![]() If you don’t yet know about Prograde / Retrograde, let’s have a quick look at the Navball first: Navigation Gimball (‘Navball’) You may start your burn early as it will be a long one. You will do this by pointing ‘Prograde’ and burning till your Periapsis reaches 70km-80km (similar to your Apoapsis). At this point you will be changing your sub-orbital parabolic trajectory into a circular orbital trajectory. Here it is most efficient to perform our circularization burn. You will want to warp to your Apoapsis for your next burn. Periapsis is the lowest point in your orbit and is marked in the map view by ‘Pe’.Ĭoast till you reach your Apoapsis. You can hover over the marker to see its altitude or you can click on it to see it without having to hover over it. OrbitĪpoapsis is the highest point in your orbit and is marked in the map view by ‘Ap’. I think now is a good time to talk about Orbits, Navball and Markers first. As a general rule of thumb, if you see turbulence or heat buildup, you are going too fast and need to reduce thrust. Also, the orientation of the vessel now matters. ![]() Note that with the new aerodynamic model, determining the optimal and maximum speed for a given altitude is somehwat difficult because it greatly depends on how aerodynamic the vessel is as a whole. For an efficient ascent we should not exceed Terminal Velocity or we’ll generate excessive turbulence and heat. Instead of Gravity we have Thrust and we go up instead of down. At this point the Force of Drag is equal to the Force of Gravity. You are still falling faster but the speed at which you fall seems to now approach a constant velocity. You still keep falling faster and faster, but in smaller increments now. The speed at which you fall keeps increasing you keep accelerating. Step out of an airplane without parachute. On Kerbin it is good practice to launch your rockets into an anti-clockwise orbit (an eastward gravity turn) as this will let the planets rotational velocity add to your orbital velocity.Īlso for beginners, use Time Warp to launch in the day time rather than at night to better see what you are doing. ![]() Getting to orbit involves starting with an arc trajectory attempting to gain sufficient vertical velocity as well as lateral velocity (speeding up side-ways) to counteract gravity. Getting to space means you simply go straight up and leave Kerbin’s atmosphere by going above 70 kilometers. Getting to space and getting to orbit are two very different things. Gravity Turn Terminal Velocity How to Get into Orbit Navball Aerobraking Gravity Turn We make sure not to exceed Terminal Velocity. In a nutshell, first we initiate a Gravity Turn. Kerbal Space Program – How to get to orbit ![]()
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