The boundary seems to be 274.1m/s: for ∆v's above that, it's optimal toįirst burn 228.1m/s to put our Kerbin periapsis at 70km (just above the atmosphere),įor a 500m/s total ∆v, this boosts our hyperbolic excess velocity from 670.1m/s (when expended at Minmus orbit) When starting out at Minmus, this means that it could be beneficial to first spend some ∆v to dive into Kerbin,Īnd burn at periapsis for the escape trajectory.Įscaping from Kerbin from a Minmus orbit requires at least ~115m/s. This means that running an engine at a higher speed, yields more kinetic energy for the same amount of fuel. Its fuel consumption scales with the time the engine is on.īut the energy scales with the distance the force is applied. Most engines produce a constant thrust while on. The below table tries to keep burns <2 minutes until we cross the orbit of the Mun. RC-L01 (for storing science and remote control of probes)įor interplanetary travel, you need ~930m/s of Δv to leave Kerbin SoI starting from a 100kmAGL orbit,Īnd an additional 100~1000m/s to reach other planets.ĭesign for a high enough TWR to do this in a reasonable time.Īs long as the apoapsis is When starting from a 100km circular orbit around Kerbin, a deorbit burn down to Pe=40km will touch down 152º later. Launch when the target is 16º before the KSC. Launch when the target is 26º before the KSC position (viewable as Phase Angle).įor spaceplane launches (with RAPIERs and 10º pitch up all the way), When launching from KSC to rendez-vous with something in a circular orbit at 100km altitude:įor vertical launches with "my usual ascend profile", It’s the kind of game that triggers my “I’ll optimize this by writing a script”, so here are a few of the tools I wrote, or interesting tools I found online: I am usually late to proverbial parties, but I think I’ve outdone myself by discovering the computer game Kerbal Space Program roughly 10 years after it first became playable.
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