Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
And manual is the most efficient way in combination with smartass.
I like the recorder because it made me design my stages cleverer. So I have a ascent stage followed by a orbitalinjection/mun transfer stage wich I let hit the mun. I'm a sucker for data.
But in general what I noticed is that starting the turn early is a good thing.
At 10km I had passed the 45° and with a pe of 50km at 30km alt I was at almost 0°. This was my best try. The next level of flat approach won't let you escape the atmosphere with resonable deltaV.
You are better off emptying it and bringing more fuel, as far as DeltaV is concerned; RCS is terrible.
The only reason a ship should ever even carry monoprop/RCS is if it's intending to dock with something else. Otherwise just bring reaction wheels, and solar panels/batteries.
(That said, I'd be lying if I told you I've never used RCS to make up for low fuel. Lol.)
To maneuver bigger vessels I install thrusters and monoprop tanks. You never really use all the monoprop to maneuver so if you see it like that its "kind of" free deltaV.
I made a probe with no main engine...because it's a satellite to map Kerbin, it doesn't need an engine. I gave it RCS because it allows for adjustments to orbit...without a full on engine. It's a design choice from an aesthetic view point because having a huge motor attached to it makes me feel like it's still a rocket and not a satellite.
In the process of building the launcher for it, I just slapped a few tanks together and the main motor.
*GASP*
I even used those heavy, sometimes inefficient things called fairings when I probably didn't need to but it made my rocket look like the real deal because I prefer to play that way rather than just worrying about squeezing the last 0.000000000001% efficiency out of something.
Despite what I said, I'm in agreeance here. I feel it's important to "know and understand" what's best but then if you want to ignore it anyways feel free to.
It is technically really bad as far as Dv is concerned but I wouldn't suggest letting that stop you from using it. Heck, I inlucde all sorts of uneeded things on my crafts like back up transmitters, back up batteries, lights all over everything, all my sats have a ladder on them for a Kerbal to cling to in case he has to make repairs...even though that's not a thing.
I do the same thing as you with my Sats, so I can make fine tune adjustments after they are deployed. It's weird, but exactly like you said; It just doesn't feel like a proper Sat with the engine still attatched.
That was before I switched to full liquid propellant designs, and only awhile before I started using the thrust limiter settings.
My first orbit was reached before I did the Advanced tutorial; technically correct, but awkward. Also, the Terrier is awesome for second stage propulsion to enter orbit and adjust your orbits.
DeltaV is the capability of your rocket to change velocity and is messured in m/s.