Get captured into Duna's SOI then orbit - with aerobraking if possible - several times if that's what it takes. Set your periapsis at 12-20km above Duna on approach to benefit from atmospheric aerobraking to supplement the fuel you burn.ħ. Make manoeuvres as early as possible in the flight for maximum effect at the cost of minimum deltaV.Ħ. Take absolutely everything you don't absolutely need off of absolutely every stage so that earlier ones don't have to push so much.ĥ. Check /ksp/ for WHEN to go - the planets must be aligned to do it efficiently.Ĥ. Use LV-N engines for fuel-efficient interplanetary transferģ. Ask questions in the Gameplay Questions and Tutorials section.Ģ. There's some 1000 spare delta-v in the final stage and also quite a bit in the earlier stage so you can afford mistakes. All you need from the stages below that is to get it into kerbin orbit and you can do the return mission.įunny thing is, it's actually overengineered. In the end, with these numbers I constructed this lander. Of course, knowing your phase angles is necessary to get these results, but with trial and error you can also find yourself the launch window you need. You need some 2000m/s delta-v to get back to kerbin. You can make sure you get into very low atmosphere (10km or less) by making precision burns far away from duna. You can use the atmosphere not just to slow down but to land if you've got enough parachutes (although using engines for a soft touchdown is a good idea). You need some 1100m/s delta-v to get there from kerbin orbit.Ģ. Knowing how to calculate delta-v and reading delta-v maps gives you a guideline to design your landers.
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