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Easier to just add an extra booster.
Just remember Minmus surface gravity is a LOT lower than Mun's. If you're not delicate on touchdown, you will bounce like a golf all on concrete.
Minmus is lined up pretty well with my orbit to do a decent slingshot. I may try abusing quicksaves and try that first.
That said, a more efficient way involves doing the intercept burn first, then make the inclination burn higher up when you're going slower. It's a little tricker to deal with two maneuver nodes at once though.
A Munar slingshot is tricky to pull off right, and depends a lot on the Mun's position. I wouldn't bother with that in most cases.
Terrier or Poodle are both efficient Liq/Ox engines with reasonable thrust. Nervs can be better, but often aren't due to high mass and low thrust. Dawns are really only for small spacecraft, if you have a lot of patience.
WTF are you people talking about? He's not trying to get to Eeloo.
OP, get into LKO. Do inclination burn at AN, or DN. Go into map mode, and move screen so Minmus is right on the right edge of Kerbin. Set a maneuver node right at that edge. Burn prograde to encounter. At PE of Minmus, burn retrograde. Done. Takes about 4,500 dV.
Andy's approach is the most balanced method that involves some skill and less dV. It's also my favourite for Minmus because I can do it without thinking for a sec. It's also the right approach if you wanna launch right now and get to Minmus, not wait for stuff to happen. The Mun assist is if you wanna get bonus style points (imaginary points, that is) and don't mind waiting for the planets to align, meaning, Minmus has to be further in its orbit than the Mun. How far? It depends on your pinball abilities, I didn't bother with this because the difference is just 60 dV (ish). If you wanna practice your planetary pinball skills go to the Jool system where you got plenty of material to play with.
You could, however, launch during the right time of day to match Minmus's inclinitation from the get go. That involves some eyeballing of the Minmus's orbit and identifying either the AN/DN of Minmus and projecting it on Kerbin's surface (eyeballing it, that is). When your launch site is on that projected point, you target Minmus (meaning, set target in map view) and launch. You'd need to fly slightly south or north (depending whether it's AN or DN) until you see that the AN/DN compared to Minmus are, say, less than 1 degree, or as close to zero as possible without changing the direction too much. After reaching orbit, it's just one maneuver to intercept because you'd be coplanar already. This approach has more efficient uses for non-equatorial launches, for moons with significantly higher inclination of their orbits and for some interplanetary voyages.
I wouldn't bother with this approach until you have like 500 hours in the game, I was just describing it so you have the full picture.
WTF are you talking about, just strap as many boosters in asparagus stages as you can and point straight at it!
Just make sure you land vertical, its very easy for your ship to fall.
Easy to fall indeed. After many mistakes a flawless approach, I managed to land. Thanks for all the tips, they helped quite a bit.
Landing higher than on flats Minmus often uses Orbital velocity for some reason. The orbit is considered low there or whatever. So touching ground you may actually still have ~8m/s (irc) sideways - planetary rotation. It's actually important for all landings. Just click on the speed window to switch through them.
Slingshoting the mun is ♥♥♥♥♥♥♥♥.
That tiny little bit of deltaV you could save there is nothing compared to what you are loosing because your not burning near to kerbin. And it's also utterly fiddely to get it right, by the time you're done dragging and groping the maneuver node you could've been to minmus 10 times.
The mun is never a good idea to slingshot even for interplanetary travel, it's just not worth it.
This man gets it.
Also you can use Mun to amplify trajectory inclination going to Minmus. Just start with the opposite one. If you need to go up, target Mun slightly below equator. So you don't have to burn expensive fuel on LKO for full Minmus inclination. Though there are easier, quicker solutions for this indeed. Like launching at the right daytime and angle or targeting Minmus where it crosses Kerbin equator line.
this small part is rather completely wrong though. Or misunderstood how you do slingshots in KSP. You still do full burn on LKO. Passing Mun on the way to your target just adds those ~60m/s for free extra. So if normal transfer to Duna from ~72km LKO is around 1060m/s, using Mun you need just 1003m/s at LKO or so. But Mun must be in optimal position and you must pass over it as low as possible with your escape path being paralel to Kerbin orbit. So yeah, a bit trickier to plan and execute.
There are maneuvers in space travel where you do burn at Pe while passing gravity well. But in KSP and with Mun in particular you rather don't do that. At Mun it is not worth it since it has lower gravity and orbital velocity than Kerbin does and at other targets you need a lot of planning.
Jool is really great for slingshots and so is Eve. Kerbin is decent and so are Laythe and Tylo. The rest is rather neglectable except you are just having some node fun like with Mun. Bodies like Minmus with very low gravity are "completely" useless for those tricks. The impact would be really close to none.
It is? I thought it was 900m/s. Here I was wondering why I was so inefficient at 980m/s. LOL, I guess I can put that one to bed.
Sorry to hijack, OP.