![]() one more suggestion - I think it would be VERY useful to give the plugin the ability to run an action group after launch. Great idea! Any particular reason for NOT having it automatically execute the circularization burn? If it's just a case of 'haven't wanted to deal with the math,' I'm willing to help figure it out!Īlso. You should notice that your final orbital speed will match Total Burn - Total Loss + Coriolis (175 for a zero inclination launch) within a few m/s. This number is tracked just like drag and loss, by summing the instantaneous thrust divided by the instantaneous mass times the time interval many times per second. Because your thrust is always lower at launch than it is in vacuum, the actual Total Burn delta-v will thus be lower than the same amount of fuel burned in vacuum. GT will show you the actual total burn, not the idealized vacuum burn. Total Burn will not match what you see in KER or MechJeb vacuum stats. Gravity loss starts at zero, because gravity is also orthogonal to your orbital velocity for the same reason.Įach drag value is summed into an overall loss by multiplying by the time interval (a fraction of a second at a time) as the launch progresses. You'll notice that thrust vector drag starts off being very large, because you're burning orthogonal to your orbital velocity due to coriolis. Thrust vector drag is the difference between your thrust vector and your orbital velocity. This is tracked up to the current moment, and then extrapolated into the future to the AP by simply taking the velocity difference between now and the AP. Gravity drag is calculated as the dot product of gravity's downward force and your normalized orbital velocity. A steeper ascent will result in a much higher gravity loss after the burn than GT's shallow ascents. That has to be accounted for, otherwise the numbers wouldn't match up between what you burn, the coriolis you started with, what you end up with at orbit, and the calculated losses. Gravity will continue to reduce your orbital speed up until AP. Maintain control through to atmosphere exit More intelligent triggering of procedural fairing stages based on dynamic pressure. Pitch adjustment in upper atmosphere for very low TWR upper stages. More aggressive ascent guess for SRB rockets based on max TWR. MechJeb Integration: If a MechJeb module is on board, order it to do a circularization burn after ascent (by popular demand)Īuto-detect launch TWR and guess best ascent settings.ĭetailed loss/burn info for fine tuning settings SRB improvement: Fade HoldAPTime down from wherever the SRB burns out, instead of cutting the throttle all the way back.Lift improvement: No more wobbling during initial lift, delay pitch correction until after 45 degrees ![]() Staging improvements: New StageSettings window to fine tune to your preferences Learning system: Learn from previous launches, trying to find the most efficient settings (Optional: MechJeb for circularization burn) Get the unstable 1.1 pre-release DLL Here Here's the best I've seen it do so far, 80km orbit in 2987m/s: The "Best 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.
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