![]() ![]() You turn in a predetermined direction (usually East for an equatorial orbit), usually starting with 10° at 10km, then progress to 45° at about 20km, and full 90° (or more) once your AP reaches the desired height. Gravity Turn - Progressively turning after launch so that as little fuel as possile is wasted fighting gravity instead of getting into orbit.Used for rotating your orbit on its orbital plane.īurn at the midpoint of your orbit directly between the AP and PE. Used for rotating your orbital plane up and down, relative (or, more specifically perpendicular) to prograde. Usually burn at AP or PE, but you can burn anywhere if you don't need to be precise. Used for accelerating (raising opposite end of trajectory)Īnd decelerating (lowering opposite end of trajectory), respectively. Accelerate prograde until your periapsis (also visible on your map) is also around 100 km. Cut your engines (hit 'x') and wait until you are getting close to the apoapsis point. Ascending Node (AN) and Descenting Node (DN) The intersection of your orbit and the orbital plane of your target orbit.įorward and backward, relative to your momentum. Continue to accelerate until your apoapsis (hit M and mouse over the Ap node) is greater than 70 km (the end of Kerbin's atmosphere) - ideally around 100 km.The points where you are furthest and closest to the body you are orbiting, respectively. Apoapsis (AP) and Periapsis (PE) The tips of the ellipse, if you will.An ellipse is a 2 dimensional shape that exists on a plane in 3 dimensional space. Orbital Plane - your orbit is an ellipse.you need ~3400m/s of ∆v to get to Low Kerbin Orbit and another ~930m/s of ∆v to get a Mun flyby). Useful for knowing how far/where your rocket can go. If you have fins/winglets on the bottom of your lander, it will be almost impossible to reenter any other way than nose-first. Generally craft reenter like darts - heavy end forward (so center of lift will be behind center of mass). A probe core, FL-400 fuel tank, and a Terrier 909 engine has ~4000m/s of ∆v. Yes, you should plan for reentry if you'd like to land something big intact. The maximum amount your craft can change its velocity. Getting to the Mun (in-game tutorial available) (if applicable).If you plan on doing this for celestial bodies other than Kerbin: Using Maneuver Nodes (in-game tutorial available).Getting to orbit (in-game tutorial available).Building rockets (in-game tutorial available).Nonetheless, you may not know all of the terms and stuff used in this guide so here they are: This guide will assume you know the basics of KSP, as the contract itself semi-advanced, and won't be offered if you haven't accomplished some basic stuff, like getting to the moon. Advanced Players - SKIP THIS! Lots of pictures ahead. ![]()
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