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. Since I really like this and use it, I've done so.Īlso thanks all the useful MechJeb code of which parts were/are incorparated into this plugin. and gave permission for anyone else to adopt it. but those are my findings.Originally written by it was adopted by continued for a while. Maybe you already know all that and the reasons why. Note to other users: The only down side to this approach is that you need to remember to set the fairing air pressure cutoff to zero in the mod GUI (or you'll have an early ejection mid-atmosphere). If we amend how that above ship works ( craft file) and replace the engine plate with a a normal separator and an inverted fairing with interstage nodes enabled, the (otherwise) same craft will stage appropriately. Using the image below ( craft file), if the radial stage (4) is followed by a stage (3) that precedes the engine plate staging event (2), then the gturn script will fail to perform any future staging completely. If, however, there is a preceding stage that exists between the events, it appears to fail completely. However, the exact staging behaviour depends on where the radial stage is located, relative to the engine plate staging event.įor example, using the image below ( craft file), if the radial stage (3) is immediately before the engine plate staging event (2), then the gturn script will perform two stage events back-to-back when ALL the fuel is expired from the preceding stages (just allow the central core to keep running with expired boosters attached and it will eventually stage). The results are all broadly the same so far: the radial separator fails to stage. My test files did the same with and without asparagus and swapping out liquid boosters with solid fuel alternatives. My original craft file used liquid boosters with fuel ducts in an asparagus configuration. I got there eventually and can independently confirm that this has something to do with the use of radially-mounted boosters. I just spent this morning trying to replicate my craft without seeing this post. The issue seems to be that the tanks on the side are also engines, with fuel in them, the fuel in them is what's confusing GT. Not sure if this can be fixed, but I'll take a look Doesn't matter it's solid rather than liquid. Once I fixed that, I see the problem in your rocket. Your staging is wrong, you have three different decouplers in the same stage Launch craft w/GravityTurn observe side boosters fail to separate when empty wait observe core booster fail to separate when empty wait manually perform one staging observe both stagings happen at once. Replacing Engine Plates with decouplers fixes all staging issues on test craft.Ĭraft file (a stripped-down version of the craft that led to the discovery): Additionally (and this may be expected behaviour), if such a stage is not triggered manually, subsequent stages also fail to Auto Stage in their turn. Specifically, other than the initial stage, any stage below an Engine Plate will fail to Auto Stage. To KSP after several years, and for the first time playing with the DLC, I have discovered that Engine Plates and GravityTurn do not want to play nice.
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