Jump to content

Looking for a function describing optimal ascension speed


Time Sheep

Recommended Posts

Okay, I've seen several interesting techniques to ascending optimally, but they all seem rather primitive.

These techniques are mostly something like staying at 200 m/s until you reach a certain altitude and then max the thrust, or just going full speed all the way. So I set out to find a mathematical expression for this. I'm pretty good with algebra and calculus, but still, I haven't managed to come up with such a function myself.

Taking drag, weight, thrust and air pressure into consideration, would it be possible to find the optimal travelling speed? If so, how?

I saw someone had once put up a table with optimal speeds in intervals, but he didn't explain how he figured it out and I cannot seem to find this by searching on the forums nor on the wiki page.

Link to comment
Share on other sites

I think it goes like this:

-Launch

-If it goes over 140 m/s you throttle down.

-When you reach 5 Km, turn 22,5 degrees.

-After you reach 10 Km, turn the remaning 22,5 degrees then throttle up to the maximum your engine can.

-After you leave orbit, aim towards the prograde vector.

Link to comment
Share on other sites

It's usually just travel at terminal velocity.

Correct. Any faster than terminal velocity and you'll be wasting too much energy fighting drag, any lower and you'll be wasting too much fighting gravity.

If you don't like using mods, just go to the wiki and look at the Kerbin page. It'll have a table showing terminal velocity as a function of altitude; it's 110m/s at 1000m, 140m/s at 3000m, 170m/s at 6000m, and so on. The critical point comes at about 15km; below there, you'll often need to throttle down to keep your speed at terminal velocity, but above that height the atmosphere thins out enough that terminal velocity starts rising much more quickly than you can possibly accelerate in a rocket. In real life, the critical point is the "max Q" point, where stresses are maximized and liquid fuel rockets throttle down, but once you're past that point you can (and should) go max throttle.

If you DO like using mods, the Flight Engineer mod (and MechJeb, of course) have readouts that can dynamically tell you the terminal velocity at your current height. This makes it much, much easier to know whether you need to tweak the throttle.

Link to comment
Share on other sites

The ascent profile for my Sky-ORC is usually to take off at 60 degrees from the runway until 10km, at which point I drop to 40 degrees until 15km, then I drop to 20 until 20km, after which point I drop to 10, and continue accelerating until my intake air gets to 0.15, then I activate the rocket engines, and wait until my intake air drops to 0.01... deactivate one set of engines to bring intake air back up to 0.15 until it gets down to 0.01 again, deactivate another pair, and so on until all engines are off and all I have are the rockets. By that point my apoapsis is around 150km, so I throttle back until the deceleration from the atmosphere keeps my apoapsis constant. Once I'm at 70km, it's straight rocket flight.

Link to comment
Share on other sites

If you're travelling vertically, this is known as the Goddard problem, and the solution is to ascend at terminal velocity. It gets more complicated once you start turning however, and there's really no closed-form solution. For a given rocket design you can determine the optimal ascent profile (in terms of trajectory and thrust level) using numerical optimization, but it's a bit of work to set that up.

Link to comment
Share on other sites

What I do is try to keep my acceleration meter slightly above the 1g mark, until I reach 10 km. This is usually sufficient to keep me travelling at ~terminal velocity. If I ever go above 200 m/s, I throttle down and try not to gain any more speed. When I reach 10 km, I will pitch over, the amount is dependant on how large of a TWR my rocket has. If it has a large TWR, then I pitch over to 45 degrees and throttle up. If it has a smaller TWR, I will either keep going straight up or turn over slightly.

After the pitching over, I will switch to map view and check to make sure my time to apoapsis is increasing. If it is, great! I'll continue up, following the prograde marker as necessary. If it is going down, then I have to pitch the craft back up closer to 90 degrees again.

I don't generally worry about terminal velocity (I could likely save a few m/s of delta-v if I did, but I don't think it's really worth the effort), and just try to keep speed below 200 m/s before 10 km.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...