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When do you begin your gravity turn?


Brainlord Mesomorph

When do you begin your gravity turn?  

279 members have voted

  1. 1. When do you begin your gravity turn?

    • less than 5 km
      55
    • 5-10 km
      108
    • 10-20 km
      87
    • 20-30 km
      4
    • 30-40 km
      2
    • 40-50 km
      1
    • > 50km
      0
    • What's a gravity turn? I go to 70 km and make a right.
      3
    • As soon as I clear the gantry.
      20


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Pretty much off the pad. Depends on TWR of course, but I'm usually a little aggressive on TWR ;) Generally though for FAR I pitch over just faintly as I'm lifting off (so I'm on the correct side of the 90 mark), and then pitch over about five degrees by the time I'm going 80-ish m/s and let gravity do the rest from there. In stock, it's about the same, although I keep the turn shallower as it progresses. Damn stock air!

Note that since Kerbin is a sphere, and that KSC is flat, a rocket will try to pitch over to the west if it's perfectly balanced (or if it's off-balance to the west of course ;) ), so that's why I pitch almost immediately upon moving to correct for that.

BTSM-Launchpad.png

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Depends on the TWR I'm working with, but in stock I'll usually start the fake-gravity-turn at about 8-10km or so, unless I'm close to a staging event, in which case I'll wait a little longer.

In NEAR/FAR it's closer to an actual gravity turn, so I'll slightly lean over pretty much straight off the pad and just let gravity do the rest of the work.

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Generally, as soon as I launch, I yaw right (east) by 10 degrees. Burn at 90 deg heading/80 deg AoA until 10k. At 10km, yaw east to 45 deg AoA until I hit 1000m/s orbital velocity then throttle down to 66% and yaw east to the prograde marker. Once apoapsis reaches 60k (regardless of current altitude) I yaw east again to 0 deg AoA (full right, flat horizontal) and continue burning until apoapsis reaches about 75km. Cut engines and coast to apoapsis. Re-ignite engines on the 90 and circularize into a nice 75km x 75km orbit.

Just like Billy Dee and Colt 45: it works every time. (Yes, I'm that old and so are you if you get the reference)

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I play with spaceplanes mostly :P

But when I build a rocket, it's on a slant on the launchpad so I can hold prograde from the start without introducing roll :)

*edit* Dammit! I picked < 5km because I didn't see the bottom option :(

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When I reach 100 m/s, which is almost always below 5 km. FAR Master Race.

I've done turns like that in stock too. They work, and they even seem efficient. But a true gravity turn is very sensitive to the size of the initial pitchover. Get it right and you can click hold prograde and watch it fly. Get it wrong and you can click hold prograde and watch it fail.

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I generally shoot for a liquid-fuel starting TWR of around 1.4 and turn 5 degrees at 100m/s or so. Sometimes if my TWR is low, it'll be around 125m/s. I don't pay attention to the altitude, except that if I'm tilting over more than 40 degrees or so by 10km I'm going to end up too shallow.

However, I've noticed that my turns have a tendency to be inefficient - they're slightly too steep. I'm okay with this, since the reason for it is almost always that I'm using SRBs for my first 1km/s or so, and their thrust isn't anywhere near as controllable. I lose ~200m/s delta-V, but I make that up in drastically reduced funds/dV.

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Note that since Kerbin is a sphere, and that KSC is flat, a rocket will try to pitch over to the west if it's perfectly balanced (or if it's off-balance to the west of course ;) ), so that's why I pitch almost immediately upon moving to correct for that.

BTSM-Launchpad.png

79201d746f1e7653650f669761035f691fae58da37ba635e756763e1f8742994.jpg

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Note that since Kerbin is a sphere, and that KSC is flat, a rocket will try to pitch over to the west if it's perfectly balanced (or if it's off-balance to the west of course ;) ), so that's why I pitch almost immediately upon moving to correct for that.

wait, isn't that effect overwhelmed by the rotational speed of the Kerbin? If I launch straight up, high enough, I always come down to the east.

- - - Updated - - -

the poll should have two sets of options, One for FAR, another for stock.

I'm using FAR and start turning at 0-1 km on 1-5 degrees depending on the rocket.

Didn't think if that. I play stock.

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~8k when stock.

Since i started using FAR, i turn slightly right after clearing the gantry, and then try to keep a stable RoT so that i eventually get to 45 degrees at around 40k, and flat at around 90k. Turning early allows for an efficient turn with FAR, as you get to properly take advantage of the lifting body effect.

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