Ah, thanks Horus. He seems to be a customer that knows what he is talking about indeed
Hi
Junipurr,
I've heard a little about the ITN, and to be honest, the theory behind that seems beyond my knowledge, but it's quite unlikely that you can recreate it in SFS anyway: Actually, SFS uses what is called the patched conics approximation: an object is considered to be only submitted to the gravity of the dominant body (which is materialized by the SOI). This is good to calculate easily and with good approximation an interplanetary probe trajectory (implying Hohmann transfers, gravity assists...), but this approximation fails to recreate the dynamics around the lagrangian points. You're right saying that L1 and L2 are at the edge of the SOIs, but still, they won't behave like L points. A n-body approach is necessary for this (at least 3 bodies...). Anyway, those points are unstable, and a ship placed there usually needs to perform some station-keeping to maintain its position. Moreover in practice that could be extremely frustrating to handle: you're aware about how a little correction can lead to a very different trajectory... At some points we are not computers.
About using the Moon for gravity assist, Horus is right, this is not viable. And trust me, I really like this technique, if it worked in that case I would be the first to promote it. One thing to consider is that using that technique to go to Venus would save at most 76 m/s, which is really little. This is the difference between a transfer to the Moon and a transfer to Venus. The reason why this value is low is because when you burn from LEO, you benefit from the Oberth effect (a burn is more efficient when it's performed close to a massive body). When you use some gravity assists from the Moon, you loose that Oberth effect, and the kick you get from the Moon isn't enough to compensate. I've tried myself, but two gravity assists don't give you enough speed, and boosting the second gravity assist is already too expensive. A third gravity assist could help, but the second one pulls you largely out of the Earth SOI, so I don't see how you could get that opportunity...
Sometimes going the simple way is still the most efficient, the gravitational slingshot is best used with massive bodies.
Yes, I think we all agreee that Lunar Assist in game is not that great. That said, if you are already in a HMO, leaving the Moon can be tricky, and it feels like leaving the LM2 sometimes. So I am trying to make a flight plan as my greater goal, and a small part of that plan is visiting the Lunar surface, and not long after the surface of Mercury.
I would like to, but it seems very difficult, to deconstruct the VEEGA manouvre in game, and apply it to other legs of my journey. At the start, there is an imperative to get an Earth - Venus - Encounter point alignment. My question is, is that alignment mathematically determined, or has it been discovered by trial and error?
It seems delaying transfer past this initial point suggested by the in game nav computer, angles you trajectory when arriving at Venus. I understand that is a pre-requisite for gravitational assist to work effectively. My next question, is that angle important, so a Venus to Earth trajectory can be found easier? There seems to be a lot of scanning the vector after entering SOI, but are we already close to that magic line, because of the previous alignment timing?
IRL, and to a smaller extent in game, finding the perfect trajectory in only one or two orbits seems obvious, but mathematically these trajectories usually only happen by mistake. A great deal of computational trial and error is involved. With the game being 2D and having no eccentricity currently, we can predict with high certainty where planets will be after a certain time delay. Recording that time delay, or calculating the apparant angle for a map, seems difficult without points of reference. Such points of reference are not common in this game. I can predict Lunar gravity assist by the angle the moon is making with the Sun Earth Orbit line. Then I have to subtract more time, or more angle, based on the rockets current position, and specific acceleration.
Doing this for Venus or any other planet in game is currently a bit beyond me. So I am experimenting, and building up a picture in my mind. There are other limits imposed by the games nav system, which means even if you know where that magic line is approximately, it is very hard to find in practice.
I think my next lot of experiments will be a reverse VEEGA to get to Mercury cheaply. The graveyard is not impossible for me to reach, even using Hoffman trajectories. The Δ V is huge, but so are my payloads. If I can get a couple more low burn trajectories mapped out in my mind, I might be able to come up with a general approach for any planet exisitng or added later.
My current planet mod I am working on, has 12 new stars and 12 new planets which don't make my phone crash. Most have a huge ΔV, making them more difficult to leave than Venus, because they are Super Earths Light Years away. I would like to have a generic low burn trajectory, so I can reasonably visit them using the current tech in game.