To LO from Sea Lvl: N/A Great Flats Synchronous Orbit: 357.94km Greater Flats Pe for Aerobrake(Suggested): N/A Poles

Science Multiplier:

Surface: 5

Atmospheric: N/A Space: 4

(12)
(13)

Eve

Eve is certainly the purplest object in the solar system. Its one of the larger, most visible objects, mainly because of its very, very purple tint.

–Kerbal Astronomical Society

Planetary Characteristics:

ΔV Stats*:

Sphere Of Influence: 85,109.4km Body: Delta-V:

Atmosphere Present: Yes Kerbin ~1030m/s Oxygen Present: No Moho ~810m/s Atmospheric Height: 96,708m Duna ~190m/s Surface Gravity: 16.7m/s (1.7G) Dres ~430m/s Escape Velocity: 4831.96m/s Jool ~1045m/s ΔV To LO From Sea Lvl: ≈11,500 m/s Eeloo ~1230m/s Synchronous Orbit: 10,328.47km Gilly ~1650m/s Pe for Aerobrake(Suggested): ≈72,500m LEO ~12000m/s

Science Multiplier: Kerbol Orbit ~80m/s

Surface: 12 Atmospheric: 7 Space: 7

(14)

Duna

Also known as the red dot that you can see if you squint at it really hard, Duna has long been a wonder to Kerbalkind.

–Kerbal Astronomical Society

Planetary Characteristics:

ΔV Stats *:

Sphere Of Influence: 47,921.9km Body: Delta-V:

Atmosphere Present: Yes Ike ~270m/s Oxygen Present: No Eve ~190m/s

Atmospheric Height: 41,446m Dres ~460m/s Surface Gravity: 2.94m/s (0.3G) Kerbin ~1060m/s Escape Velocity: 1372.41m/s Moho ~840m/s ΔV To LO from Sea Lvl: ≈1750 m/s Jool ~1075m/s Synchronous Orbit: 2880.00km Eeloo ~1260m/s Pe for Aerobrake(Suggested): ≈13,000m LDO ~1380m/s

Science Multiplier: Kerbol Orbit ~110m/s

Surface: 8

Atmospheric: N/A Space: 7

(15)

Dres

Dres is a very small planet. It was the first planet considered to be a dwarf. Its orbit is highly irregular and together with its size it took a long time to discover since half the time it was not where scientists expected to find a planet.

–Kerbal Astronomical Society

Planetary Characteristics:

ΔV Stats *:

Sphere Of Influence: 32,832.8km Body: Delta-V:

Atmosphere Present: No Eve ~430m/s Oxygen Present: No Duna ~460m/s Atmospheric Height: N/A Jool ~1315m/s Surface Gravity: 1.13m/s (0.115G) Kerbin ~1300m/s Escape Velocity: 558.00m/s Moho ~1080m/s ΔV To LO from Sea Lvl: ≈555 m/s Eeloo ~1500m/s Synchronous Orbit: 732.24km LDO ~800m/s**

Pe for Aerobrake(Suggested): N/A Kerbol Orbit

~350m/s

Science Multiplier:

Surface: 8

Atmospheric: N/A Space: 7

*(From Orbit Around Dres + Does not include getting into orbit or landing) **(Delta-V needed to get into orbit after ascent)

(16)

Moho

Moho figures in Kerbal mythology as a fiery place with oceans of flowing lava. In reality however, its much less interesting.

–Kerbal Astronomical Society

Planetary Characteristics:

ΔV Stats *:

Sphere Of Influence: 9,646.7km Body: Delta-V:

Atmosphere Present: No Eve ~810m/s Oxygen Present: No Duna ~840m/s Atmospheric Height: N/A Jool ~1695m/s Surface Gravity: 2.70m/s (0.275G) Kerbin ~1680m/s Escape Velocity: 1,161.41m/s Dres ~1080m/s ΔV To LO from Sea Lvl: ≈1,400 m/s Eeloo ~1500m/s Synchronous Orbit: N/A (SoI too Low) LMO

~2200m/s**

Pe for Aerobrake(Suggested): N/A Kerbol Orbit ~730m/s

Science Multiplier:

Surface: 9

Atmospheric: N/A Space: 8

*(From Orbit Around Moho + Does not include getting into orbit or landing) **(Delta-V needed to get into orbit after ascent)

(17)

Jool

Jool is particularly known for being a rather large, predominantly green planet. Kerbalkind has longed to visit it since it was first spotted in the sky. Philosophers reason that the swirling green planet must be a really nice place to visit, on account of its wholesome coloration.

–Kerbal Astronomical Society

Planetary Characteristics:

ΔV Stats *:

Sphere Of Influence: 2.4559852×109m Body: Delta-V:

Atmosphere Present: Yes Eve ~1045m/s Oxygen Present: No Duna ~1075m/s Atmospheric Height: 138,155km Moho ~1695m/s Surface Gravity: 7.85m/s (0.8G) Kerbin ~1915m/s Escape Velocity: 9,704.43m/s Dres ~1315m/s ΔV To LO from Sea Lvl: ≈22,000 m/s Eeloo ~2115m/s Synchronous Orbit: 15,010.46km LJO

~2630m/s**

Pe for Aerobrake(Suggested): N/A Kerbol Orbit ~965m/s

Science Multiplier:

Surface: N/A Atmospheric: 7 Space: 7

*(From Orbit Around Jool + Does not include getting into orbit or landing) **(Delta-V needed to get into orbit after ascent)

(18)
(19)

Eeloo

There’s been a considerable amount of controversy status of Eeloo as being a proper planet or just a lump of ice going around the sun. The debate is still ongoing, as most academic summits held to address the issue have devolved into, on good days, petty name calling, and on worse ones, all-out brawls.

–Kerbal Astronomical Society

Planetary Characteristics:

ΔV Stats *:

Sphere Of Influence: 119,082.94km Body: Delta-V:

Atmosphere Present: No Eve ~1230m/s Oxygen Present: No Duna ~1260m/s Atmospheric Height: N/A Moho ~1880m/s Surface Gravity: 1.79m/s (0.172G) Kerbin ~2100m/s Escape Velocity: 841.83m/s Dres ~1500m/s ΔV To LO from Sea Lvl: ≈840m/s Jool ~2115m/s Synchronous Orbit: 683.69km LEO

~2100m/s**

Pe for Aerobrake(Suggested): N/A Kerbol Orbit ~1150m/s

Science Multiplier:

Surface: 9

Atmospheric: N/A Space: 8

*(From Orbit Around Eeloo + Does not include getting into orbit or landing) **(Delta-V needed to get into orbit after ascent)

(20)

Time Warp Altitudes

(21)
(22)
(23)
(24)
(25)
(26)

VAB Checklist*

Booster:

Fuel

Engines

SRB’S

Decouplers

Struts!

Control Surfaces

Correct Staging

Action Groups

LES (Launch Escape System)

Orbital Stage:

RCS

Monopropellant

Fuel

Engine (LV-909/Poodle)

Batteries

Solar Panels/Reactor

Docking Port

Lander/Descent Stage:

Landing Legs

Ladder

Lights

Parachutes

Command Module

S.A.S/Reaction Wheels

More RCS and Monopropellant

Fuel

(27)

Batteries

Solar Panels

Crew (Jeb, Bill, Bob)

Science (Goo, Materials)

Clear Hatch

Snacks!

*Some parts may not be available if you play in Career

mode.

Rocket Construction Tools

Presuming that you’ve already built your first rocket (If not, whack a RT-10 Solid Fuel Booster onto a Command Pod Mk1 and launch!) These are tools designed to help make more efficient rockets:

(28)
(29)

Apologies for not having 0.23.5 rockets, there are no

graphs available on the internet including these. I’m

working on making my own.

To use this nomogram, pick a dV on the left and

Isp on the right. Draw a straight line between them.

The required mass fraction of your vehicle/stage is

where your line crosses the Mass Fraction scale.

(30)

Do the same as before, choose your desired

payload weight on the left and your mass fraction

(31)

which you obtained beforehand and draw a straight

line between them. This is the amount of fuel you will

need to lift the payload, the dry fuel tanks and fuel.

(32)

You Done Goofed!

Check That:

Hatch isn’t obstructed!

Landing leg orientation is

correct!

You have enough electricity!

You have strutted

EVERYTHING!

You have sufficient fuel

supplies!

You have crew!

Action groups are set up!

You have science modules!

(33)

Mission Planner:

Mission Name:

Budget:

/

Contracts:

Science Goal: +

Mission Briefing:

Chosen Crew Member(s):

Launch Vehicle:

Orbital Vehicle:

Lander:

(34)

Launch Date:

Flight Checklist:

Pre-Launch:

S.A.S

Staging

Crew

Damage Check

5P’s:

Pods: Command Modules, Habitats etc.

Propulsion: Fuel and Engines

Power: Panels, Batteries, Reactors

Piloting: RCS, S.A.S etc.

People: Crew,

(If using TAC)

Food, Water

etc.

Launch:

Increase Throttle

Activate First Stage

Ascent Stage:

Jettison SRB’s

At 7.5-10km, Complete Gravity Turn

Continue To Burn Until Desired Apoapsis

is Reached

Orbital Stage:

Burn Pro-Grade until the Periapsis is

within 0-3km of the Apoapsis Height

Deploy Solar Panels

(35)

Perform Transfer Stage OR Burn

Retro-Grade to return to Kerbin.

Pre-Landing

(When Returning or Landing Anywhere)

:

Retract Solar Panels and Antenna

Deploy Legs

Arm Parachutes

Crew Check

Select Landing Area

Post Landing:

Do Science!

Stretch Legs!

Recover Vehicle (If landed on Kerbin)!

(36)
(37)

1) Build a rocket. It should have enough Delta-V to get into

LKO. A minimalistic rocket would be:

Command Pod Mk1

FL-T400 Fuel Tank

LV-909 Liquid Fuel Engine

TR-18A Stack Decoupler

FL-T800 Fuel Tank

LV-T30 Liquid Fuel Engine

2) Turn SAS on and throttle up

3) Countdown from 10.

4) Press Space to launch and wait until you are at 10,000m,

ensure that you head directly up (Keep your dot on the blue

top dot on the Navball)

5) Jettison your first stage with the spacebar

6) Throttle down to 2/3

rd

power

7) Turn 45 degrees East (Press D) and burn until your apoapsis

is at 70-75km. You can check this by pressing M.

8) As you approach apoapsis, orient your ship to the 0-degree

latitude mark (Directly East) between the blue and brown

halves of the navball.

9) Once you are 10-30 seconds away from apoapsis, begin your

orbital burn by using the Shift key to throttle up. You can go at

full throttle or partial throttle, but you may overshoot when at

full throttle.

10)

Wait until a periapsis appears directly opposite to your

apoapsis and wait until it’s altitude becomes >70km. Hit X to

turn off your engines instantly.

11)

Congratulations, you have made orbit!

Docking Tutorial

Courtesy of Leforian

1.

Time your launch by putting the target slightly behind KSC in

its orbit

like this

.

(38)

2.

As you are burning start your

gravity turn

at the normal

altitude.

3.

In

orbital view

try to get your apoapsis to meet the target's

orbit ahead of the

(39)

4.

The tricky part is determining

where to put the apoapsis

. You

can make it encounter sooner by burning more vertically, and

encounter later by burning more horizontally.

5.

I

misjudged

the

timing and my

apoapsis crossed the

orbit too late. The

top red carrot is where I will be, and the bottom carrot is where

my target will be. I need to push my apoapsis farther away.

Remember that burning directly prograde will raise your

apoapsis further, so you will also have to burn slightly down in

pitch to keep your apoapsis at the altitude you need.

(40)

6.

After moving my apoapsis forward for a minute or two I get a

good 100 meter-ish

encounter

.

(41)

“For when you feel like Wernher Von Kerman”

Thrust to Weight Ratio –

Ft - Engine Thrust

M – Total mass of the craft

g – The local gravitational acceleration

Combined Specific Impulse –

If the Isp is the same for all

engines in a stage, then the Isp is equal to a single engine. If the

Isp is different for engines in a single stage, then use the equation

above.

Tsiolkovsky rocket equation –

Basic Δv

Calculation –

Δv - the velocity change possible in m/s

M

start

- the starting mass in the same unit as

M

end

M

end -

the

end mass in the same unit as

M

start

Isp – the specific impulse on the engine in

seconds.

(42)

Fuel flow rate –

Orbital velocity –

µ - Gravitational Parameter of parent body

(km

3

/s

2

)

r – Radius of orbit (km)

(43)
(44)

Science Modules:

Mystery Goo™ Containment Unit:

“The Mystery Goo™ Containment Unit is a science part used to expose a goo to atmospheres and vacuum in attempts to gain science from observing the goo inside. This can be achieved either via action group or right clicking the container and clicking observe mystery goo. The unit cannot be reused after its results were transmitted, unless it is cleaned via the Mobile Processing Lab MPL-LG-2. Like EVA reports, the science gained from observing the Mystery Goo varies depending on different conditions in flight.” – Kerbal Space Program Wiki

SC-9001 Science Jr.

“Science Jr. is the more advanced scientific sensor. It is used to

retrieve science points and to complete science experiments in space or other celestial body. The unit cannot be reused after its results were transmitted, unless it is cleaned by theMobile Processing Lab MPL-LG-2.” – Kerbal Space

(45)

PresMat Barometer:

“Displays atmospheric pressure to five significant figures, while active. A pressure below 0.0001 is shown as vacuum by the sensor. Lower atmospheric pressures markedly reduce lift and drag induced by the atmosphere, and cause a small change in engine efficiency.” – Kerbal Space Program Wiki

GRAVMAX Negative Gravioli

Detector:

“This instrument shows the gravity in your current sphere of influence to a maximum of 4 significant figures and two decimal places. This can be used with altitude to estimate the mass of the nearest celestial body or to measure its surface gravity. Alternatively, it can be used with the

accelerometer and altitude to make landing estimates.” – Kerbal Space

Program Wiki

2HOT Thermometer:

The 2HOT Thermometer displays temperature to 5 significant figures when activated and right-clicked. There is no unit shown but it is assumed to be degrees Celsius. The 2HOT cannot be used to earnscience while distant from a celestial body, although it will continue to tell the temperature.” – Kerbal Space Program Wiki

(46)

The Mobile Processing Lab MPL-LG-2 allows scientific data to be transmitted with higher efficiency and to reuse the Mystery Goo™ Containment

Unit andSC-9001 Science Jr. after transmitting their result. The module needs its full capacity of two Kerbals to work. Note that it is not a command module; any craft it's a part of will need a probe body or command pod to be piloted. Using the module consumes electricity” – Kerbal Space Program Wiki

Easy Science At Kerbin:

Gather a:

Crew Report!

EVA Report!

Surface Sample!

Mystery Goo!

Materials Bay!

Kerbin Biomes:

Launchpad

Runway

KSC

Mountain

Shores

Tundra

Water

Grasslands

Desert

Flying Over

Flying Over

Flying Over

Flying Over

Flying Over

Flying Over

Flying Over

Flying Over

Flying Over

Flying Over

Flying Over

Flying Over

(47)

Badlands

Highlands

Ice Caps

Interplanetary Travel

Orbital Transfer Guide

10 Year Launch Window Calendar (Earth

Years)

Gravity Assists

(48)

Delta-V Requirements

Travelling To Duna, Mun and Minmus

Landing and Parachutes

Interplanetary Travel

Orbital Transfer Guide

100 Year Launch Window Calendar

(Kerbin Years)

Landing Guides

(49)

Gravity Assists

Delta-V Requirements

Ideal Interplanetary Phase Angles

Orbital Transfer Guide

In map view, put the blue cross on the planet you’re orbiting and the red cross on your rocket. The point where the green line intersects your desired planet's orbit is where you

(50)

Hohmann & Bi-Elliptical Transfers

Hohmann Transfer:

A Hohmann transfer is a technique that involves burning your

engine twice whilst in orbit in order to reach a higher orbit.

You start off by burning prograde at your periapsis until you

reach the desired altitude for your apoapsis. You will now

have an elliptical orbit. Next you have to travel up to your

apoapsis and burn prograde once

again in order to raise your

periapsis to the same altitude as

your apoapsis. Like so:

(51)

A Bi-Elliptical transfer is similar to a Hohmann transfer

although it requires one extra step. Most of the time the

Hohmann technique is more useful but in some cases using a

Bi-Elliptical transfer can save you Delta-V!

You start a Bi-Elliptical transfer by burning prograde from

your periapsis in order to raise your apoapsis. Again, making

an ellipse. Once you are at apoapsis, you burn prograde to

raise your periapsis to your desired orbital altitude. After

travelling to periapsis, you want to burn retrograde and bring

your apoapsis down to roughly the same altitude as your

periapsi. Like so:

Landing

Guides

You’ve come this far; let’s not screw it up now!

(52)
(53)
(54)

25000 30000 35000 40000 45000 50000 55000

Kerbin SOI Entry Aerocapture Chart

Minmus Mun Sync Orbit SSync Orbit 1000 km 100 km Orbital Velocity (m/s) Aerocapture Periapsis (m) 55000 57000 59000 61000 63000 65000 67000 69000 71000 73000 75000

Eve SOI Entry Aerocapture Chart

Sync Orbit SSync Orbit 1000 km 100 km Orbital Velocity (m/s) Aerocapture Periapsis (m)

(55)

8000 9000 10000 11000 12000 13000 14000 15000 16000 17000 18000

Duna SOI Entry Aerocapture Chart

Ike Sync Orbit SSync Orbit 100km 50km Orbital Velocity (m/s) Aerocapture Periapsis (m) 100000 105000 110000 115000 120000 125000 130000 135000

Jool SOI Entry Aerocapture Chart

Pol Bop Tylo Vall Laythe Sync Orbit SSync Orbit 1000 km 150 km Orbital Velocity (m/s) Aerocapture Periapsis (m)

(56)

250 500 750 1000 1250 1500 1750 2000 2250 2500 2750 3000 20000 22000 24000 26000 28000 30000 32000 34000

Laythe SOI Entry Aerocapture Chart

SSync Orbit 1000 km 100 km

Orbital Velocity (m/s) Aerocapture Periapsis (m)

(57)

Transfer Windows

(58)
(59)
(60)
(61)

Gravity Assists:

A gravity assist is a maneuver in which you use a flyby of a secondary celestial body (such as a planet or moon) to alter your orbit about the primary (typically the sun, but occasionally a planet: for

instance, when navigating the Joolian moon system). Gravity assists are useful because they allow you to gain or lose orbital energy or make expensive maneuvers such as plane changes for free; however, they are difficult to set up and require careful planning and lots of patience. That said, once

you master them, you can manage feats you wouldn't have thought possible.

–Stochasty

1. Firstly, you have to put yourself into a transfer orbit, ensuring that the celestial body is travelling in the direction you want to go in.

2. Time Accelerate until you reach the SoI of the celestial body.

3. Plan another course correction manoeuvre at Periapsis to increase your Apoapsis height after leaving the SoI, it is most effective when you are closer to the body, but ensure you won’t collide with anything and that you won’t be accidentally aerobraking.

4. Time Accelerate until you leave the SoI of the celestial body.

5. When you check the map you will notice that your Apoapsis height has increased.

6. You can repeat this, changing your course when furthest away from the

body you are getting a gravity assist from, until you have reached a the SoI of another planet or anywhere really.

7. You can use gravity assists to go from Kerbin to Duna, or Jool to Kerbin without using a lot of fuel. It is one of the most efficient ways of

(62)

8.

You can perform a powered gravity assist. Accelerating at your periapsis has the greatest effect on your apoapsis. This still applies to your

periapsis during a gravity assist. When you accelerate during your fly-by, fuel is used very efficiently to increase the apoapsis of your final

trajectory. This is a very difficult technique because it is hard to control your final trajectory even when using a manoeuvre node but can save a lot of time and a lot of fuel.

Delta-V Requirements:

(To Low Orbit)

Mün: ~5620m/s

Minmus: ~5550m/s

Moho: ~8430m/s

Eve: ~6890m/s (And Gilly: ~8750m/s)

Duna: ~5980m/s (And Ike: ~6360m/s)

Dres: ~6650m/s

(63)

Pol (From LJO): ~3400m/s

Bop (From LJO): ~3380m/s

Tylo (From LJO): ~3130m/s

Vall (From LJO): ~2760m/s

Laythe (From LJO): ~2380m/s

Eeloo: ~8750m/s

(64)
(65)

References

Related documents