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Launch tecnique is super simple. Take off, fly level, go to mach 2.5 ASL, pull back to 30 degrees of pitch and hold till 22k ALT, then switch rapier modes and burn prograde to pre-orbit at 80K ALT. Circularize at AP.
I have enough fuel to tank up my Mun/Mimus base modules in the cargo bay and then launch them in orbit for flight & landing on Mun/Minmus & do a retro burn for a powered landing at KSC.
This sounds like my first problem - I've been climbing to 10k altitude before I begin trying to build up serious speeds. I'd seen a tutorial indicating this was the right way to do it.
Speed: 1000-1300+m/s
Angle: Varies, as I've been doing a lot of trial and erroring trying to figure it out. Sometimes I've built up speed beyond 1400 at 13-15k altitude, but then I try to lift the angle to 45deg and the speed drops down to just over 1000. Other times, I've kept the angle closer to 15deg, and the speed doesn't drop much below 1300.
Both of your advice seems to be helping, as I just got to an "orbit" with a periapsis of 66k before my oxodizer gave out. I know this isn't a resounding success, but it's the furthest I've gotten so far. ;)
Horses for courses, eh? My planes aren't giants, they're only using 300 liquid fuels to do this shared over 3 rapiers.
So then, shouldn't the attack run gain as much horizontal velocity as possible? This isn't possible at sea level, because drag compounds you....
Needless to say, I'm still confused.
I get the principle....but it seems to me you'd lose less boosting above cloud cover at lower speeds then beginning the run there. At 300 - 400m/s, you're not losing THAT much by shifting the prograde vector down and you reach 1500m/s VERY quickly. It's not like a vertical launch shifting to horizontal, it's more like a 10 degree pitch down.
(I forget I run mods sometimes)
And I get the 8x (8.5 actually) from the velocity curve you spoke of.
As you see, at Mach 3.75, the engine produces 8.5x stationary thrust
Then we factor in atmosphere, drag etc and you get how fast the engine can go before drag overwhelms it, resulting in the 3x thrust at sea level I spoke of before.
Ergo, looking at this from a PURELY GAMEPLAY stance, it seems to me that you're better off reaching the correct altitude as quickly as possible to take advantage of the rapier's main selling point: higher thrust at higher speeds at higher altitudes. (compared to a whiplash, which gets its best multiplyer 3.63 at Mach 2.5 and physically cannot produce additional thrust at Mach 4)
Hope this clears up my massive confusion, since you don't appear to be saving a great deal with a sea level attack run.
Again, JUST ABOVE THE FIRST ATMOSPHERIC BAR. I mean, I can fire the game up and find out, but I'm sure you're familiar with the first ♥♥♥♥♥♥♥ bar on your altimeter.
And according the playing the game; my clouds finish at 7600m
AoA at 8000m pitches down to ~5 degrees, maintained until Mach 5 or flameout, whichever comes first
~20,000m AoA pitches up to ~40 degrees, at which point we're trading horizontal speed for vertical speed
No, I'm not going to get out my protractor and give fine measurements, ballpark figures work fine.
If I don't pay attention and allow myself a 10 degree AoA, I'm flaming out at Mach 4 punching through the last layer of atmosphere.
I'll *probably* be reaching Mach 4 at ~14,000m. I'd have to actually pay attention, since I've never had to have this conversation with anyone.
Edit: I may just record it.
Yeah. I tend to cubic strut 2 extra rapiers at the side of one placed with node attachment, then allow them 100 liquid fuels each. The rest is kept snugly inside its switched off tanks, waiting for flameout. I'll have those tanks right clicked and ready to just switch on liquid fuel and hit abort (backspace) to close the intakes and fire closed cycle (I haven't upgraded the SPH to get numbered action groups)
It gets to space SO ♥♥♥♥♥♥♥ QUICKLY that I wondered if there really was any advantage to sea level attack runs as opposed to cloud cover attack runs (which we've now established as 8000m) that's all.
Guess we got a bit sidetracked, but whatever. I *could* have just tested it, but wheres the fun in that?
Right?
Guys?
As to why I push to 40, I use the lift co-efficient (what's left of it) to raise the apoapsis. The closed cycle rapier basically does very little work, it just sprizes its fuel a little and prepares for the big push once we get to within 3-4 seconds of our time to apoapsis. I'll try my hardest to get 70km, because I want that extra fuel to be lazy and dock with whatever the first time around (usually needs a substantially larger orbit and of course dV to slow back down)
After 50km however, lift just buggers off. At that point if you're not at 70km, it requires another spritz of fuel
EDIT: So my question was really: Is a 5 degree AoA from sea level (including attack run, of course) better than lofting yourself to 8000m to begin the attack run?