Difference between revisions of "Tutorial: How to Get into Orbit/fr"
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L'orbiteur le plus basique que vous pouvez construire avec le jeu actuel (0.2) est : | L'orbiteur le plus basique que vous pouvez construire avec le jeu actuel (0.2) est : | ||
− | *innocupé: [[Probodobodyne OKTO2]] | + | *innocupé: [[Probodobodyne OKTO2]] ou habité: [[Command Pod Mk1]] avec [[Mk16 Parachute]] et [[TR-18A Stack Decoupler]] |
*[[FL-T400 Fuel Tank]] | *[[FL-T400 Fuel Tank]] | ||
*[[LV-909 Liquid Fuel Engine]] | *[[LV-909 Liquid Fuel Engine]] |
Revision as of 17:03, 6 May 2014
Contents
- 1 Atteindre l'orbite
- 2 Étapes
- 2.1 Étape 0 - Assemblage de la fusée
- 2.2 Étape 1 - Préparation au lancement
- 2.3 Étape 2 - Lancement
- 2.4 Étape 3 - Dépasser les 10 000 mètres
- 2.5 Étape 4 - Orientation de 45° Est et Apoapsis à 70km
- 2.6 Étape 5 - Pousser l'Apoapsis au-dessus de 70km
- 2.7 Étape 6 - Orientation pour mise en orbite
- 2.8 Étape 7 - Poussée jusqu'à l'orbite
- 3 Le mot de la fin
Atteindre l'orbite
Parvenir à orbiter autour de Kerbin est assez simple, mais nécessite des connaissances de base et un minimum de préparation. L'espace commence à 70 000m de la surface de Kerbin. Rester à cette hauteur et faire le tour de la planète suffit pour effectuer une orbite. Entrer en orbite induit une progression simple :
- Monter verticalement jusqu'à 10 km
- S'orienter à 45° Est et continuer à burner jusqu'à ce que l'Apoapsis atteigne 70 km
- S'orienter à l'horizontal juste avant d'atteindre l'Apoapsis
- Burner à l'Apoapsis jusqu'à ce que la Periapsis atteigne elle-aussi les 70 km
Specifications
- Durée: 15–20 minutes
- Difficulté: Plus difficile qu'un vol suborbital, plus facile qu'une interception orbitale .
- Compétences nécessaires: très basiques
- Version: Toutes (testé sur 0.20.2)
Étapes
Étape 0 - Assemblage de la fusée
Il vous faut une fusée à carburant liquide avec au moins deux étages. Vous ne pourrez sinon effectuer qu'un vol suborbital ou bien la mise en orbite d'un gros réservoir vide inutile. L'orbiteur le plus basique que vous pouvez construire avec le jeu actuel (0.2) est :
- innocupé: Probodobodyne OKTO2 ou habité: Command Pod Mk1 avec Mk16 Parachute et TR-18A Stack Decoupler
- FL-T400 Fuel Tank
- LV-909 Liquid Fuel Engine
- TR-18A Stack Decoupler
- FL-T800 Fuel Tank
- LV-T30 Liquid Fuel Engine
Pour le challenge, utiliser le moteur LVT-30 pour le premier étage puisqu'il n'a pas de correction vectorielle : cela vous obligera à piloter la fusée au clavier et à surveiller la navball. Le module par défaut permet d'avoir assez d'SAS pour empêcher la perte de contrôle. Assurez-vous de la bonne mise en place des séquences d'étages, ou vous pourrez rajouter cette mission à la liste des morts pour la science.
Étape 1 - Préparation au lancement
Prepare your launch.
1. Set your map view with the m key to see your rocket at the launch site from space, tilted so you are looking north. You want to be able to see your apoapsis marker during your gravity turn so you can gauge when to cut your engines and coast up to it prior to burning your orbiting maneuver.
2. Set your thrust to maximum by holding Shift.
3. Toggle on SAS by hitting t.
Étape 2 - Lancement
Say your countdown if you wish, and hit spacebar to launch into...well, space...without the bar (you'll make a space station with a bar at this end of the galaxy later).
Étape 3 - Dépasser les 10 000 mètres
Keep your rocket pointed straight up (use your navball to keep your dot on the top dot on the blue part of the navball) until you hit around 9,900 meters. Your first engine should cut out before this, just jettison it with the spacebar and burn your final engine. Throttle your second engine down to 2/3rds power since the atmosphere is weaker here and won't slow you down as much, and you will save precious fuel.
Étape 4 - Orientation de 45° Est et Apoapsis à 70km
Now for the fun part. Assuming you are pointing straight up, hit the d key to turn your ship using your navball until your dot is able to slide left and right on the 90 degree east line. Then tip on that line down toward the ground until you hit the 45 degree east mark. Hit your t key for SAS to help you keep it there, but don't rely on it. You will need to make course corrections until you get past 70 km and enter space. At this point you should be going into space at a 45 degree angle from the ground, and in an easterly direction. Doing so will gain you speed and not waste the fuel you will need to get into orbit.
Étape 5 - Pousser l'Apoapsis au-dessus de 70km
While climbing up to 70 km or 70,000 meters, it's now time to switch to your map view and control your ship from there entirely. Hopefully your navball is toggled on, else click on the collapsed tab at the bottom of the map view.
You will need to keep burning your fuel until you see your apoapsis marker reach 70 km. You can see how high it is by hovering your mouse over it. Once it hits 70 km (I usually shoot for 75 km to buy me some head room) your craft will be able to coast up to it without any further fuel. Feel free to cut your engines with the x key and save some fuel for your orbital burn.
Étape 6 - Orientation pour mise en orbite
As you approach apoapsis (preferably before 30 seconds prior) orient your ship to the 0 degree latitudinal mark, heading east. Again, you should be in your map view when you start your burn. Hit tab to center your view on Kerbin and zoom out so you can see your orbit as it forms.
Étape 7 - Poussée jusqu'à l'orbite
Once you are 10–30 seconds away from your apoapsis, begin your on-orbit burn using the Shift key to throttle up. Full throttle is best at lower altitude apoapsises since you don't want to burn past apoapsis lest you waste precious return fuel if that's your intent. If you aren't concerned, go full throttle baby at any point near apoapsis and claim a stake with the stars. You only need to burn your fuel long enough until you see a periapsis marker appear on the other side of the orbit from the apoapsis, and you see a full orbit circle, then cut your engine with the x key. Congrats, you made it into orbit. It's usually a good idea to keep burning your fuel until your new periapsis marker is above 70 km. If it's below, then your orbit will cause your craft to aerobrake, eventually returning to Kerbin. If your periapsis is ever above 70 km, congrats, you will orbit Kerbin forever. If you have a manned flight, and fuel is low, then only burn until your periapsis is below 70 km to ensure a safe return to Kerbin.
Le mot de la fin
After orbiting for a while, depending on your fuel (with this design you won't have much if any at all) you can orient for a deorbit burn by burning backwards in the direction of your travel, once you are at your apoapsis point for maximum efficiency lest you be stuck in space with a manned crew forever.