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Kerbal space program gravity turn continued
Kerbal space program gravity turn continued












  1. #KERBAL SPACE PROGRAM GRAVITY TURN CONTINUED HOW TO#
  2. #KERBAL SPACE PROGRAM GRAVITY TURN CONTINUED MANUAL#
  3. #KERBAL SPACE PROGRAM GRAVITY TURN CONTINUED CODE#
  4. #KERBAL SPACE PROGRAM GRAVITY TURN CONTINUED WINDOWS#

I don't use RSS and found the way MJ interacts with GT weird. I use MJ myself, mostly for GT circularisations and sometimes Munar landings (I suck at landing twitchy/tippy landers), and I justify it using exactly the same argument. which is to say, a combination of continuous-burn-to-orbit, and careful attitude/ AoA control, along with a caca-ton of math to work out the correct launch profile in advance.)īecause it sounds to me like someone would have to develop a custom gravity-turn program specifically for RSS. Having never used RSS myself, and considering all the requests we regularly get about using GT on RSS, what exactly IS the normal procedure in RSS for nailing a desired orbital altitude and circularising? (guessing here, but what I'm picturing is something along the lines of what real launches do. Somehow I didn't notice that using RSS, or else I'd have informed them that GT isn't designed to work with RSS, and won't work with it. You just cannot "throttle around as you like" with a rocket engine. Storing an loading a set of default launch parameters.The most disturbing fact to jump into the discussion "pro-or-contra MechJeb" is that GravityTurn plays with the engine's throttle.

#KERBAL SPACE PROGRAM GRAVITY TURN CONTINUED HOW TO#

This mod does not work well with Realism Overhaul because of the way GT uses engine throttling.įor scaled up solar systems the calculated launch parameters (and iterations) might not be suitable, so don't expect it to work unless you know how to "guestimate" the parameters yourself.

#KERBAL SPACE PROGRAM GRAVITY TURN CONTINUED MANUAL#

Stats window updates during manual launches.įeature requests are welcome, but of course subject to spare time restrictions and personal taste. Stats window shown in (optional) separate window. Option to speedup of launches via timewarpīugfix: Circularization with MechJeb didn't work. Locking parameters so they are not overwritten.Īutostaging of top fairings and interstage fairings. Storing default parameters for new crafts

#KERBAL SPACE PROGRAM GRAVITY TURN CONTINUED WINDOWS#

Improvement: main window hides as soon as destination height is reached successfully.īugfix: solved stuttering issue and further reduced memory garbageīugfix: Hiding all TG windows when pressing F2Ĭalculation for start speed is based on current surface gravityīugfix: topmost fairings were always stagingīugfix: "improve guess" didn't always improve because of duplicate launch db entries. Improvement: Navball switches to orbital display when switchen to orbital insertion pitch program. Improvement: launches with inclination much more precise now, no wobble and overcompensation. Improvement: roll program starts after vessel has cleared it's own height. New feature: showing orbital info in stats window (apoapsis, periapsis, time to those). ATTENTION: not compatible with 1.3.1 or earlier any more!

kerbal space program gravity turn continued

Do this multiple times and you will get a very efficient launch. After the trajectory reaches the destination height and the vehicle leaves the atmosphere, you can revert back to launch and use the "Improve Guess" button to get a better set of parameters.

kerbal space program gravity turn continued

The "First Guess" button tries to find the best settings for a particular rocket. The circularization burn will be up to you, but it's normally less than 50 m/s. The plugin will take care of the entire ascent for you by maintaining a strict hold to prograde (as much as possible) and varying the throttle to keep the desired ascent curvature. Performing a Gravity Turn is arguably the most efficient launch procedure. Launch a craft into a low orbit with a few customizable settings.

#KERBAL SPACE PROGRAM GRAVITY TURN CONTINUED CODE#

Īlso thanks all the useful MechJeb code of which parts were/are incorparated into this plugin. Unfortunately it wasn't updated for a while, so I thought to take care of that myself. I've always been a fan of GravityTurn ( see original thread).














Kerbal space program gravity turn continued