![]() One problem to solve is that high altitude circularization burn at around 45k needs to be a bit more controlled so that you don't exceed certain speeds at certain altitudes (but you do punch it up to the max that you can). Then once you can burn horizontal, burn all your fuel to circularize (at a safe altitude without burning up), and then further burn to raise your apoapsis up to your target orbit. So the problem to solve is to burn at full throttle, and immediately tip over just enough so that when your heading is locked to your surface vector, and after drag is subtracted that you wind up on that trajectory that takes you to around 600-800m/s at 40-45k Ideally you would burn your fuel in a single instant (at infinite TWR) to shoot yourself into that trajectory (taking account for how much drag you'll have, which alone is a hard problem to solve - it'd be simpler on an airless world - although the GT module itself shows that drag is not that large of a loss with most halfway sanely constructed rockets). There's probably an optimal trajectory where at the apoapsis you have a horizontal velocity of around 600-800m/s at around 40,000m-ish. The way that GT does this is by keeping the apoapsis around 30 seconds ahead of you. If your horizontal velocity is too low when you reach an apoapsis of around 40,000m then you won't be able to circularize and maintain your 45,000m apoapsis, so you need to have some significant horizontal delta-v there. If you're too low and you burn horizontal you burn up, so you first have to reach an altitude of around 40,000-45,000m I believe if you want to do the most optimized gravity turn that the problem you are trying to solve is that you want to dump as much delta-V as possible while you are horizontal to minimize the gravity drag losses. ![]() Here's my attempt at doing the GravityTurn mods approach in kOS:
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