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A good way to know if your Mun escape was efficient is to look at the next predicted Kerbin apoapsis (purple Ap label). If it's near the Mun where it is when you leave, it means there's no radial component in your escape trajectory: all the fuel you burn was burnt to get you out, and nothing else.
Roughly 600m/s to regain orbit and 300m/s to return to Kerbin with a suitable periapsis for re-entry and landing. There is a bit of margin in those numbers, so you might be able to manage it. You definitely have enough to get into Mun orbit and await a rescue if required.
16 lip 2013 · When you want a really elegant mun mission, learn docking and do an apollo-style mission with a detachable lander. That way you can keep the fuel for the return trip in mun orbit, so you don't need to land it and bring it back up....or just add more stages below your existing rocket.
You can spend less total delta-V to achieve the same hyperbolic escape velocity relative to the Mun (roughly your speed as you leave the Mun's SoI) by getting into a low circular orbit first, then burning to escape at the correct time as others have shown.
9 lip 2024 · Perform a Trans-Kerbin Injection (TKI) to escape the Mun's gravity. Upon reentry into Kerbin's SOI, burn retrograde at apoapsis. Use atmospheric braking to slow down and prepare for reentry.
12 sty 2019 · I'm getting into alot of tourism recently and have a nice rocket to ferry 5 people and pilot to a Munar orbit and back. Still, there is room for more improvement and efficiency, so this is my question: My encounter with the Mun lets me choose which direction to orbit.
1 kwi 2016 · You need about 900 dV to leave the Mun for an aerocapture (see dV maps on side bar). A few ways to save them: Like others have suggested, you do have enough fuel to get into an orbit around the Mun. Get the ship into orbit and make sure it's co-planar with the Mun's orbit for ease of rendez-vous.