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回報翻譯問題
It looks like his ascent was sped up a lot too.
If you can't get to orbit with that SSTO, you just aren't flying it like he did. Pay attention to how he climbs.
2 mins later while messing around u make a working ssto :/
The game shown is running under version 1.2.2. It's possible some things changed in the more recent version that would make this harder than it once was.
This video is actually a bit too short to give nice overview of optimal ascent. While Matt Lowne is probably one of the best youtubers. Some prefer Scott Manley, while I would say Matt is better. He is more like the nerd kid next door than the big daddy Scott. Matt makes it look easy and doesn't care much about small divergences. Really skilled and chill dude. You may eventually find a better video for the ascent part.
Now regarding ascent. There are basically 2 options:
1. gain 700+ m/s right above sea in a level flight (below 3000m). Let the plane start climb due to planetary curvature after and adjust it as needed - speeding up or slowing down the climb with small angle changes. It should mostly go naturally.
2. start with a moderate climb to reach 6500m altitude first, then level out. Cross sound barrier there. Again reach more speed, 1000+m/s in this case while staying below 8000m! Then again start more pronounced climb - natural and manual.
Both versions have issues - one fights more drag, other wastes more on turns, because it needs 2. Just check which one works. In some cases one is better than other, while for some the difference may be hard to spot or one of them impossible. Drag vs. thrust vs. mass.
Anyway, your main target in both cases depending on plane format (drag) and engines used is to have 1300+ m/s at 13km and at least 10° prograde at that point. If you reach a lot more much earlier your plane will blow up from heat. If you don't reach the velocity in time (have like 1000m/s at 13km) - the rest of the climb is rather quick and you won't reach full potential thus wasting a lot more fuel on vacuum stage. Which need a lot more fuel to gain the same speed in the first place.
You should reach 1450 (MK3)..1650m/s (MK1) again depending on your plane closer to 20km altitude and have close to 15° prograde at the end of that.
You start your vacuum engines (mostly Nukes on SSTO) at ~15km altitude. They will work just fine and add to the acceleration while Rapier loses power. Rapier will flame out airbreathing mode at ~29km. In case you use Rapiers to also add a small push in closed rocket engine mode (which is recommended for heavy MK3), the optimal altitude for switching is somewhere around 23km altitude. Always use manual mode switching! Just boost the climb a bit, gain 300 or so m/s more. Don't use Rapiers for a complete orbit, because that's just a waste. Except you have simple SSTO with Rapiers only meant to reach LKO only. For pure LKO SSTO which don't go any further best design is actually the one without Nukes. Because those are heavy.
Decent SSTO planes with nukes will have 5000..6000m/s delta v left after achieving Kerbin orbit. Which is enough to go for Duna landing and return or Laythe (due to airbreathing efficiency there). With gravity assists you can even reach Eeloo like Matt Lowne does, but that requires more tricks.
At take-off, he only engages his Rapiers. He goes down the whole runway before pitching up to 20 degrees--but by 42 seconds into the flight he's back down to 10 degree ascent.
40 seconds into the video, he turns on his "Nerv" engine too. At this point he's at 21.7 km altitude going 1,555 m/s, and he levels off. He can still get a little more speed from his air-breathing engines while they're in atmosphere.
43 seconds into the video, he's at 29 km altitude doing 1,750 m/s and pitches to up to a 20 degree angle. His pitch varies a lot I notice...
47 seconds into the video, he turns off his Rapiers. The atmosphere is getting a little too thin. At this point he's 32 km up doing 1,863 m/s.
1 minute into the video he starts to throttle down. He's at 53 km up. He cuts throttle entirely when his Apoapsis is 76 km up.
When he reaches his apoapsis, he makes a 34.4 m/s burn and circularizes his orbit.
Thank you guys for the tips, I'm going to practice them.
Almost no climb after take off, couldn't get much more speed than that.
I'm going to try this, maybe I can just nose down a little bit to pass 500m/s and than pitch up.
http://steamcommunity.com/sharedfiles/filedetails/?id=1285372731
http://steamcommunity.com/sharedfiles/filedetails/?id=1285372983
and I beat him by whole 7 fuel units on LKO with my first attempt (2948 vs. 2941)
http://steamcommunity.com/sharedfiles/filedetails/?id=1285373129
To be completely honest his orbit is 4km higher though. So a draw?
Few things:
1. his plane has really minimalistic wings for the mass, so takeoff is a bit harsh. Pitch quickly or bite the dust. Doable.
2. if you have trouble reaching high speed low, chances are your plane won't make it anywhere. Because you have the most power available down low. And really - check whether your landing gear is retracted if you stall there :)
3. target as much speed as you can reaching airbreathing at 13km without blowing up and having prograde above 10°. Requires some practice with planes, because you do it all long before those 13km. You have to plan ahead. It's just when you can see if you have done it right this time. But it really isn't that hard to adjust as you go with some experience on velocity and altitude growth.
4. his plane actually has Action groups set. In case you started with Spacebar, you started Nukes the same time Rapiers started. And just wasted a lot of fuel. He starts his plane with "1" which is Rapier start. "2" is Rapier mode switch, "3" is Nuke start. You may be used to other keys, but basically all SSTO pilots use action groups. You can make launch more natural with separate stages like I did, but you will need those groups anyway during later stages (landings, other world launches).
5. He actually has that tiny Lf+Ox tank in the middle. Which is a smart choice for relative heavy SSTO to achieve orbit slightly cheaper and easier than with Lf nukes alone (would need burning at high angles just to reach Ap). So use closed cycle mode somewhere around 26km. If you switch mode sooner (23km), your Ap will be a bit higher. If you switch later (after 29km flame out), the Ap will be a bit lower, but orbital speed gained from that burn a bit higher. Think of that tank as a "curve booster". Because it delays natural gravity dive a bit with that extra push. Depends at which point (at which angle) you execute. The changes would be rather small, but just so you know the effect.
6. Start Nukes "3" somewhere around 15km. Doesn't really matter that much. May be 13km and may be 18km too. All vacuum engines operate at ~99% performance at 15km on Kerbin already.
7. I tend to disable steering on wheels to have smoother launches due to runway pushing you to one side a bit. Steering with wheels at high speeds may turn out deadly. If you need steering after landing and slowing down for taxing, just enable back on. Safer that way.
Matt Lowne is a great streamer and I'm pretty sure has more skill than I do. So don't read this all like a critics. He just does it chill and so do I. He has no trouble doing adjustments with smaller wings or anything. That's the reason I like his work. That dude has gained skill no MechJeb&Co will ever give you. Practice and do it like Jeb would. Badass.