![]() However depending on how large the atmosphere is and the delta-v requirements are for orbital velocity you need to adjust your assent profile. To have an efficient launch you want to reduce gravity loss and air drag by going at terminal velocity, and you need to achieve orbital velocity (that can be read as horizontal speed for simplicity sake), and you need enough vertical speed to leave the atmosphere. On earth it takes so much more delta-v to get into a circular orbit, the atmosphere also tappers out much slower. I think mechjeb runs the throttle to the actual terminal-v of a given altitude (it does change gradually) so you were hurting yourself by cutting your thrust back.Īlso what most people don't realize about real gravity turns is that the way they are performed in real life is only due to the complete difference in radius, atmosphere height, and delta-v requirements. ![]() (Requires both MechJeb 2.0 and Kerbal Engineer Redux.) MORE EDIT: The craft file, for those that want to play around with it. Has anybody else tried this? I haven't tried it with a larger craft yet and I imagine the turn parameters will vary a bit depending on surface TWR and center of mass location, since nose heavy craft will tip over faster.īut it's very satisfying to set it all up, get past the extremely hectic launch where you're both doing the short precise turn and very exact throttle control, but after that you can lean back and watch everything play out without touching a thing. So I've had to manually control the throttle to keep my speed within 1% of terminal velocity, which yielded about 50 dv total. One note though: MechJeb's "Limit to terminal velocity" setting is not good enough. When the apoapsis is just above 100km I cut the engines and coast to circularization. and do not touch the controls for the rest of the flight. As soon as the surface velocity vector is pointing at 85 degrees I turn off Smart A.S.S. I have it at Kill Rot on launch and prepare an 85 degree pitch which I engage at 1000m. I tried many different ways of performing the initial turn (including using assymetric design to let drag or explosive decouplers nudge it), but the best results I've gotten using MechJeb's Smart A.S.S. In order to stabilise it I had to put on some delta winglets, which certainly also helped making the initial turn possible. So I built a craft using only aerospikes, since I wouldn't be needing much gimbaling anyway. However, a real gravity turn consists of making a single precise adjustment very early in the ascent and after that letting gravity be the only steering factor towards orbit. It wasn't easy to get there, but I'm very pleased with the results.Īt first I simply used the "start turning at 10km" rule of thumb I probably learned from a Scott Manley video and later I've been trying to emulate MechJebs ascent profile and even playing around with the parameters to see if I could make it more efficient. I've been reading up on the gravity turn and I decided to try and emulate a real gravity turn in KSP. Send us a message with proof, and we'll give you some flair to show it! Disable header animation Enable header animation Δ | Support/bug reports | KerbalAcademy | ConsoleKSP Last contest's winner: forteefly1998! Have you developed a mod? ![]() See this page for more infoĬommunity Teamspeak Server ![]() Refrain from submitting images that involve real life space disasters that resulted in loss of lifeĭon't post/discuss mirrors or torrents of any version of KSP See the discussion on misc posts for more info No posts unrelated to KSP or memes and image macros. Please remain kind and civil at all times ![]()
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