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if you can figure out the details how to design rockets and payloads, you can prolly figure out enough to launch a rocket into an acceptable trajectory where you can then use the burn nodes to insert into orbit. If you can't figure out either, then you're prolly gonna be stuck to just downloading shared craft with auto-launch/orbit vizzy programs.
Those are your options really....
Answer is No! I've not done any complex math of any kind playing this game. It does help to have basic understanding (an interest) in orbital mechanics but a graduate degree is not required by any means.
Sounds more like you may not have any interest in learning those things which then makes something, like this game, not fun but instead frustrating and more like work then enjoyment. But that's perfectly ok too. Not everyone is going to have that level of interests in rocketry details to play this game. There are other spaceflight games out there to suit that crowd as well.
No rocket science required.
Notes
If you aren't interested in learning what TWR or Delta-V means, then... this isn't the game for you. It is simulating rocket science, after all.
"No hitting solid objects like people or buildings or rocks."
"Don't burn up".
"Save some fuel to go faster at the top of your ascent too."
That's about all the rocket science you really need to reach orbit.
sounds like what the burn nodes do basically! I use them religiously.
To increase aposisis, thrust prograde when near periapsis. To increase periaspis, thrust prograde when near aposisis. To reduce aposisis, thrust retrograde at periaspis. To reduce aposisis, thrust retrograde at periaspis.
Notes:
Prograde is the direction your craft is traveling. If you thrust in this direction your craft goes faster in the same direction it is already traveling.
Retrograde is the opposite direction as prograde. If you thrust in this direction your craft travels slower in the same direction.
Normal is 90 degrees offset from the prograde direction and the direction gravity is pulling on the craft. If you thrust in this direction, the direction the craft is traveling changes but the speed remains constant.
Antinormal is the opposite of normal. Thrusting in this direction also changes the direction your craft travels without changing the speed.
Radial-in points straight down at the planet and radial out points away from the planet. You shouldn't thrust in either of these directions under normal circumstances. If you do, it will adjust your time to aposisis and time to periaspis in a very, very inefficient way.
Prograde and retrograde velocities come in two flavors: "Surface" and "Orbital". Surface velocity measures the speed and direction of the craft relative to the spot on the surface directly underneath, while orbital velocity is measured relative to the center of the planet. Put another way, surface velocity is orbital velocity minus the rotation of the planet.
https://www.simplerockets.com/c/95H1ap/Kell-Auto-Launch-v1-1
It worked for most of my designs, with just a little minor tweaks, until I decided to come up with my own launch program. I've got one that works fairly well now myself, though it's probably not the most flexible or efficient. My launch script is much simpler than the Kell program is.
Ok, when you get the Ap where you want, say 100km, and cut your engines. Your next step is to pitch your rocket to 0 or 1 degree (once your above about 70km or so, lower and the air resistance will potentially cause problems). You then want to burn a bit before you reach Ap (meaning wait until just a little bit before Ap to burn). Don't wait too late, and the exact timing can be a bit of trial and error. The more powerful your rocket is (higher the TWR - Thrust-to-Weight Ratio), the closer to Ap you'll want to burn. Try starting around 30 seconds from Ap. If your Ap starts to really run away (longer and longer, higher and higher, STOP you engines and wait until your closer to Ap again. That's how you keep your Ap from getting too high.
[EDIT] Ap = Apoapsis, highest point of orbit. Pe = Periapsis, lowest point of orbit. The closer these are to each other, the more circular your orbit is. Eccentricity is the term for that, the more eccentric the orbit, the more elliptical it is, which means the Ap and Pe will be wildly different. A perfectly circular orbit will have and eccentricity of 0.00.