We gave him a little bathing area and various toys with interesting textures for his paws. He loves his little shell.
I wish I could help him out with his tick problem! His ears are covered in them. Poor little guy.
I wish I could help him out with his tick problem! His ears are covered in them. Poor little guy.
Should I burn retrograde to the Mun’s orbit to drop my Kerbin periapsis, then circularize? Or should I just burn prograde to the Mun’s orbit until I just barely get into Kerbin’s orbit, and do the transfer from an extremely high orbit (like 10,000km)? Should I even bother to get into Mun orbit first, or should I just pick a trajectory at launch and burn until I reach escape velocity?
I’m assuming the absolute best way to do it is to burn retrograde to the Mun until my Kerbin periapsis dips into the atmosphere and then use aerobraking to circularize, but that takes a long time in-game, and not every ship I design has a heat shield for aerobraking.
I’m also assuming that tightening my Kerbin orbit too much will just be an unnecessary expenditure of dV, but then I loose most of the Oberth Effect, which saves dV. So what is the tradeoff? At what point does it become superfluous?
When I started I found it so counterintuitive that I wrote it off as something I’d never be able to do. But finally applying myself and figuring it out is probably the most elation I’ve ever gotten from a game.