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Fordítási probléma jelentése
A lot of practice with rendezvous, docking and interplanetary hops will give you the experience to grab one. Play around and don't forget that F5 is a quicksave.
Once you get the hang of making that sort of maneuver, find an asteroid that makes a Kerbin encounter close enough that its orbit is warped some but not too steeply or too shallowly. This type of encounter will be much easier to change into an actual orbit. You want to intercept the path of the asteroid before it reaches its periapsis with Kerbin, going in the same direction and with an inclination as close as possible to the path of the asteroid. You'll boost your way up to it, dock with it - usually from the front of the asteroid, in relation to its trajectory. Then you want to thrust against the asteroid's trajectory, retrograde, slowing it down until it achieves an orbit around Kerbin. From there you can thrust more to de-orbit it.
Scott Manley's demo video of an asteroid redirect is a good one to watch for general clues on what to do. Don't worry about being as minimalist on fuel and rocket design as Scott usually is. Take enough fuel and thrust to overdo it. Worry about efficiency later.
http://www.youtube.com/watch?v=SdF-ftRnt50
And if you ask me, I think a numerical editor for the maneuver nodes should be made a part of the game, and not just the mod
Most of the tutorials I've seen involve just putting a ton of delta V into the rocket. I haven't found any which go over planning how to intercept an asteroid in career mode for minimal cost. But, I'm relatively new to the game so I could have missed them.
Match inclination during launch, have orbit lines touch at one point, boost at contact point to get encounter, profit.
What was your total Delta V though? It isn't hard to intercept something. I want to do it efficiently.
I'd seen that tutorial, but it still ends up using a lot of Delta V. It also only works if the asteroid enters the Kerbin SOI. If there is no hyperbolic orbit to line up it won't work, and I really don't like manually tweaking my launch in map mode. I'd prefer to have an initial launch time and heading/inclination.
I ended up eyeballing one from an equtorial orbit and getting the Delta V down to maybe 1300 or so, but it is still hard to launch into the right inclination.
Part of the issue is that KSP generally avoids numbers.
Sure, but how would you do that, launching into the correct inclination/etc? And without using any online calculators, since those online calculators don't work for randomly-generated asteroid orbits?
I get that you can brute force your way there, and that will obviously work. I'm just trying to find the most efficient way to do it.
The main issue with intercepting them inside Kerbin's SOI is that they're moving towards Kerbin and you're moving away from it, so that basically guarantees a maximum delta-v to intercept. If you want to capture it you'd need to do so before it reaches Pe, otherwise you're stick waiting for a full Kerbin solar orbit to direct it back.
Now, it does seem fairly straightforward to do an efficient intercept if you're willing to wait a few years, since you can efficiently do a plane change and transfer to the asteroid, then do another plane change and transfer back to Kerbin. It will just take a VERY long time that way.
Don't get me wrong, I appreciate the suggestions/etc. I'm just trying to figure out if there is a more efficient way to go about it.
Hmm, I hadn't thought about that. So far out from Kerbin the velocities would tend to be lower, so it isn't quite as expensive and I am probably thinking. Even if you burn 900m/s at Kerbin Pe you're not going to be going nearly that fast by the time you hit the edge of the SoI.
I'll admit I've been a bit of a glutton for punishment. I just started playing and started on Career mode, and have been staying mostly in the Kerbin SoI so far. I figured I'd challenge myself a bit since I've played Orbiter before. That game gave you more in the way of numbers, but you still needed mods to do interplanetary stuff well, and I've yet to see a game that does a good job of making it easy to discover windows/etc. The maneuver nodes in KSP are actually pretty nice.
a) Is the asteroid's trajectory more polar or more equatorial? Launch equatorial if asteroid has a more equatorial trajectory and polar if it's more polar
b) Setup a 950(ish) m/s burn in the direction of the asteroid. You might wanna add some normal component / slightly change the burn position until you get some encounter, no matter the distance. If you don't get an encounter but the trajectory intersects (at least sort of), that will do.
The critical thing is that the asteroid doesn't surpass you when you reach the intended intersection point.
c) Even one day before the estimated intersection point, set the navball to target and align the retro vector with the anti-target, just like you'd do with a normal rendez-vous. At such high altitudes, the gravity is not so significant and all your normal and radial burns are pretty efficient. Basically, where you burn is (almost) where you'll go. You wanna correct this from time to time, maybe 30 mins before the interception. While doing the burn, check the rendezvous distance. If it increases, stop the burn and do it closer to that point.
If you go with nukes and add a decent amount of fuel, you got like 4km/s dV "by default", which is more than you'll ever need for this lazy method. This method should take you 2-2.5k depending on the losses you have for that velocity vectors alignment. Obviously you have to add the dv needed to achieve LKO to this. Enjoy!