![]() ![]() Of course any of these are a vast improvement on how I was when I started out. ![]() Said "some altitude" is where I'm unsure, I've tried anywhere from 25 to 32 km.Ĭut throttle and set up a manouvre node to circularise.įor the test rocket here, this ended up very similar to just "straight to 10, 45 degrees to establish apoapsis, circularise" profile, and I got a 70x80 km orbit with 75 m/s dV left, but for rockets with lower thrust upper stages it can be quite different. Keep tracking orbit prograde until the desired apoapsis is reached. ![]() Switch the navball to orbit mode, and at some altitude pitch to follow orbit prograde. If I reach one of the "checkpoint" speeds here,, before I've reached the relevant altitude, I throttle back to nearly maintain that speed until I get to the altitude.Īt 10 km bean it over 45 degrees and floor the throttle. The profile I've been trying, no idea how good it is:Īscend vertically to 10 km, keeping an eye on speed and altitude. ![]() I get the feeling that rocket's pretty "forgiving" in terms of ease of reaching orbit, maybe because you've got so much TWR for the circularisation burn. If you find yourself unable to circularize, add a bit of fuel. If you're getting a lot of remaining fuel after circularizing, strip that fuel. If you don't want to go into such technicalities, I just recommend you to stick to one lifter and learn to drive it efficiently. In KSP that is not of concern, and optimum gravity turns appear to always thrust slightly above prograde. It is very important because otherwise drag forces would damage or even destroy the rocket. air flows along the rocket, not from the side. It was also found that optimal launches are not exactly like real gravity turns - real rockets always go through atmosphere "straight", i.e. Rockets usually started their gravity turns quite early, almost immediately on launchpad, but kept it well under control The most important find was that the result is different for each rocket and depends a lot on how much fuel and what engines do you have in individual stages. Some time ago there was effort to find optimal gravity turns, resulting in a tool that runs a simulation of the rocket, twiddling with flight parameters (thrust and angle) to maximize amount of payload (remaining fuel) delivered to orbit. I don't know how efficient/inefficient it is, but it seems pretty good and nothing else I have tried saves me any worthwhile amount of fuel. I'm almost always around 40-50km up at this point and when it comes time to circularlize it takes 5-10 seconds total to do so. When my Ap is at 50km, I want to be just getting to horizontal. When my Ap is at 40km, I want to be around 20-15 degrees. I slow down my dragging, this time aiming to hit 30 degrees when my Ap is at 30km (I call this my "30 by 30" launch profile, incidentally). I slowly drag down through the first 45 degrees, with the goal that when my Ap hits 20km, my ship at a 45 degree angle. Usually I'm at 7-9km altitude at this point. When my Ap gets to 10km, I start my turn. You want a TWR around 1.6-1.8 though through at least the first 10km of your launch, else you're going to have issues no matter what you do. I do everything based on my APOAPSIS, and ignore most everything else. It requires a readout of apoapsis like you get in KER or a lot of time in map mode. So I need some help clarifying that this is the way to go (and just need to find the right altitude for it) or if I need to change how I'm doing it. But now that I'm cutting them out, this isn't cutting it. With my safety margins this method usually got me to orbit. Then I cut my engines at LKO and go from there. Then I start turning east keeping my rocket pointed just on the right side tip of the prograde marker (on those little horizontal lines) until I hit 90 degrees and stop there. Launch up to somewhere between 7k and 10k. The way I've been doing it goes as follows: Sometimes I get to LKO near perfectly, other times I can't even get my apoapsis above the atmosphere before I'm eating into my transfer stages (even though my lower stages should have had the dV for orbit). Now, I get the general idea of a gravity turn and how to do it, however, now that I'm starting to move more towards efficiency (IE, removing the overabundant safety margins I used to give myself) I'm finding that the way I do my turns is kind of hit and miss. ![]()
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