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
-Aerobraking. Fly into Jool's atmosphere. Hope you didn't fly in so far that you burn up or fall in.
-Slingshot off a moon. If you're approaching the moon from behind and getting swung around its front, you should lose some speed. Of course, you'll also change direction in ways that may be unhelpful.
-Make sure you really don't have enough for the orbital insertion burn. If you don't on your current trajectory, see if you could cheaply tweak your approach so that your periapsis is lower, which will make the insertion burn more efficient.
Alternatively, you could use a gravity assist off of Laythe. Tylo can work, too, but Laythe is easier. What you should do really depends on the purpose of your mission, however. Are you just trying to get to a stable orbit about Jool, or are you targeting one of its moons?
Aerobraking at Jool really isn't viable. You'll enter Jool's atmosphere at about 10 km/s and then promptly explode. At that speed, a periapsis more than about 5 km into Jool's atmosphere is enough that you'll explode, and a periapsis higher than that will barely slow you at all.
While it is possible to aerobrake at Jool, it takes some very complex vehicle design to make that work. It's hard enough that it's a really bad idea to try unless your goal is to go deep into Jool's atmosphere. Diving down to Jool's lower atmosphere and then making it back out alive is one of the game's ultimate challenges, and shouldn't be attempted until you've done nearly everything else.
thanks, very nice
good point, might be best option.. im kinda afraid of aerobraking
...If you do in fact have enough delta-V, I definitely recommend just doing the insertion burn. Getting fancy is for when you really have no choice or when you're doing it for its own sake.
Drag is proportional to the square of your velocity. Heating is proportional to the cube of your velocity. Thus, the ratio of heating to drag is proportional to your velocity. When entering Jool's atmosphere at about 10 km/sec, that ratio is going to be quite high.
You can demonstrate that there's a difference pretty easily, even on Kerbin. Going 300 m/s at sea level on Kerbin will slow you down from drag a whole lot faster than going 3000 m/s at an altitude of 50 km. Yet the latter will cause serious heat problems and likely explosions, while the former doesn't register as overheating at all.
(The wiki claims it works well if you've brought along a heat shield, but presumably the OP's ship doesn't have one.)
Whatever statement you're referring to from the wiki is probably just leftover from before version 1.0 completely redid aerodynamics and should be deleted. Now, the difference between using a heat shield or not at high speeds is usually just the difference between burning up versus flipping over and then burning up.
While you can use a heat shield for aerobraking without flipping over and burning up, it takes peculiar and unnatural designs to do so. Just sticking a heat shield on the top of your vehicle won't do it.
Obviously a heat shield is only going to help if you can keep it forward, either by natural stability (center of mass close to the desired front usually does it) or sufficiently strong SAS to force it (probably not a good prospect at such high speeds).