Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
Following the prograde marker only works when its switched off the "Surface" to "Orbit", and you have already started to turn some. The marker will stay pointing straight up aslong as you do. So following it isnt really the case, its actually following you. The prograde marker is an indicator of your ships actual trajectory.
What you want is a smooth arc from vertical to horizontal, starting the turn around 30,000m and finishing above 70,000m+... As you approach the end of that arc and reach space, you do your circularization burn and finish off your orbital insertion.
Dont just turn a full 45% degrees at whatever height you decide to start you turn. You want an nice arc for the most efficient launch. And theres less risk of you side slipping and bleeding off thrust.
I lean over 10-15 degrees before this starting at 10,000m, just to make sure I dont start falling over the wrong way later on. Sometimes the rocket will start to turn on its own as the tanks empty, so you want to make sure it goes the right direction if it does. It also allows for a bit more speed to pick up. What you dont want is the prograde marker to slip below where you are aiming. If you start to slip sideways due to low TWR, it will bleed off your momentum severely. I usually restart the launch when that happens. The remedy, you have to stay going straight up until 30,000m when you start your turn. This prevents you from side-slipping, and you will be going slower. But by the time you start your turn at 30,000m the side slipping problem is gone. Its only a problem at lower altitudes.
if you want to try the ship i was using, it's an mk1-2 command pod, 3 fl-t400 tanks, 3 fl-t400 tanks radially around the lowest tank, 2 fuel lines (one on each side of the 3 tanks) connecting the 3 radial tanks to the lowest main tank with an aerospike engine. mechjeb got 620m/s remaining fuel and i got 618m/s fuel remaining. oh yea, i was in surface mode for the navball until it automatically switched.
forgot about the av-r8 winglet. lol
here is a pic. http://steamcommunity.com/sharedfiles/filedetails/?id=309918036
I didn't say you should just keep your nose pointed directly at your prograde marker the whole time, but as close to it as possible. The science goes like this...you are using thrust to propel a pointy object through atmosphere and away from center of gravity of another object. The goal is to reduce effort for circularization by using the arc created by the pull of gravity. If you add minimal, constant force at a decreasing amount to a ballistic object, you can extend that arc into orbit, where at apoapsis, you are just short of the lateral speed you need to be going to have gravity perpetually pull you around the object (orbit obviously). Meaning, if you follow the perfect ascent profile for your rocket, you shouldn't have to deviate very far from your velocity vector. The most optimal ascent would have a very subtlely changing trajectory, not taken in stages. In the perfect ascent, your velocity vector and your heading WOULD stay very close together and you would burn from launch to orbit (if only with a small percentage of full thrust towards the end). However we aren't computers and there are a lot of variables, close is close enough.
I do full orbits from the launchpad, none of this stop the engines until apoapsis silly business.
I theorise that in killing the engines, I'm losing speed, which is never a good thing. I just aim to get myself above 2000m/s so I'm at orbital speed and this never seems to fail me.
Grav turn starts around 350m/s-400m/s, regardless of craft mass. This means I completely ignore the whole 10,000km business that also, seems silly. I think it's more coincidence that 10,000km = >300m/s for most craft.
I think a Scott Manley video taught me, not sure because I had game for long time.
You've changed. I thought we raised you better.
i posted that? i LOVE packing on boosters. the more the merrier. once i finish mowing the lawn, i'm gonna make one with little more than boosters, just for sh**s and giggles. lol
oh, that quote was taken out of context. you gotta take into account the amount of thrust with the boosters you are putting on. if you have too much thrust, you're going to be exceeding TV very early and therefore wasting the efficiency of those boosters.
Thats mostly right. But you are going to slow. The terminal velocity will rise while getting higher. 110 m/s is good till 1km but after that you are losing fuel for fighting the gravity for to long.
Altitude (m) Velocity (m/s)
75 100.9
1000 110.5
2000 121.9
3000 134.5
4000 148.4
5000 163.7
6000 180.6
7000 199.3
8000 219.9
9000 242.6
10000 267.7
12500 342.4
15000 437.8
20000 716
32000 2332
source: http://wiki.kerbalspaceprogram.com/wiki/Kerbin
^ this is very important. It's great to minimize drag on your way up...it's also great to minimize gravity's effect on your ascent as well. Too slow and you are burning Delta-V on extra unneeded lift. Too fast and you burn Delta-V right out the back of your ship cause you can't go any faster. It's an illusion that you are saving fuel because the meter creeps down real slowly, making the fuel 'last longer'. It is however, only an illusion as you would be climbing much faster were the fuel going down faster. ISP is going to be the same for an engine whether it's at half or full, so use full throttle when you can.
edit: i MAY be confused about dV rising as you get higher in the atmosphere. i thought i saw it rising during some testing. maybe it was going down? lol
dV is a measure of velocity per unit of fuel, which obviously means that if you are going SONIC SPEEDS the dV of your next stage will climb rapidly. It still has 1000 dV in its stage, but because you've added, lets say an extra 300m/s through PURE SPEED, the total dV of stage 2 would be 1300 dV. This is why the number increases. If you stage, then wait before you strike up your boosters you'll see this number roll back down to 1000dV