it's just the burn that you programmed, averaged across the duration.) (actually. (I would say that it's the difference between your desired vector and current vector, which it is, but it isn't really computed that way. The sooner you get your prograde to exactly match the maneuver marker, the more accurate your burn is going to be.the maneuver vector is not your desired prograde vector, it's where to burn to transform your current prograde vector into your desired prograde vector. Especially when rendezvousing.no idea what "put your nose past the maneuver marker" means ![]() Originally posted by Chibbity:What I mean is you want your prograde marker over top of your maneuver markerstill not sure what you mean, but that doesn't sound right.Īnd since the "autopilot" will never put your nose intentionally past the maneuver marker, it's faster to do it by hand. As an example, try a 20 degree inclination change in orbit and see how much difference there is between the maneuver indicator and pro-grade indicator. Your ship will need to side slip through an orbit during a burn especially on long burns. That is just utter nonsense, the maneuver node it the direction you want to thrust in, not the direction your craft is travelling. For finicky stuff like rendezvous you'd be better off dialing it in by hand. The maneuver node hold is certainly good enough for things with large margins of error like hitting other planetary bodies. The sooner you get your prograde to exactly match the maneuver marker, the more accurate your burn is going to be. What I mean is you want your prograde marker over top of your maneuver marker, and since the "autopilot" will never put your nose intentionally past the maneuver marker, it's faster to do it by hand. (ie: it is the difference between what you're asking for and what you have.) Originally posted by Sahuagin:I'm not sure what you mean here, but the maneuver vector should already take into account both an "average" across the middle of the node as well as being the vector required to add to your current prograde to acheive your new prograde. better boosters seem to make a huge difference for me). Going to planets is a fair bit more difficult.Īlso, if you run out of fuel doing this even though you made little to no errors (assuming that you're not doing something supremely inefficient) you may need better rocket design (or possibly tech. a maneuver can help you to balance your deceleration across Mun Pe to maximize efficiency, but that's more important with larger objects. wait and decelerate when you get there to achieve mun orbit. adjust timing of maneuver so that Mun capture is achieved, and fine tune it further till desirable Mun Pe is achieved. extend the maneuver's prograde vector till intersect with Mun orbit is achieved look for where Mun is and place a maneuver ahead (left/anti-clockwise) of where the Mun currently is and on the opposite (far) side of Kerbin. adjust An and Dn to 0 degrees (not strictly necessary though you should be close) establish Kerbin orbit (with ~0 degree inclination you should have launched East) Going to the mun is "easy" at least with maneuvers. Could you please tell me more about this Kerbal Alarm Clock mod? Thank you once again! Thank you for telling me this! I know how the thing works a bit. There should be lots of video tutorials out there explaining exactly how to do this too. ![]() Originally posted by Jupiter3927:I use the Kerbal Alarm Clock mod. Step 3 is waiting until you're at the Mun to circularize your orbit. Switch to the map screen to see your orbit and keep burning until your orbit says you get to encounter the Mun. When it's time to actually do the maneuver, make sure you're pointed the right way and press to turn your engines on full power. If not, drag the maneuver node around with the gray circle in the middle.Īlign your ship with the maneuver marker on your navball then wait until it's time to do the maneuver. See this page for more infoĬommunity Teamspeak Server has a built in transfer window time calculator.įrom low Kerbin orbit, the best place for this about 90 degrees clockwise from the Mun when looking at it from above.įrom the ship view, the Mun should be just above the horizon.ĭrag only the prograde marker until your dotted line orbit is pretty close to the Mun's orbit and you should get an encounter. Refrain from submitting images that involve real life space disasters that resulted in loss of lifeĭon't post/discuss mirrors or torrents of any version of KSP See the discussion on misc posts for more info No posts unrelated to KSP or memes and image macros. Please remain kind and civil at all times
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