The angle from Kerbin to Kerbol to your destination planet. This could be in front or behind you. The trick is to get in a position in Kerbol orbit at the same time as your destination planet. You could also use The Interplanetary Guide and Calculator to calculate your own path.
Here's a trick: If you want to go farther from Kerbin, put your maneuver node about ~45 degrees past sundown. To go to the inner planets (Eve, Moho), put your maneuver node about ~45 degrees past sunrise. Pull the prograde vector in your maneuver until the dotted yellow line crosses the orbit of your target planet (you might have to zoom out).
Enter the earliest departure date to include in the plot. Generally this should be your current game time, which you can find in the tracking station in the game. Click the "Plot it!" button. After a few seconds a plot will appear showing how much Δv is required to reach your destination for different departure dates and times of flight.
You may check the "No insertion burn" checkbox instead if you intend to perform a fly-by or aerobraking maneuver. Enter the earliest departure date to include in the plot. Generally this should be your current game time, which you can find in the tracking station in the game. Click the "Plot it!" button.
Duna is often the easiest planet to achieve encounters because of a low orbital inclination.
0:3926:23Kerbal Space Program - Travelling To Other Planets - Tutorial For BeginnersYouTubeStart of suggested clipEnd of suggested clipNow to get to another planet you need to go out a really long way and you need to go. Out. Into anMoreNow to get to another planet you need to go out a really long way and you need to go. Out. Into an orbit which crosses one of the targets now I've highlighted Doudna as a target object here.
HCB-11. Moho is the hardest.
Steps to Orbit and BackLaunch Preparation. Set thrust to maximum by hitting Z. ... Accelerate to 100 m/s. Launch by hitting the space bar and keep the rocket pointed straight up until the vehicle's speed is 100 m/s. ... Pitch 10 degrees East. ... Stage. ... Get apoapsis above 70 km. ... Get periapsis above 70 km. ... De-orbiting. ... Re-entry.More items...•
The full period of this Hohmann transfer orbit is 517 days. Travel to Mars encompasses half of one orbit, so approximately 259 days.
5:2914:42How to Calculate Interplanetary Transfer Angles | KSP Let's Do The ...YouTubeStart of suggested clipEnd of suggested clipPeriod multiply by 360 to get an alpha 255 degrees just as before alpha plus theta is 180 degreesMorePeriod multiply by 360 to get an alpha 255 degrees just as before alpha plus theta is 180 degrees which gets us a desired phase angle of negative 75 degrees for our return journey.
GillyGilly is a tiny asteroid, the only natural satellite of Eve, and the smallest celestial body in the Kerbol system.
What sets Kerbal Space Program apart is that it's heavily based in science fact rather than science fiction, using a physics simulation that's as realistic as its developers can manage with only the power of a home computer.
The Kerbol System is the planetary system in which Kerbal Space Program takes place. It has Kerbol as the central body which is orbited by 5 planets and 2 dwarf planets....Relation to the Solar System.Kerbol systemSolar systemKerbinEarthDunaMarsDresCeresJoolJupiter4 more rows•Nov 22, 2021
roughly 4500 m/sReaching a stable orbit around Kerbin is one of the first milestones the player achieves in the game. Achieving such an orbit with a fuel-optimal ascent requires a delta-V of roughly 4500 m/s, the second largest of all celestial bodies with a solid surface after Eve.
KerbinSidereal orbital period426 d 0 h 32 m 24.6 sSynodic orbital periodNot definedOrbital velocity9 285 m/sPhysical Characteristics46 more rows•Apr 16, 2022
Assumption: It takes roughly 2500 m/s of Δv to escape Kerbin's atmosphere before vacuum Δv values take over for the stage powering the transition (actual value ranges between 2000 m/s and 3400 m/s depending on ascent). Note that, as of KSP 1.3.
Simply put, get into a normal Kerbin orbit (about ~80km). That's it!
To go to the inner planets (Eve, Moho), put your maneuver node about ~45 degrees past sunrise. Pull the prograde vector in your maneuver until the dotted yellow line crosses the orbit of your target planet (you might have to zoom out).
To save fuel, use the Oberth Effect by only burning for about 20 to 40 seconds at your periapsis. Just time warp around the orbit until you reach periapsis again, then start burning again. Once you get your encounter, cut the throttle.
Place your ship in a circular, 0° inclination parking orbit around your planet/moon of origin. For optimal efficiency, make this orbit at a 90° heading.
The planetary phase angle is the angle your destination planet or moon needs to be in front or behind your origin along its orbit. You want to know this, so that you can actually meet up with the destination planet at the end of the transfer.
The escape velocity is how fast your spacecraft will need to go in order to escape the origin body's sphere of influence and go onto the intercept trajectory to the target body. It can be expressed as the sum of you parking orbit velocity and Δv applied during the escape burn.
If you have your maximum conics set to 3 or more in settings.cfg, you will see the target body intercept once you get it right. Congratulations, you are on your way to another planet! A successful transfer from the Mun to Minmus, equivalent to an interplanetary transfer from Kerbin to another planet.