![]() ![]() Note that it's FAR more difficult on Kerbin : Atmosphere + gravity means landing with any sort of precision with a lander is real difficult. Burning at periapsis is the most efficient it’s called the oberth effect because your orbital velocity at the periapsis is higher than at your apoapsis (you can see it above your nav ball to check for yourself) and when you do your burn you get a certain amount of change in your velocity (delta V) and if you’re already going faster you now have. Not easily, but with enough precision to land within 100m of a flag. But I had quite a few Kerbals stranded on the Mun after botched missions, so I got to practise, practise, practise. It also helps to look at the bottom center of the screen, and click on the word 'Orbit' or 'Target' until. 1 3 Posted JIm trying to do To the mun part 1, and im having an issue. You want to see actual altitude above the ground when landing on the Mun. ![]() Next to it is a blue wavy line for 'sea level' and a green mountain for actual level. One month ago, I thought landing on a specific point was magic. In the upper center of the screen is your altitude. Trying a visual landing without it is MUCH more difficult.Īnd yes, it's more difficult than it sounds at first. ![]() Back on Kerbin, I can't seem to land near the space center at all. In any case, you'll use mostly the navball to choose your bearing. 'CAREER MODE' in this release is now 'SCIENCE MODE' in the current release.This is for an OLDER version of KSP.Havin. Closest I've managed to get to a specific spot without MechJeb's auto-land (which really feels like a cheat) was about 500 m away from a stranded crew on the Mun. But in order to avoid building oversized, overcomplicated, drag prone behemoths (like the one I was using in the first post of this thread), one first needs to know how to perform an efficient. Then the "toward taget" and "against target" pink indicators on the navball will allow you to have a good idea of where to make your corrections of horizontal speed, by comparing them to your prograde and retrograde markers. Designing a small, simple, efficient and stable launch vehicle to get into Kerbins orbit can be done pretty easily. It's easier if you have already something to use as a target (a lander, a stranded kerbal, a flag). Then it's a matter of killing your horizontal velocity (don't forget to use the "surface" speed, not the orbit one!) and make a more or less vertical descent to your chosen spot. For a non atmospheric landing, use the map mode, put your periapsis low above the point you aim for, then when you're approaching that point burn retrograde so that the trajectory indicates that you'll crash just after this spot. ![]()
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