Tutorial: Summary of Routes - Kerbal Space Program Wiki (2024)

Over the years with KSP1 and KSP2, I've come up with a set of mental rules for how to do low-fuel manoeuvres.

Understanding how orbital mechanics works is one thing. But getting a good feel for how to set up manoeuvres that minimize fuel is much harder, because it's harder to know if another trajectory would work better (and it's tedious/impossible to check all the different routes).

Here is my set of rules-of-thumb for the best way to achieve various goals.

Help me out, are any of these wrong? Or am I missing tricks?

LAUNCH

In vacuum, start off at around 45° above the horizon, for a few seconds, then switch to horizontal ASAP (subject to clearing terrain, and TWR). With ∞ TWR, you'd go horizontal (East) immediately, but need to gain a teeny bit of height in practice. In an ideal world, your Ap would appear directly opposite on the far side of the planet (180° from launch site) but there's no real efficiency gain if it's only 90° ahead. TWR has no impact on δv required (as long as it's high enough that ~nearly all time is spent burning prograde = horizontal).

In atmosphere, burn upwards, set up a small angle fairly early on (5-10°) so you can accumulate some horizontal speed. Keep angle of attack fairly shallow and follow the gravity turn around. Eve needs a sharp hairpin with quite steep AoA once out of atmosphere. Duna AoA is lower as you can turn earlier. Kerbin somewhere in between. Aim for Ap just above the atmosphere, coast to Ap, and circularise. Ideally a lot of the time raising the Ap is spent burning close to horizontal (and always with low AoA = close to prograde marker).

LANDING

In vacuum, do a tiny burn to bring Pe down to kiss the surface, then fiddle with the manoeuvre node to work out when to start a suicide burn. Ideally, you'll end up at 1km altitude with 100m/s of mostly-horizontal velocity, and can then coast down to do one final burn of 150-200m/s at ~45° above horizon to touch down.

In atmosphere, just use aerobraking / chutes / wings etc (Duna fuel-assist). Not many ways to waste δv really.

MUN TRANSFER

The "tutorial way" is optimal (to my knowledge). No assists possible.

From a perfectly circular orbit (LKO), add a manoeuvre node, add pure prograde until the orbit kisses the Mün's orbit, then drag in around until you find the moment of transfer. At most one LKO's worth of delay (no need to pack snaks for your crew). It will be around 90° behind the Mün.

If the initial orbit isn't perfectly circular, then you'll have to fiddle with the prograde quantity as you drag the node around.

With minimal cost, you can enter Mün at any inclination (eg get a polar orbit there for free) just by adding a few m/s of normal component.

Use RCS for mid-course correction around halfway through a transfer, if you couldn't get a nice close Pe with the trans-Münar burn. (I like to limit my throttle usage to ≥10% or ≥50% depending on how much realism I want. Makes is harder to execute manoeuvres to the nearest 1m/s or less.)

Capture burn at Mün Pe, Nothing to say there.

MINMUS TRANSFER

You can use a Mün assist. Here's where it gets harder.

I don't know how to get a good transfer window for these assists! Any hints gladly accepted. It's basically very hard to eyeball, and the game's tools are insufficient.

Ideally, you'd do a Mün transfer, pick up your gravity assist, and have Minmus lined up so that on exit from Mün you head out for an encounter immediately. Tough to predict those windows.

What you don't want to do is end up with a rubbish Minmus encounter with high a Minmus-relative velocity. Defeats the point of the Mün assist!

The Mün assist should try and reduce the Minmus-relative inclination as much as possible.

So, I pack snaks for my Kerbals, and do a Mün assist at any old time, to raise my Kerbin Pe out to an orbit close to Minmus. Then I do some fairly small Ap/Pe adjustments to "rendezvous" with Minmus. If you're in a hurry: do bigger Ap/Pe adjusts, so you get the encounter within a few orbits (= months...). If not in a hurry (probe core), then do small adjusts and wait several orbits until you see the intersect is fairly close, so a small adjustment will yield an encounter.

You can't get a second assist off the Mün (unless you were going for Mün assist — Minmus assist – Mün assist — Minmus capture; but I highly doubt you could make significant savings that way, as the first assist already kicks you out to an orbit close to Minmus, so the capture is already cheap, and any extra assists will chew up δv for adjustments).

DUNA/EVE TRIP

The basic way is: burn prograde at a transfer window to get an encounter in one burn from LKO + one mid-course correction.

But how you do actually get those quoted numbers for optimal transfers?

• Burn prograde only (to start with), on the dark side of Kerbin to go to Duna (from prograde=Eastwards LKO orbit), the light side of Kerbin to get to Eve.

• Drag around the start time of the manoeuvre node until you see your departure path from Kerbin going absolutely parallel to Kerbin's orbit. That's your "radial component" (towards Kerbol, not Kerbin) of the transfer, which you get not from burning radially, but from timing when you start the transfer burn.

• When you're bang on the transfer window, the most efficient burn will have you leave Kerbin's SOI going parallel to Kerbin (correct me if I'm wrong).

• If you're even a little off, you'll have to drag the node a bit until you get the encounter, ie add in some Kerbol-radial component to force the encounter.

Finally, there's a choice to be made.

1. You can either have zero normal component in your transfer burn, and do all your inclination adjustment mid-course.

2. You can split your inclination adjustment: include some with the transfer burn, to reduce the relative inclination, and move the AN/DN to be further from Kerbol. Adding in 200-300m/s of normal to your transfer burn is basically "free", and can reduce the mid-course correction a lot.

3. If going to Duna/Eve (or returning to Kerbin!) then you don't need to match inclination. Instead, you just add a big normal component to the departure burn, to shift the AN/DN to the point of intercept. Then you'll get a very very high-cost encounter (with very very high relative velocity) but you can use a heat shield to soak it all up.

And... which of these cheapest? Well it depends. I think that for a Duna/Eve transfer, there's not much in it between 1 & 2, but trying to minimise inclination adjustment as part of the departure is generally (always?) slightly cheaper. It's hard to be sure, because each departure window has slightly different cost, due to the AN/DN falling at a different point during the transfer. If you're happy arriving at high inclination, I've found (3) to be competitive with the mid-course correction but I think not always (depends, for your current transfer window, where the AN/DN falls).

No assists from any planets possible on the way to Duna/Eve. (It would be perverse to get an assist off Jool to get to Eve, or off Eve to get to Duna. I don't think any saving at all is possible. It's possible a Jool assist could save cost on the way to Duna? I've not plotted that route myself though to check.)

You can get an assist from the Mün to aid the departure burn. Pretty fiddly to set up, but I do it sometimes. When you're at the transfer window for Duna/Eve, you warp until Mün is 90° behind your planned departure course (ie Kerbol-Kerbin-Mün are in a line). Then do your transfer as normal, but, by the time you're passing Mün's orbit you'll get an encounter. You have really limited wiggle-room: Mün just is where it is, and you can wait 1/2/3/4 orbits to get a couple of choices for where it is when you encounter it, but you that's it. Luckily, it's OK to end up with a high relative-velocity encounter with Eve/Duna (assuming you're aerobraking), so you can still get a decent low-Pe assist from Mün and still make the encounter.

I think if you're aiming to minimise the capture burn (eg doing propulsive capture at Duna/Eve) then the Mün assist could actually make things worse, if the Mün's position as you pass forces you choose an intercept with Duna/Eve at a higher relative angle. (Rule of thumb: kissing orbits = cheap capture; orbits crossing at a larger angle = expensive capture.)

BI-ELLIPTIC TRANSFER

It's nice in textbooks. But not needed for any missions in KSP2 (so far). The planets are all quite closely spaced, and you start out at Kerbin in the middle. The KSP1 mission "put a probe in retrograde Kerbolar orbit" required it.

RENDEZVOUS

Assume any two coplanar orbits, and you need to rendezvous.

Do a minimal prograde burn to get a kissing orbit on the target. If target orbit is higher than the initial orbit then obviously want to burn near the Pe (rather than the Ap). This might not be a burn at Ap/Pe, because you drag the node around to bring your Arg-of-Pe into alignment. For most (all?) starting configurations, I think this is the optimal strategy, but I wouldn't be surprised if there are situations where it isn't quite.

Then you have a tradeoff between patience and efficiency. Doing a biiiig burn at the touching point will get an encounter in one orbit.

I sometimes use a spreadsheet. Set up columns for "one orbit; two orbits; three orbits" and put in your orbital period, the target period, and the amount of time you need to lose/gain to gain an intercept. Then brute-force it. Eg if target period = Z days, current period = 0.5×Z days, and you need to gain 0.1×Z days, then you can see that once the target has done 3 orbits and we have done 5 orbits, we'll get a very close intercept, so a teeny adjustment will make it happen.

Or, just watch the orbits go around until the intercept is close, and do one adjustment at the kissing point to make it happen on the next round.

Finally, you simply reduce relative velocity to ~zero at the intercept. This should be almost entirely prograde/retrograde.

MOHO TRANSFER

Moho is special. It's the only planet where the cost of the inclination change outweighs the cost of the Hohmann transfer.

So, it's better to do the departure burn at Kerbin-Moho's AN/DN, not worry about getting an encounter at all (just get that rel inclination to zero), and then do a deep-space adjustment (no Oberth effect) when you hit Moho's orbit to bring about an encounter in not-too-many orbits. Pack snaks for Kerbals!

Hopefully you won't need to change the orbit much to get the encounter. Then capture at Moho as normal.

But better still: interplanetary slingshots!

I think this is the optimal strategy for a one-assist journey to Moho. (But if another route via Duna or Eve is better I'd be happy to learn.)

• Do a standard Eve transfer - but work backwards so that when you encounter Eve, it's at the Eve-Moho AN/DN. This can take some looking ahead over the transfer windows - and you won't be picking an "optimal" transfer to Eve.

• Remember - for assists where you want to reduce your eccentricity, you need to encounter the body you're passing at a high angle (orbits not tangent). Encountering at low angle (target orbits) will increase your eccentricity.

• So for the Eve assist to bring your Kerbol Ap down to Moho, you actually need to encounter it at a steep angle, which means you're not aiming for a conventional transfer window at all.

• Obviously you fiddle the normal component of the Eve encounter to get your correct inclination for Moho. You don't need to meet Eve at zero rel inclination to Eve.

• If you work backwards from an Eve encounter at Eve-Moho AN/DN, then you won't get a Moho encounter directly, you'll have to rendezvous with Moho as previously.

I haven't assessed two-assist journeys. (Does anyone know the best routes? Duna then Eve, or Eve then Duna?) Some further savings should be possible, but I have no hard data or intuition on which routes are the best.

DRES/JOOL/EELOO TRANSFER

TBD. I have some transfer tricks I use, but I'm really not confident I know which is the best one-assist or multi-assist route out & back. All I know is that lining up more than one assist without tool-aided planning is hard (for me).

Tutorial: Summary of Routes - Kerbal Space Program Wiki (2024)

FAQs

What does NASA think of KSP? ›

Kerbal Space Program has spread beyond the gaming community. Just ask NASA, they are fans. Doug Ellison, who works at the Jet Propulsion Laboratory in Pasadena, thinks KSP fills a crucial gap in communicating the science in a playful simulation context. “I think we do a great job,” he says.

Does Elon Musk play Kerbal Space Program? ›

Scientific community. The game has crossed over into the scientific community with scientists and members of the space industry displaying an interest in the game, including NASA, ESA, ULA's Tory Bruno, Rocket Lab's Peter Beck, and SpaceX's Elon Musk.

How much Delta V to leave Kerbin? ›

Assumption: It takes roughly 2500 m/s of Δv to escape Kerbin's atmosphere before vacuum Δv values take over for the stage powering the transition (actual value ranges between 2000 m/s and 3400 m/s depending on ascent). Note that, as of KSP 1.3. 1, around 3800 m/s of Δv is required to reach an 80km orbit from the KSC.

Which mode is best for beginners in Kerbal Space Program? ›

10 Science Mode Is A Great Place To Learn

You also have to unlock rocket components through research, meaning you won't be overwhelmed by the vast selection of parts on offer in Sandbox mode, which is a game mode that sets you loose among everything Kerbal Space Program has to offer.

What is the hardest body to land on in KSP? ›

  • Moho is the hardest to get to.
  • Tylo is the hardest to land on.
  • Eve is the hardest to return from.
Jan 29, 2024

Do any KSP planets have rings? ›

Voon is known as the 6th and largest planet around Kerbol. It is one of the 2 gas giants in the Kerbol System and the only planet with a well-defined ring system.

How realistic is KSP? ›

For orbits, KSP is mostly accurate. The only real exception that I'm aware of is that KSP uses patched conics instead of true n-body: ships only feel gravity from the body that they're orbiting, not other bodies, so there are no tidal forces or things like lagrange points.

What is KSP coded in? ›

So KSP is written in C#, which ten (TEN!) years ago was a bit more of an unusual choice than it would be today. And I think the non-windows versions still run on mono, which is a non-windows port of the . net runtime that runs the C# code.

What planets are in KSP in real life? ›

Relation to the Solar System
Kerbol systemSolar system
MohoMercury
EveVenus
KerbinEarth
DunaMars
4 more rows
Jul 22, 2023

Is Kerbin the size of Earth? ›

Kerbin has approximately one-tenth the radius of Earth and 1/113th the mass.

How long is a day on Kerbin? ›

A Kerbin day lasts 6 hours and during one orbit around Kerbol, Kerbin rotates about its axis over 426 times, thus a Kerbin year is about 426 days and 32 minutes long. Kerbin has a slight orbital inclination, producing seasonal variations on the planet's surface.

What is the farthest planet from Kerbin? ›

Eeloo is a dwarf planet that was released in Template:Version as a Christmas gift to the KSP community. It is the seventh and farthest planet from Kerbol most of the time, though its orbit intersects Jool's, passing in front of it for a minority of its revolution period.

What is the easiest planet to orbit in KSP? ›

Duna orbits Kerbol with an inclination nearly identical to that of Kerbin, making it one of the easiest planets to encounter.

What is the easiest place to land in KSP? ›

With proper aerobraking, a round trip from Kerbin to Duna's orbit and back requires roughly 1700 m/s of delta-v, less than a round trip to any other planet. Duna is often the easiest planet to achieve encounters because of a low orbital inclination.

What is the most efficient plane in KSP? ›

The Goliath is the most efficient stock jet engine, with an Isp of 12600s (jets have constant Isp regardless of pressure).

What should a space station have KSP? ›

A complete space station usually has a science module, crew module, communications module, electricity module (a module that has batteries and solar arrays, generators, etc. ), and a storage module for fuels.

Does KSP have exoplanets? ›

Real Exoplanets (REX) is planet pack that adds several confirmed exoplanets into KSP. As the name implies, all of these exoplanets are real, and all of the planetary systems are located exactly where they are in real life.

What is the lowest possible orbit in KSP? ›

Low Kerbin orbit (LKO)

The lowest point of an LKO must not be lower than 70 km in order to stay clear of atmospheric drag. The altitude of a LKO typically does not exceed about 200 km.

What is the hardest planet to return from in KSP? ›

Tylo. Tylo is one of the worst places to land and return from. It's in the outer solar system, far away from home, and you need to bring a ton of fuel to even land, let alone get your ass back home. Tylo is about the same size/mass as Kerbin but there is no atmosphere.

Top Articles
2023 – A year of anniversaries
CVS Health hiring Store Associate Seasonal-Part Time in Manasquan, New Jersey, United States | LinkedIn
Chren, inaugural chair of the Department of Dermatology, to step down
Retail Space For Rent Craigslist
Hk Jockey Club Result
It May Surround A Charged Particle Crossword
Madden 23 Solo Battles
24 Hour Car Wash Queens Ny
Levidia 2019
Pollen Levels Richmond
Cincinnati Adult Search
Oil filter Cross Reference - Equivafiltros
Memphis Beauty 2084
24-Hour Autozone On Hickory Hill
Nsu Occupational Therapy Prerequisites
Lima Crime Stoppers
Regal Cinema Ticket Prices
The Guardian Crossword Answers - solve the daily Crossword
Vegamovies 2023 » Career Flyes
Can You Put Elvie Stride Parts In Sterilizer
Famous Sl Couples Birthday Celebration Leaks
Appleton Post Crescent Today's Obituaries
Google Flights Msp To Fort Myers
Dtm Urban Dictionary
Tbom Genesis Retail Phone Number
Ktbs Payroll Login
Let Basildon Sniff Your Hand
Forum Train Europe FTE on LinkedIn: #freight #traffic #timetablingeurope #fted
Class B Permit Jobs
Craiglist Galveston
Myhr.bannerhealth.com
Bilt Rent Day Challenge June 2023 Answers
Samantha Lyne Wikipedia
Lolalytics Aram
Top 10 Best OSRS Ranged Weapons (Bows + Crowssbows) – FandomSpot
Rugged Gentleman Barber Shop Martinsburg Wv
Dutchessravenna N Word
Boise Craigslist Cars And Trucks - By Owner
Drugst0Recowgirl Leaks
Autozone Cercano
House Party 2023 Showtimes Near Mjr Chesterfield
Kcu Sdn
Morning Call Obits Today Legacy
Sam's Club Gas Price Mechanicsburg Pa
Famous Church Sermons
Craigslist Pets Inland Empire
What Is Opm1 Treas 310 Deposit
Dermatologist Esthetician Jobs
Daftpo
Walmart Supercenter Curbside Pickup
Sak Pase Rental Reviews
Exceptions to the 5-year term for naturalisation in the Netherlands
Latest Posts
Article information

Author: Catherine Tremblay

Last Updated:

Views: 6690

Rating: 4.7 / 5 (67 voted)

Reviews: 82% of readers found this page helpful

Author information

Name: Catherine Tremblay

Birthday: 1999-09-23

Address: Suite 461 73643 Sherril Loaf, Dickinsonland, AZ 47941-2379

Phone: +2678139151039

Job: International Administration Supervisor

Hobby: Dowsing, Snowboarding, Rowing, Beekeeping, Calligraphy, Shooting, Air sports

Introduction: My name is Catherine Tremblay, I am a precious, perfect, tasty, enthusiastic, inexpensive, vast, kind person who loves writing and wants to share my knowledge and understanding with you.