![]() *Personally, I like to design my launch vehicles (both rockets and spaceplanes) to not require any steering input, but I'm unaware of anyone else that follow that design choice. If your apoapsis is increasing but your time to apoapsis is not, throttle up. If your apoapsis and time to apoapsis is increasing too quickly, pitch down(mostly early in the launch) or throttle down(mostly later on). If your apoapsis is not raising, pitch up (if that happens right after the launch, consider instead to revert and start with less tilt) Instead learn how to make corrections when your turn is less than perfect: Now, it requires quite a bit of practice/experience to pull it off with any kind of consistency.* Definitely not something a new player should be too worried about. The craft need to be aerodynamic stable or at least stable enough to hold prograde with SAS (needs and advanced probecore or high leve pilot) However the ideal gravity turn is something else: get the initial tilt right and the craft will steer itself into orbit, no need to watch the throttle, just a more powerful rocket tilt more/earlier while a less powerful will tilt less/later. You just raised the orbit more than necessary, probably will have a slighter higher reentry velocity and if you are going somewhere else you may lose a bit of efficient in your transfer burn.Īnyways, the procedure should work just fine. There is some advantages to be able to launch in a more circular orbit but is far from a disaster if your orbit is not perfect (specially while you are still learning how to do it). Someone say that having a very uncircular orbit (170x70km) would destroy some of my progress and stuff like that In surface mode they are slightly diferent (normaln/antinormal are invisible) and pro/retro are measured a bit diferent, and target mode change its orgin to be relative. ![]() This is graspto explanation, not mechanical corect. On navbal You have markers in orbit mode (surface/orbit/target velocity diference) that are forward (prograde) backward (retrograde) in Your velocity frame, then normaln/antinormal in origin frame and radiat out/in in origin/orbit frame (it is more relevant to robit in eliptical orbit and in origin during landing). Then You can play with inclination normal/antinormal (it would be important for mission) and there are some other points (often in quarter wher You have ascending/descending node) where pro/retro burn can efficient move Your PEargument. And retrograde from PE to get AP down if You would have tighter circle. To achieve this You can burn at AP prograde to move Your PE "up" and when it is almost the same orbit is circular enough. Circular orbit is circular if PE and AP are same/similiar distance from origin. Relying on the prograde marker would not work for me. Haven't tried yet, but it hopefully helps Obviously, once you get the orbit I mentioned above, you can do small thrusts at Ap to get the Pe closer. Keep the pointer in that bar just over the first tick mark, and never over the second, any time you are thrusting. On the right of the navball is the force bar, right? That goes up the more thrust you give. Keep an eye on your TWR during all of this. Several bursts like this will get your Pe to about 71000 meters and keep your Ap at/just below 80000 meters. You may need to alter your pitch up or down so as to both not hit Ap AND not go too far beyond 25 seconds. When the time to hit Ap reaches 15 or so seconds, throttle up and keep throttling until the time to hit Ap hits 25 seconds. Again, you may need to use a mod (I use MJ). Pitch to somewhere between 70 and 90 degrees, and watch the time to hit Ap. When your Projected Ap hits ~71000 meters, kill the engine and coast. Pay attention to what your Ap is going to be you may need to switch to map view or use a mod like KER or MJ. When you hit an altitude of ~10000 meters, pitch east all the way to 45 degrees and hold that. When you hit an altitude of ~4000 meters, pitch another 10ish degrees east (you will be in the neighborhood of 20ish degrees at this point) and hold that. When you reach ~75 m/s speed, pitch east 10 degrees and hold that. That is, when you pitch using the S key, your rocket should turn towards the ocean. When launching, make sure the rocket faces east.
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