Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
What can you tell us about your stranded kerbal's orbit? Are they orbiting Kerbin, the Mun, the Sun, or something else? What kind of Ap (highest point in the orbit) and Pe (lowest point) do they have? A screenshot can help.
Anyways, here is what I would do:
First, design a rocket with room for your kerbal and enough dV to reach your stranded vessel and return. You may need to go into the crew tab while in the VAB and drag an auto-assigned crewman off your rocket. It'll help if there is an easy to access hatch, which is only a problem with the Mk1 Crew Cabin--which can be mitigated with some crew transfers.
Next comes the rendevous. Most LKO rescue contracts get into a 80 km orbit around Kerbin's equator heading east. If that is your case, then a typical launch where you slowly tip over to the east should do. If your target is going west or polar, you'll want to wait until the target's orbit is over your launch site and then turn the appropriate direction, watching from the map view. Once you're in orbit, follow these steps:
I hope that helps. Let me know if you have more questions.
https://steamcommunity.com/sharedfiles/filedetails/?id=732892664