

- #KERBAL SPACE PROGRAM DV MAP HOW TO#
- #KERBAL SPACE PROGRAM DV MAP PLUS#
- #KERBAL SPACE PROGRAM DV MAP WINDOWS#
#KERBAL SPACE PROGRAM DV MAP PLUS#
When following routes which have aerobraking arrows on the sheet, you can usually substitute those sections with near-zero dv values, only needing small adjustments.Ĭoming back from Mun, you budget 580 for ascent into orbit, 310 for the escape and a small amount for dropping your periapsis into Kerbin's atmosphere, plus some amount of safety. It's easy if you think thoroughly what your mission will be like. There is no need to burn for your landing because the atmosphere and your parachutes will do all of the work. There is no need to circularize in Kerbin low orbit before landing because you can aerobrake to kill orbital velocity. Normally you add up the numbers twice for a two-way trip, but the reason you usually don't need to do this is Kerbin's atmosphere. If you're transferring at unoptimal transfer angles or from high orbits which don't benefit as much from the Oberth effect, you need to increase your numbers, often quite significantly.
#KERBAL SPACE PROGRAM DV MAP WINDOWS#
The dv cheat sheet is reliable but all of the transfer values are for optimal transfer windows from low orbit. and we talk about really huge differences sometimes like, for example 5 km/s to 18 km/s for a (one way) trip to Jool, depending on when you start Messaggio originale di Proteus:The map surely is useful for missions to Kerbins moons, but it falls short when it comes to missions to other planets, due to the fact that here the transfer dV strongly depends on the position of Kerbin and the other planets. However, always consider the two first tips above and you should be fine, and with some fuel to spare. Since the map is precise in some ways, you could follow its numbers and accomplish your goal. When in doubt, do not orbit at the atmosphere limits. When in doubt, circularize your orbit and do a Hohmann. Effective transfers to destination outside the local system are always from the parent body. Return transfers to parent body are always cheaper (going towards gravity is easier than against grvity). When on a planet or body with no atmosphere, landing and takeoff costs the same dV. When using the map you found, and entering a body with atmosphere, do not add the initial value to your calculations. When there's an atmosphere present, use aerobraking and disregard dV values (many, many people and tools do this). If you want cooking recipes, take these tips but with a grain of salt, because they generally work but there's some specific situations where it might be different: After studying it a bit more, yes, it will be very useful to plan the first half of the trip, and maybe some transfers in between, but the return trip can be a problem. I'm afraid that map, though fancy and colorful, is indeed missing some information. I get that it wont be as much but is there a "rule of thumb" for return trip deltaVs
#KERBAL SPACE PROGRAM DV MAP HOW TO#
I understand how to read the deltaV map to get TO planets (mostly I think) but getting back is where im lost. The font used is called Aller and can be downloaded on FontSquirrel. The Delta-v maps are based on work by WAC and Kowgan on the Kerbal Space Program Forums as well as the Kerbal Space Program community on Reddit. Messaggio originale di Gianni1122:Oh ok I guess I could bemore specific by asking "How do I calculate the return trip minimum using the map?" This is a collection of cheat sheets for the game Kerbal Space Program developed by SQUAD.
