This is how I eyeballed it. Launch from Village Pad roughly SSW, that gets you to about 70deg. The cheapest way to change inclination is at your slowest point and when combining with a climbing burn. What you want to do is burn at either ascending or descending nodes to increase altitude to 1000km and add a bit of normal component, but not too much. This will get you to about 85deg. Now your APO is at one of the nodes so do the rest of the normal burning with your circularisation. If you miss the inclination then it's still cheap to adjust at that kind of height, but you have got some free boost by combining with your climbing burns.
I've uploaded a video. You can see me hover along the orbit of your approach and how your ship is way ahead of Cylero. I make another couple of nodes untiul I find an approach that works. At thi spoint in Cylero's orbit it looks like the phase angle is about 80deg. I've left my final adjustments in and me srewing up the final approach in various ways.
@KitKart It doesn't look too far out, it might be a bug with the approach marker. If you get rid of all the planned burns and hover your mouse over the orbit the approach will update as you move your cursor along the orbit. As you approach the apoapsis your ship marker and the planet marker should be intersecting, or quite close.
Maybe if you upload your saved sandbox I could get a decent view.
@KitKart It's difficult to say without seeing what you're doing, but if it is taking you 5km/s to get an encounter from Droo to Cylero then you are probably adding a lot of radial or normal velocity. It should be almost 100% prograde.
It's also important to make the burn at the right time during your parking orbit around Droo. You can see that I make the burn at almost exactly the centre of the dark side of Droo (this would be a 90deg ejection angle and is almost certianly not very efficient). The goal is to get your ejection from Droo SOI to follow as close to parallel to Droo's orbit prograde as you can.
The other part is the phase angle, this is the angle between Droo and Cylero in relation to the sun. I found that Droo being 50deg behind Cylero was a pretty good guesstimate.
Finally there is the fact that Cylero's orbit has a bit of eccentricty to it, so transferring to the side farthest from the sun will cost about 1km/s more than transferring to the closest side.
@KitKart You need about 1km/s to slow down in to an orbit, less if you use the atmosphere to do some aerobraking. If you need significantly more than that then your encounter is a little off and your relative speed is too high. Take a look https://youtu.be/UPOiS-21LNw
When you say you are 2000km away, do you mean you are unable to slow down enough to get an orbit? To transfer to a planet further out than the orbit you start at (Droo) you want to burn on the side of the planet away from the sun, this way you will be burning prograde along your orbit around the sun and increasing your apoapsis. So you do as much of your burn as you can in the centre of the dark side of the orbit around Droo and you only burn so much that your Sun apoapsis reaches the orbit height of your target (Cylero). A transfer window is the time to do this because you will reach that apoapsis at the same time as the target (Cylero). If you burn higher than the orbit of Cylero then you will be increasing your relative speed , which has to be cancelled out in order to be captured. Another way to think about this is that once you are at an encounter with Cylero you have to raise your sun periapsis to the same height as Cylero (it will still be at Droo height as that is where you left from), this is matching speed with Cylero and if you're close enough you will capture. Cylero has an atmosphere so you can use that to help you slow down, which can make the matching speed burn a lot cheaper.
@nico412 They're very small. There's a tiny patch of sand to the NNW and when launching due east, from a distance, the small bodies of water look like one of the kerbal arches.
@AndrewGarrison Ah, so we comment on open issues. But how do we open new issues? For e.g. I can see that the orbit line can be selected to place a maneuvre node even when it collides with the apo or peri marker, but now it isn't possible to click on those markers to keep that info visible. It just plants a new maneuvre node.
I can't see that in the completed items to comment on, so where do we opena new report?
@eonn44 IIRC to calculate the delta v for hohmann transfers to other bodies orbiting the sun you use the vis viva equation and solve the series of two body problems. Droo, Sun and Target. To do this we need the SOI radius of the planets for a patched conics estimation and I'm not sure where to get this ouside of the devs telling us or us experimenting. I believe it was experimentation which got it done in KSP.
I'd agree at 75-80km. It seems really soupy even at the very edge of the upper atomsphere knocking off speed way faster than it should. Hopefully that will get a balance pass.
The medium orbit one is a bit weird, probably needs some balancing. It has a limit of 200kl of fuel, I did it with 34kl and I had loads to spare so it could be done with significantly less. Actually the rocket I built for that is luna capable (7501m/s total dv).
KSP was literally a "rip off" (or inspired by) and simplification of the freeware simulator Orbiter. The KSP main dev (Harvester) was heavily in to the Orbiter scene and wanted to make a more accessible version, there are posts on the Orbiter forum detailing his early ideas. Now we have a more accessible version of KSP, some things it does better and some things it doesn't. I'd say there's plenty of room.
This is how I eyeballed it. Launch from Village Pad roughly SSW, that gets you to about 70deg. The cheapest way to change inclination is at your slowest point and when combining with a climbing burn. What you want to do is burn at either ascending or descending nodes to increase altitude to 1000km and add a bit of normal component, but not too much. This will get you to about 85deg. Now your APO is at one of the nodes so do the rest of the normal burning with your circularisation. If you miss the inclination then it's still cheap to adjust at that kind of height, but you have got some free boost by combining with your climbing burns.
1.2 years ago@KitKart
vid
I've uploaded a video. You can see me hover along the orbit of your approach and how your ship is way ahead of Cylero. I make another couple of nodes untiul I find an approach that works. At thi spoint in Cylero's orbit it looks like the phase angle is about 80deg. I've left my final adjustments in and me srewing up the final approach in various ways.
Hope it helps.
6.0 years ago@KitKart It doesn't look too far out, it might be a bug with the approach marker. If you get rid of all the planned burns and hover your mouse over the orbit the approach will update as you move your cursor along the orbit. As you approach the apoapsis your ship marker and the planet marker should be intersecting, or quite close.
Maybe if you upload your saved sandbox I could get a decent view.
6.0 years ago@KitKart It's difficult to say without seeing what you're doing, but if it is taking you 5km/s to get an encounter from Droo to Cylero then you are probably adding a lot of radial or normal velocity. It should be almost 100% prograde.
It's also important to make the burn at the right time during your parking orbit around Droo. You can see that I make the burn at almost exactly the centre of the dark side of Droo (this would be a 90deg ejection angle and is almost certianly not very efficient). The goal is to get your ejection from Droo SOI to follow as close to parallel to Droo's orbit prograde as you can.
The other part is the phase angle, this is the angle between Droo and Cylero in relation to the sun. I found that Droo being 50deg behind Cylero was a pretty good guesstimate.
Finally there is the fact that Cylero's orbit has a bit of eccentricty to it, so transferring to the side farthest from the sun will cost about 1km/s more than transferring to the closest side.
6.0 years ago@KitKart You need about 1km/s to slow down in to an orbit, less if you use the atmosphere to do some aerobraking. If you need significantly more than that then your encounter is a little off and your relative speed is too high. Take a look https://youtu.be/UPOiS-21LNw
6.0 years agoWhen you say you are 2000km away, do you mean you are unable to slow down enough to get an orbit? To transfer to a planet further out than the orbit you start at (Droo) you want to burn on the side of the planet away from the sun, this way you will be burning prograde along your orbit around the sun and increasing your apoapsis. So you do as much of your burn as you can in the centre of the dark side of the orbit around Droo and you only burn so much that your Sun apoapsis reaches the orbit height of your target (Cylero). A transfer window is the time to do this because you will reach that apoapsis at the same time as the target (Cylero). If you burn higher than the orbit of Cylero then you will be increasing your relative speed , which has to be cancelled out in order to be captured. Another way to think about this is that once you are at an encounter with Cylero you have to raise your sun periapsis to the same height as Cylero (it will still be at Droo height as that is where you left from), this is matching speed with Cylero and if you're close enough you will capture. Cylero has an atmosphere so you can use that to help you slow down, which can make the matching speed burn a lot cheaper.
6.0 years agoOoh. a dv display.
Great work guys
6.0 years ago@Rexy "I've been doing various test runs and delta V required to achieve LDO appears to be approximately 5.57 km/s"
Which way are you launching? Going east I can get 100km * 100km orbit with about 4.3km/s. Even less with an efficient design.
According to my totally scientific sample size of 1, the edge of Droo SOI is 95775.5km
6.0 years ago@nico412 They're very small. There's a tiny patch of sand to the NNW and when launching due east, from a distance, the small bodies of water look like one of the kerbal arches.
6.0 years ago@DrCoconut1245
Earth mass is: 5.972 × 10^24 kg
radius is: 6.3781×10^6 m
So earth is about 5 times wider and 25 times more massive.
+1 6.0 years agoI thought I saw an arch NNW from the lauch pad, inbetween the two mountain ranges. I flew there and it was just a couple of lakes.
+1 6.0 years ago@PriyanshuRoy
M=ar^2/G
a = surface gravity = 9.798 m/s^2
r^2 = radius squared: 1274200^2 = 1623585640000 meters
G = gravity constant = 6.6726 x 10-11N-m^2/kg^2
So a bit more precise: 2.38406199992806×10^23kg, which alters droostationary height to 8803730 meters.
+4 6.0 years agoGood info. So to calculate geostationary altitude:
G = 6.67381x10^-11
M = 2.383561897×10^23 (mass of Droo)
t = 2540160000 (14 hours * 60 * 60)
cuberoot((6.67381x10^-11 * 2.383561897×10^23 * 2540160000) / 4* pi^2) = 10,077,834
Subtract radius of Droo (1274200 ) = 8803634.6 metres
About as close as I could get without RCS: https://youtu.be/GY3HpcblSpM
It has a period of 14hours and it seems to be sitting over the same continent. So I'd say it's pretty damn close.
+4 6.0 years agoYeh. You can use them to capture in to Cylero orbit from a Droo transfer. I expect they still have some tweaking to do.
6.0 years agodroo -> cylero is about 50 deg
cylero->droo is about 160 deg
There will be some variation depending on which side of its orbit cylero is
6.0 years ago@MattJohno2 but not as dense, so the orbital speed is about the same
6.0 years agoAccording to: C:\Users\<username>\AppData\LocalLow\Jundroo\SimpleRockets 2\UserData\SolarSystems_default_\SolarSystem.xml
1274200 (metres I suppose)
6.0 years ago@AndrewGarrison Ah, so we comment on open issues. But how do we open new issues? For e.g. I can see that the orbit line can be selected to place a maneuvre node even when it collides with the apo or peri marker, but now it isn't possible to click on those markers to keep that info visible. It just plants a new maneuvre node.
I can't see that in the completed items to comment on, so where do we opena new report?
6.0 years agoI'll do some testing, but is it just me or has the bug section of this site been deactivated? Where to report?
6.0 years ago@eonn44 IIRC to calculate the delta v for hohmann transfers to other bodies orbiting the sun you use the vis viva equation and solve the series of two body problems. Droo, Sun and Target. To do this we need the SOI radius of the planets for a patched conics estimation and I'm not sure where to get this ouside of the devs telling us or us experimenting. I believe it was experimentation which got it done in KSP.
6.0 years agoBuilt-in infernal robotics. Yes please.
+1 6.0 years agoI'd agree at 75-80km. It seems really soupy even at the very edge of the upper atomsphere knocking off speed way faster than it should. Hopefully that will get a balance pass.
6.0 years agoIs there any planet info around? Orbits, radii, mass, atmospheres?
I guess I could dig around in the files.
6.0 years agoHere is a video I made for a guy on reddit:
https://youtu.be/LCiierLWuWI
thread:
https://www.reddit.com/r/simplerockets/comments/9vzzz6/hasanyoneefficientlyfinishedtheloworbit/
The medium orbit one is a bit weird, probably needs some balancing. It has a limit of 200kl of fuel, I did it with 34kl and I had loads to spare so it could be done with significantly less. Actually the rocket I built for that is luna capable (7501m/s total dv).
6.0 years agoKSP was literally a "rip off" (or inspired by) and simplification of the freeware simulator Orbiter. The KSP main dev (Harvester) was heavily in to the Orbiter scene and wanted to make a more accessible version, there are posts on the Orbiter forum detailing his early ideas. Now we have a more accessible version of KSP, some things it does better and some things it doesn't. I'd say there's plenty of room.
6.0 years ago