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Most players go straight up until the rocket isn't fighting air resistance then start turning.
I generally go up to 7.5km then turn to 45 degrees until my apoapsis is 70km+ then burn at the horizon until my apoapsis is 100-500km then do my orbital insertion manuever.
Gravity turns should start off as slow turns and build to quicker turns around the 25-30km mark before slowing down again.. a couple degrees, a couple more, a couple more, 5 more, 10 more, 20 more, 30 more, slowly drop nose a few degrees at a time to reach desired altitude. That's how I do it.
do Training - Going to orbit for better approach. Make it even slightlly shallower, turn sooner once you get the skills for building and flying proper ships. Training mission still has some safety buffer. Which makes sense for training. You can go considerably more aggressive to save even more fuel. Your main target is reaching orbital speed. Not climbing something. You stay up not because you are high enough. But because you "fly" (fall in fact) fast enough around it.
The vast majority of your launches aren't going to be under those specific circumstances, though.
- Always burn at either 100% or 0%
- Always go as fast as possible if no or very sparse atmosphere, or if denser atmosphere then at the max speed that optimizes the time gravity pulls you down vs. air resistance hindering your acceleration. This "gravity vs. air resistance" part can't be optimized fully except with computer aids but a good rule-of-thumb is to avoid getting the visual atmospheric effects that start to creep in at about the speed of sound and above.
- Make your gravity turns gradually. Ideal is to always burn prograde although that may not be possible 100% but strive for it.
- When you're circularizing burn at the closest point before apoapsis where your acceleration still, barely and only just, keeps pushing the apoapsis forward so that you just-and-just never reach it. Impossible in practice to get correct 100% when doing it manually but it's enough to simply do short burns very close to apoapsis so that you keep pushing it forward but not so close that you go over it.
Specifically note: If your rocket is going too fast the wrong answer is to turn down your burn slider. The correct answer is to realize that your rocket going too fast implies that you are not lifting enough! Essentially, your stage where the problem occurs has unutilized lifting capacity that you're simply throwing away and wasting in fighting the air resistance. So, add more useful stuff to the stages above, like fuel, until you get a more reasonable speed. You still get to orbit but you get there with more stuff.
then turn it to 25 degrees and pull up the map and when it reaches 60k ill tip the rocket to 90 degrees and hold it there until 75k.
you should be around 1900 m/s at this point or so
now timewarp to 74k and low thrust to full orbit which should only take 10 real seconds or less from that point.
- Thrust/Weight Ratio 1.3
- 60m/s turn 80 degrees East
- 250m/s 70 degrees
- 60 Degrees by 4000m speed around mach 1 (368m/s)
- ditch SRB's
- 15000m 50 degrees
- 25000m 40 degrees
- 30000m 30 degrees
- 35000m 20 degrees
- burn till apoapsis is 75000m
- ditch 2nd stage
- 3/4 of the circumference of kerbin has been covered
- Blow bubble with final stage.
i can easily fly an 18t rocket in career mode to minimus and the moon and back and still have plenty of delta V leftTWR 1.3 means initial acceleration of 3m/s². Which means you would need 100 sec to reach 300m/s. Since your TWR grows burning down fuel and turning east, you actually reach more in a shorter time. Still, Kickback burns for just 62 sec on default settings. Single Kickback also weights 24t.
So I guess it is rather your upper stage that has 18t?
Just got curious, because it is rather hard to build Mun lander within the initial career weight limits in my experience. Kerbin Orbiter - easy. Mun lander - would love to see. Probably doable with tiny probe and advanced small engines. Rapier-Nuke plane maybe?
The whole craft weights 17.985t I haven't upgraded my launch pad. still puchasing the 90 research techs. got two so far.
I used Hammers to just get me clear of Light blue atmosphere.
i built a spreadsheet to calculate loads of ♥♥♥♥ for me. those hammers are at something silly like 37% thrust. They burn for ages.
My TWR throughout kerbin launch never exceeds 2.5. once your past 35000m the Isp is basically maxed on any rocket. and then you go for full burns.
The weird thing about Hammer though - it has less kN than Reliant and weights a lot. So it is kind of useless looking for least weight or best delta v in this size class. If you add two as boosters and go for vacuum stage right away ... still not sure. Rather not. Solid fuel has very low Isp. Which is direct link to low delta v for ships with limited mass.
Out of curiosity I actually designed less than 18t Mun lander. It requires some not as early parts though. Small Spark engines are medium tech for some reason.
http://steamcommunity.com/sharedfiles/filedetails/?id=1270438602