GTO - Get To Orbit V 2 With Virtual Instructor Included - uM
Required Mods: Zilch, 0, Nada (Mobile Fans Rejoice!)
Version 3, with a more accurate "Virtual Instructor" algorithm, & a much higher chance of success can be found here: ![](https://www.simplerockets.com/c/J94xv5/Virtual-Instructor-Edition-GTO-Get-To-Orbit-V-3-uM)
A continuation of the GTO - Get To Orbit Project, this update includes:
A rough framework to see if it could be done type of intelligent Virtual Flight Instruction!
Now you not only have a craft capapble of achieving orbit, but you also have a virtual version of myself in the back seat guiding you through your entire launch all the way to orbit!
Basic rocket with a Virtual Instructor* to make sure you achieve a Low Earth Orbit (LEO) in Real Solar System with a little delta V to spare for some maneuvers and getting back down!
The instructor is a little buggy still, as it's only had about 12 hours of development, and only a few test flights, so if it stops working, or you get way out of whack and it gets confused, just undo the flight and restart.
I've tried to account for the most common errors with launching new players can make, but logic flow towards the end of development went astray some, so all situations may not be correctable or accounted for.
The Virtual Instructor is not just a vizzy script, it's my first vizzy script, so don't be too harsh with a bug, but do please let me know what you find if something goes funny. I want to make it so that all players can at least reach a basic orbit, because blowing up on Earth 100 km from the launch pad is just boring after the 58th time, and we all can't be physics majors to play a game....
The guidace provided is not the exact way or the only right way to do it. Realistically, you don't want max throttle, but more variable because of atmospheric drag and heat management, but this way is provided to get this craft and you into orbit. There are other and better ways of doing this, but it has been set up and crafted in a way to simplify the process as much as possible. You still do everything but manage throttle (it's accounted for mostly) and stop the engines once you reach orbit. Focus is on pitch control, apoapsis maintenance during acceleration, and vertical speed in relation to building a periapsis that wont kill us. There's already enough going on with these three alone, and creating an orbit is a lesson in itself, so I tried to stay with that focus. We'll add throttle control with launching in a future lesson.
Recomended prerequisites:
Understand the basic interface
How to use the navigation controls for pitch
How to use the action groups (pausing and choices are made with these. and if you fail a few times and want to skip right to launch, just set up preflight throttle and windows, and hit activation group 4 to skip the intro instruction)
How to read the Flight window
Prograde-definition
This script is not fully finished, but does come to a conclusion once orbit is achieved. There is a lesson at the end explaining what to do to get back in, but ends before guiding you through it, as I am quite tired from this flow, and need some rest, so a future version to include more guidance, as well as account for more situations, is soon coming!
Keep in mind sometimes the script will confuse you by saying you're too low, or your verticle speed is too low. I will add conditions soon to fix this, but in the meantime, keep in mind when you have verticle speed close to 0, or above, it's talking about either you're altitude or apoapsis. I burned up at 8k m/2 because I mixed the two up myself while trying to keep screenshots going, so you can still not make it sometimes. The flight before the screenshots I made it on just the text guidance alone, before that somehow the apoapsis got way out of control and I ended up too far out to correct 🤦🏼???🤷???. It'll get better though with time, I promise!
GENERAL INFO
- Predecessor: GTO - Get To Orbit V 1 - uM
- Successors 1 craft(s)
- Created On: Windows
- Game Version: 0.9.802.0
- Price: $82,881k
- Number of Parts: 34
- Dimensions: 58 m x 12 m x 12 m
PERFORMANCE
- Total Delta V: 11.2km/s
- Total Thrust: 22.3MN
- Engines: 6
- Wet Mass: 1E+6kg
- Dry Mass: 82,449kg
STAGES
Stage | Engines | Delta V | Thrust | Burn | Mass |
---|---|---|---|---|---|
1 | 4 | 3.7km/s | 18.7MN | 1.9m | 1E+6kg |
2 | 1 | 4.3km/s | 3.2MN | 2.8m | 2.38E+5kg |
3 | 1 | 3.2km/s | 348kN | 3.9m | 44,859kg |
4 Comments
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1,182 MechanizedBlackSheep
@ColdAerospace, the final version of the launch and orbit sequence is finished, and super solid now 👍 If you want to check that out and give a few gos it's here: ![](https://www.simplerockets.com/c/J94xv5/Virtual-Instructor-Edition-GTO-Get-To-Orbit-V-3-uM)
Quite a bit of a rework and refinement, but so far I've had more than 20 launches in a row all success to some extent, no more boom whoosh poof! anymore 😂
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1,182 MechanizedBlackSheep
@ColdAerospace thank you much 😊. I believe the birth of the Space Monkey Alpha Training Program is now born. Make more advancement with each one and ultimately Virtually instruct to all aspects of flight and craft control. Lot easier long run to do it than to just read about it and try to remember everything at once 🤣
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Launchpad does work but if it's not stable the runway is the way to go, Launchpad set up coming soon 👍
*Astronaut not included