![]() ![]() ![]() So, putting all that together, and if you care about money - another perfectly valid option is to just launch your rockets straight up to the Mun or Minmus. (It is true that once you are in LKO, if you have to go there, it's pretty efficient to go anywhere else from there.) A gravity turn is very efficient - but all it does is get you to LKO. ![]() SRBs have no gimballing, so they are much harder to steer. SRBs are much cheaper than liquid boosters for about the same oomph. Putting a reasonable number of SRBs on your rocket will almost always put you way above the TWR limits that make gravity turns convenient. None of these things require going to LKO first. There are satellite contracts to fill in High Kerbin Orbit. There are many contracts to fill on both. There are lots and lots of science points on both. There is free fuel on the Mun (if you have the tech). You really don't ever want to go there unless you have to. There is very little that's interesting about LKO. If it's a lot more horizontal than 45 degrees at 10 km, you gave it too much of a nudge revert and try again with a more gentle touch. If it's a lot more vertical than 45 degrees at 10 km, you didn't give it enough of a nudge- revert to launch and try again with a bigger nudge. Here's how to tell, fairly early on, if you've nailed it: by the time you reach 10 km altitude, your ship should be canted over about 45 degrees from the vertical, and going well over 300 m/s. Just try it again and again until you get a feel for it- practice makes it a lot easier. You'll get the nudge amount wrong, a lot. Just how much of a nudge you need will typically depend on your TWR, which is why I like to always have the same launchpad TWR to make it easy for me. It's really sensitive easy to do it too much or too little. The tricky bit is deciding just how much of a nudge to give it in step #2. Give your rocket a very gentle eastward nudge practically right off the launch pad, say when you get up to 20 m/s or so. Depending on design and ship size, this may be anywhere from 1.3 to 1.7 I try to keep my life simple by religiously sticking to 1.5. Here are some useful rules of thumb (bearing in mind that different players have different techniques, so advice may vary somewhat):ĭesign your rocket to have a "reasonable" TWR on the launchpad. The magic phrase you're looking for is "gravity turn"- try searching Gameplay Questions for that phrase and you'll get lots of discussion. Is there a rule of thumb for getting a rocket out of Kerbin's atmosphere? ![]()
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