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Kerbal space program gravity turn continued12/31/2023 ![]() ![]() Doesn't change the gravity turn or the trajectory at all, just the orientation of the ship on the way up) Roll to heads-down like the Space Shuttle? 270. Want it to roll to heads-up on a east-going prograde launch? Leave it on the default 90. Want it to stay there? Change this to 180. (the default position of command pods in the VAB is heads-south, or 180. Sensitivity.Minimum throttle? (Yes - this is an option for Realism Overhaul where many engines will conk out below a certain minimum throttle)ĭestination Height.On safer ground with this one. (I'm sure that was dumbing things down too much for experienced players like but maybe the thread needs it anyway?)Įdit: might as well add this below for completeness: This is the chief genius of this mod - controlling throttle to keep a constant time to AP despite changing drag, changing thrust, changing mass.Īll the other numbers, just leave them alone. Whenever I've messed with these it's not ended well. It used to default to 40, now it defaults to 50, seems similar. Time to AP start and finish - these have a powerful effect but just leave them on default. A rough middle ground is 70m/s and 15 degrees - lately I just throw these numbers in when I just want to reach space for 3200m/s of dV and don't want to faff about. ![]() It may be extremely efficient, but without a fairing you will likely have low-temp parts explode. Sometimes it will guess 56m/s and 18 degrees - this generally will be very shallow, lots of time going hypersonic and burning up. ![]() ![]() The bare default is 100m/s and 10 degrees - for ordinary rocket-shaped rockets, this is generally not enough you'll go relatively directly to space, turn right, and have a large circularization burn and expensive ride to space. Now, a lot of the complexity of the mod is about attempting to learn from successive launches and make improved guesses at what these numbers should be. The slower you're going when the turn starts, the stronger effect it will have on the resulting trajectory. It happens at the beginning when you're low and slow, long before drag matters, then goes back to prograde the whole way up. Turn start and turn angle set how hard the initial kick is. This isn't an efficient path and you shouldn't rely on it rather it's an indicator you should redesign for more TWR at that phase of flight.) (*the exception is if it's at full throttle and can't maintain Time to AP - this happens if you are short on TWR - it will pitch up to gain some upward thrust. It basically doesn't steer the ship at all.* That initial sideways kick alone sets how far over the whole trajectory will lean. So then, in broad terms - all this mod does is kick the craft sideways just off the pad, then control throttle to keep the current high point of the trajectory (apoapsis or AP) a constant time ahead (Time to AP). Middle ground, an efficient path with some headroom for heat safety ought to cost about 3200m/s. Best case is to burn as low as your ship can stand for about 3000m/s total. Worst case is go straight up to space, and burn sideways in space for a total burn of like 4500m/s. There's a delicate balancing act of gaining speed as low as possible without overheating and exploding. We can't do orbital speed at 1cm on Kerbin - or at least, not for long. Gaining orbital speed 1cm off the surface would be the most efficient of all. On airless worlds, that means just enough upward thrust not to hit terrain, and completely sideways thrust otherwise. Let me try to break down the basics? The most efficient trajectory uses Oberth effect to the max by burning as much as possible, as low as possible. ![]()
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