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When you reach your apoapsis just burn into your flight direction(yellow marker on the navball).
You will see the periapsis rise.
At one point they start changing positions because the periapsis is becoming the new apoapsis.
That is the point to shut down your thrusters.
Now you have a circular orbit.
Either make your ascent flatter at apoapsis (I personally like to get above 50km with the apoapsis at least a quarter of the way around the planet, more if my orbital rockets are really weak) or add a radial component to your burn that will take care of vertical acceleration while you perform the manoeuvre.
30 second burn? start burning towards the blue marker at t-minus 15 seconds.
This is as easy and helpful it will ever be.
You are not a tennis ball being hit by a racket. You have a rocket with inertia and acceleration.
Dvide your EST burn by 2 and start burning at T-minus [result] and keep burning until T-plus [result].
-And you know what? The outcome will still not be exactly what you plotted, but a close approximation.
Your maneuver node doesn't need to be much off the AP for your circularisation to become erratic. I thought of a few more tips, which I often use to fine tune:
When you burn, keep an eye on the AP marker. If it starts running away from you way before your burn is complete, turn down your thrust until it stays put. If it falls behind, increase thrust if you can.
Similarly, if the AP seems to increase its altitude, turn your nose slightly down towards the planet. If it decreases, raise your nose.
Second... do not trust the maneuver node progress meter unless you know you can be 100% accurate (not even Mechjeb can do this). If you are even one second off you will not match the maneuver node exactly. I actually don't use maneuver nodes during circularization and just do everything by eye, and I get better results from that. That said, if you do use maneuver nodes, you want to start burning when "time to node" is about half your burn time. The node expects an instant change in velocity, which as you know is impossible. Of course, if the node is more than 10 degrees below the horizon at that time, you will need to execute multiple burns, though you shouldn't have to do this for circularization unless your spacecraft is horibly underpowered.
This brings my to my third point. Don't worry too much about accuracy unless you're using remotetech or are setting up a wireless power grid with KSP Interstellar. While a perapsis under 70km is not sustainable (technically you can get it down to 69km, but then you do have to worry about accuracy), you don't have to worry to much about it. That said, you should try to get into a habit of making your orbits roughly circular. It makes things like rendezvous and transfers MUCH easier.
So what if he/she "only" has 80 hours on track on the STEAM VERSION? What does that mean? nothing. nothing at all.
80 hours of what exactly? 80 hours of tinkering in the VAB trying to even launch?
80 hours of just launching into orbit with various different crafts finetuning these to perfect efficiency?
Does those 80 hours include watching youtubers like Harv or Scott?
Does those 80 hours include sitting at his/her desk at work doing dV calculations in his/her head?
Does those 80 hours include watching KerbalTV on Twitch?
Or, did she/he just leave the game running at normal speed and never even time warped a single time?
Time spent in this game is a moot point and means nothing.
This was a thread to help one of our fellow aspiring rocket engineers and you turned into a pissing contest that you selfproclamed yourself a winner in just because of time spent.
What we lacked from the OP was if he/she gravity turned at all and how the circulization burn was made. But yeah. You got the biggestest E-peen. Now shoo and let us "kids" help each other
Just quoting this to make sure it gets noted, as it is the best post in this topic, IMHO.
Rocketman, you're either starting your burn too late or too early. I you start too early, basically, you'll push your apoapsis away from you and consequently not lift your periapsis enough. If you start too late, well actually the same thing happens, but you're pushing your apoapsis away from you behind you.
Ideally, you'd have your change in velocity instantaneous, and this is what is assumed in the caculation of the predicted orbit after the maneuver node. But since you can't do that, as said before, by me and others, split the burn equally before and after the apoapsis.
Additionally, staging during a burn will likely change your acceleration, resulting in a different overall burn time than what the game initially gave you and making matters even more complicated.
You probably want to start burning full throttle around 15 seconds ahead of your apoapsis, otherwise you're liable to not have sufficient thrust to achieve orbit.