
If you're in low Moho orbit and you burn prograde a little more than 320 m/s, you will barely escape Moho.Īlso, and /ksp/ are really good websites for planning interplanetary transfers.Ģnd Edit: Changed it to be less confusing. A quick rule of thumb for me is 150 orbital speed to land on an airless body. For example, if you are in a Kerbin-Moho transfer orbit and you burn retrograde a little more than 2090 m/s at Moho periapsis, you will barely be captured by Moho. By looking on the map we can easily determine tons of useful data for our mission.
KERBAL SPACE PROGRAM DV MAP FREE
Let me know if something is wrong with it, and feel free to change the graphic if you can draw a better one.Įdit: "escape" means capture orbit if you're coming from Kerbin, and escape orbit if you're going the other way. 'Helps with designing functional and efficient ships' is the primary reason people pick Kerbal Engineer Redux over the competition. Here is a slightly more detailed map showing the range of delta-v's based on periapsis/apoapsis values. Kerbal Engineer Redux, Environmental Visual Enhancements, and The Near Future Pack are probably your best bets out of the 40 options considered. Your delta-v may vary based on TWR, drag, using gravity assists, and the planet's position (its periapsis or apoapsis). Build spacecraft, fly them, and try to help the Kerbals fulfill their ultimate mission of conquering space. The delta-v's along the vertical of another planet's moon are burned at that moon's periapsis. Welcome to Kerbal Space Program Create and manage your own space program. The delta-v's along the horizontal are burned at the other planet/moon's periapsis. Needed Delta-v can be easily read at Delta-v maps or calculated by calculation. The line on the left should burn towards Kerbin's retrograde and the line on the right should burn towards Kerbin's prograde. KERBAL SPACE PROGRAM GUA DE INICIACIN por Joselillo para Punta de Lanza KSP - Gua de Iniciacin KerbalSpaceProgram Nu Exista Vraji A vast planet to orbit around The planet on which the action takes place is called Kerbal Planet and, according to the developers, is more than 600km in radius, giving you plenty to look at as you enter its orbit and. given a set of constraints and preferences (Kerbal Space Program). This map assumes using the Oberth effect, so the delta-v's along the vertical starting from Kerbin are burned at Kerbin periapsis (except for Kerbol).
KERBAL SPACE PROGRAM DV MAP HOW TO
How to use: start at Kerbin on the bottom, pick a planet/moon to go to, add up the delta-v's along the nodes to find the needed delta-v.

Sok minden változott az els változathoz képest a játékban a legersebb változás a légkör fizikai megjelenése, ami még csak maximum módként volt elérhet mikor a 3 rész készült pár éve. How to calculate amount of dV needed to get back to Kerbin based on that map Best regards, Maciej K. Az új régi Elkészült a régi Kerbal Space Program Hogyan is csináljam sorozat 3 részének a felújított változata.

The atmospheric take-off delta-v's were based on a few different trials of my ships. Is that last number between 'Low Orbit' and celestial body dV needed to deorbit and land or to get back to orbit. It's calculated using the Vis-viva equation and information from the Kerbal wiki. I noticed a few inaccuracies in other delta-v maps going around so I made this one.
