![]() The idea was really cool since I got refunded most of the money back for the stages so it didn't matter how absurdly big and overdesigned they were. Then jump back into the upper stage and do the circularization burn at the Ap, eject the payload, and deorbit it back down as close to KSC as I could. Then I'd switch back to the first stage and get it to the ground (usually splash down in the water close to KSC). The second stage burn was pretty much horizontal and brought up the Ap up so that it was about 5 minutes or so out. That gave me enough time to pilot the second stage for a minute or two and get it on course for the Ap before the first stage fell low enough to get deleted. When that stage burned out I made sure I had at least 600 m/s upward velocity and was in the upper atmosphere. I would tilt maybe 5 - 10 degrees to compensate for Kerbin's rotation. The first stage was essentially straight up the whole way. Throw in some extra fuel for landing slow enough. I always used two stages to get what I wanted in orbit, and these two stages needed to be way over-designed because of my non-ideal ascent pattern and the loads of parachutes. This meant that my upper stage needed to be safely coasting towards the Ap during the time I was landing the lower stage. The way I got around the problem of the lower stage deleting itself is to make sure I was controlling it when it fell through the atmosphere. I tried building for reuse for a little while in the stock version of the game. ![]()
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