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In the newest versions of the game high speeds and hard turns in atmo equals crashes.
NOTE: This applies to re-entry also.
For improved stability from launches in Ver. 1.0.+....
Add fins to BOTTOM centerline of EACH stage of your rocket that you expect to be firing below 45k.
(Make sure that they are NOT AIR BLOCKED by fairings or other stuff above.)
Fins on booster stages or fins that are NOT centerline are OK also, but remember that the fins drop off with the boosters.
Turn OFF all thrust vectoring from any firing engine in each stage that is NOT dead center (can be done in VAB)
If you are seeing MACH EFFECTS (The white speed lines around the rocket) throttle back if you can until they disappear.
The nav ball has a flying "V" with a DOT dead center that shows where the rocket is POINTED.
The PROgrade marker (Circle with 3 lines around the outside in a cross pattern) shows where the craft is GOING.
To be safe make sure that the DOT in the flying "V" does NOT go past the ends of those lines on the outside of the PROgrade marker during your grav turn.
SAS and RCS can help keep the craft stable durring the grav turn, extra SAS units can be added (and dropped) with booster stages. If you add RCS JUST for the stability assist during launch, place the monoprop tanks/RCS thrusters where they can be ditched as you reach orbit.
If you are launching with solid rockets as your main boosters around a liquid engine, add a bit more fuel and have the liquid engine firing at low throttle for the thrust vectoring during the SRB's burn.
All rockets and launches are different but as a rule of thumb...
Get to 150 m/s as fast as possible then a slow throttle up to 200 m/s at 10k.
From 10k to 20k a slow throttle up to 350 m/s.
From 20k to 30k a slow throttle up to 500 m/s.
After 30k it's usually safe to floor it and go max throttle.
NOTE: most people will say that these speeds/altitudes are off, these numbers are just to get you started in the new version, as you gain experiance with the new versions adjust to your own playing style.
Well said , Vaprak.
I came here to say much the same as you. I'd also suggest that people check their Center of Mass (gold/black sphere) versus their Center of Lift (blue/black sphere) in the VAB. You want the Center of Lift (CoL) lower than the Center of Mass(CoM). On a rocket, you want the CoL MUCH lower than the CoM, as this is also where more of your drag occurs, normally,... and you want drag on the tail end, much like you want drag on the tail of a kite. That keeps your rocket pointed where you want to go, rather than flipping around wildly. Control surfaces on the little wings also help, but aren't 100% necessary in the early stages.
Slow and careful is best. Test your designs, test them again. When there's a flaw, go back and fix it with small adjustments until you understand what changes do what. Each rocket is different, but you'll quickly figure out what works best for your design ethos.
Rion Wulfe
if the rocket wobble arround and look funny like a snake while flying, then you can try to reduce your trusts pivot/max angle to like 20%.. this will make your engines pivote less and should make the flight more smooth.
. Same goes with the ship you put in orbit, reduce the engine ability to pivot and you get a more smooth burn, that typical also are a tiny bit more effective.
https://www.youtube.com/watch?v=cWXghLnilrY
https://www.youtube.com/watch?v=ARzy3aqdrKA