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2) Do launch directly into mun trajectory (without circulisation)
3) take care that its (barely) colision course
4) do sucide burn
5) remember to quicksave a lot XD
Its quite easy to go (one way) to Mun around 5500dV
If you want to do with less, the best place to start is by making that gravity turn into LKO more efficient. The cheat sheet on the wiki suggests you only need 3,400 m/s dV to achieve an 80 km orbit. Design your ship with less drag, keep your acceleration below 2g, and steadily turn towards the eastern horizon until your altitude hits your desired altitude, and circularize a little before you get there. You really can't shave much dV from the other steps.
So it is rather Mun.
Mun needs:
~3400m/s for LKO (minimum ~3150, can save some)
857 transfer to Mun
270 to circulize at Mun
540+ to land on Mun (~700..800, but can save some with suicide burns)
540 (+some) to launch back (turn asap East and spend probably 580?)
270 to escape and transfer to Kerbin with ~40km Kerbin Pe
For the whole trip:
Unbelievable result is 5630m/s (supersuicide Mun landing with extreme TWR perfect Kerbin launch). Or even few m/s less with wheels or high impact margin parts for crash landing.
Great one would be somewhere around 5900m/s.
And anybody, who has done Training, should be able to do it with ~6100m/s with practice.
Or 6300m/s in "feeling lazy - I will get there somehow eventually" mode.
If you fly houses aka fat cows without nose cones, you may actually need 8ooom/s since KER has no idea about real delta v usage. All it can show is theoretical top values for that mass and engines.
And it's not like you need advanced orbital mechanics to reach the moon. Go east from launch, once in orbit do a maneuver with 850-860 m/s, if you don't hit the moon, move the maneuver node, it's that easy (grosso modo).
Oh and by the way, I've checked one of my rockets for the real Moon. It's got about 17.5 km/s dV but pretty low TWR on all stages, leftover is usually between 400 and 1000 depending whether I get the targeted landing correctly without hovering and where the moon is in its orbit for the return burn. Just one way, for probes for example, I allocate 15k, usual leftover of 1k (in case there's another biome nearby).
Same for takeoff, make your lander go almost 90 degrees sideways towards your command module, just keep it high enough to clear any hills ahead of you and that will use the least delta v possible.
You'll save a lot of DV using atmosphere in place of engine power. Don't forget to close PVPs before you hit turbulence too!
I don't believe he knows which is the retrograde facing side (by that meaning the point with 90 degrees to retrograde), but easier said: when your craft is between the Mun and Kerbin on your counterclockwise equatorial orbit. If you landed at the poles, it's easier to escape balistically, no orbit at all. 400 m/s escape is not entirely bad, but you should have 285m/s -ish if you were around a 10km circular equatorial orbit.
You do realize orbital/prograde direction launch happens in microgravity most of the time while straight launch experiences full amount of gravity (1.6m/s²) every second?
Actually the body in question is a moon, it's name is Mün. The umlat on the letter u changes the pronounciation to something like "mewn" (note the spelling of "Mün or bust" on the side of a crashed ship that shows on one of the menu background screens when starting the game)
A very good tutorial is the Kerbal Space Academy "Boot Camp" that DasValdez does on his twitch channel. In it he walks new players though the start of a new save from starting up to the first flight to Mün and back.
This VOD is the most recent Boot Camp, done shortly after 1.2 was released and it's still valid today.
https://www.twitch.tv/videos/96679066
Yes it's 8 and a half hours long but thats because he explains everything in detail, answering viewer questions from the chat.
Das is without doubt, the best, most knowledgable KSP streamer out there and his channel is all about helping folks learn the game. I started playing in 0.13.3, bought the game in 0.16 and I still learn new tricks watching his streams.
When i look at the dV in Kerbal engineer in the VAB and it says 6,300 dV. Thats is not taking into consideration that half of that is burned in decreasing elvels of atmosphere. Essentially im asking if im reading Kerbal Engineer Redux incorrectly, and maybe I AM doing my gravity turn burns properly but reading KER incorrectly.
I hope is explained that well enough
that 3200dv is more of an ideal number for a launch that is flown just right. Later in that VOD Das talks about how much dv that trip needs and advises taking more dv because most people, especially new players, are usually going to need more like 3600-4000 (or a bit more) to reach LKO.
Why? Because it takes a practice to gain skill flying a good flight profile all the way to orbit. Plus, every ship is going to have it's own idiosycracies.... like larger, heavier launches (especially those with large payloads in large fairings) will need different flight profiles.
Das typically advises new players have 7K+ dv on the pad when launching a trip to the moon. It's always better to have a bit more fuel than you need than to be short by even one drop.
When reading that in the VAB I consider it as "under ideal conditions", if you have a KER part on the ship (attach it to the command pod), you'll see the dv numbers in the "vessel" tab of the main KER display. Those numbers reflect what the ship has at the current moment and are constantly updated as you burn fuel, jettison spent stages, etc.