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  1. 16 lip 2013 · In terms of actually getting to the Mun and back, the numbers you require are as follows: ~4000-4500m/s dV - to Kerbin Orbit (speed up) ~850m/s dV - Kerbin to Mun escape velocity (speed up) ~250m/s dV - Mun orbital capture (slow down)

  2. Dude, it's very simple. Get into Mun orbit. Then any escape attempt will place you first in an orbit around Kerbin and then around Kerbol itself. So, you only have to get a moderate escape from Mun orbit and almost surely you'll end orbiting Kerbin.

  3. 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.

  4. Escaping Kerbin! - Episode 11 - A Return to the Mun. Legion of One. 369 subscribers. Subscribed. 8. 243 views 10 months ago. In honor of our 11th episode, we decide to try something we have...

  5. 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.

  6. 5 lip 2017 · The trick to leaving the Mun and returning to Kerbin is placing your maneuver node correctly. Try this: orient your view so the Mun is at the bottom of your screen and Kerbin is directly above at 12 O'clock.

  7. 3 kwi 2012 · The easiest way to get back to Kerbin from the Mun I found is to get in orbit eastward around the Mun, when you see Kerbin rise on the horizon, you boost prograde until an apoapsis of 5-10 millions meters. 13 millions is the real number, but it work below that if you\'re low on fuel.

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