![]() I'm guessing the only way to get the benefit of Gravity Turn learning about launches is to not use Project Manager for all of my missions? I'm running some tourism missions right now which use the same rocket design but every launch it has a different name. What I remember for a 1.I'm guessing that when taking the name for future launch improvements is uses the craft name at launch? I'm asking because I use Project Manager which uses a project tag and a number or letter to rename the craft at launch. I occasionally played RSS with GT myself, but it's been a while. The suggested parameters are all for stock only, they don't make sense for larger scale systems. There is no hard-coded limit in GT in regards to pitch etc. For RSS size games I'd suggest to set it even higher, or to 0 all together. Personally I started to set it to 600 for Kerbin. ![]() The closer to 0 the higher up this happens. It is controlled by the "Pressure Cut Off" parameter. Just to add to that: the switch from Surface to Orbit marker in the navball is controlled by GT and so is the pitch to horizontal. Also make sure that any SRBs burn a decent amount of time, and you have a decent TRW at SRB burnout. Note that GT follows KSPs internal prograde calculations, so when the navball auto-switches between surface and orbit, the rocket's prograde marker pitches down, and required TWR to maintain time to AP grows. If you are getting flat too early or too low, you want to start the turn later and/or turn less. I often have a low TWR of around 1 to 1.2 on the second stage, and often launch with sensitivity at 0.9. I normally use a start ms of around 80, and a turn amount of 8. Alternatively you can start the launch with a high sensitivity to prevent GT throttling down, and let time to AP grow above 50, let the next stage burn some of its fuel, and then gradually drop sensitivity to bring time to AP back down. If Gt is pitching up too much, then that stage probably wants more TWR. If time to Ap is rising too much GT will throttle down, if it is dropping, then GT will pitch up. It then tries to follow prograde, and maintain its desired time to apoapsis. Once your vertical speed reaches "Start m/s", GT pitches over by the amount specified in "Turn Angle". You can just do revert to lunch until GT finds good numbersĪs I understand GT, it isn't hard-coded. GT will change the numbers after every lunchĪfter a fail it will start turning at a higher speed and whit a smaller angelĪfter a success it try's whit a lower speed and bigger angel Try setting to move to prograde from SRFprograd to be at lower pressor ![]() You can try starting the turn at a higher speed and set the start angel to be smaller Wat is your TWR? is it more then 1.5 (1.5 is the recommended but i fond 2 to be better in kerbin) Start by setting the start time to AP to 90Įnd time to AP can stay at 50 or try a bigger number I dont play whit RSS so i dont know the numbers but try different numbers The main reason I don't play with larger planets is that I hate the long wait to LKO and would rather just not play if I can't automate it. I couldn't even find numbers that gave me super inefficient launches that worked, they all either burned up or nosedived into the ground. I tried both GravityTurn and MechJeb for this on a 3.2x Kerbin and eventually gave up after many tries to find numbers that worked. ![]()
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