![]() The second thing is to make sure your final stage is as small as you can get it. Whenever an engine runs out of fuel you can jettison that stage, and have the remaining fuel tanks all entirely full. Doing this can get you a rocket powerful enough to almost go in a straight line to wherever. Repeat for more layers, transferring fuel from each layer to the previous. Say you have a single stage, Add two fuel tanks to the side of the main tank with separators and hook up a fuel line feeding fuel from the outside tanks to the inside tanks. The main thing is "asparagus staging", which is where you set up fuel transfer pipes between stages on the same vertical level such that the outside engines run out first, and the inside engines last. So other than the going-sideways thing, there's a bunch of stuff you can do with the construction of your rocket so you get more headroom for mistakes. So once you get your apoapsis (highest point) above 100km or so, you can turn off your engines, wait until you get there, then burn hard in the direction you're going and your periapsis (the lowest point of the orbit) will raise up like magic. Lesson number 1: you can increase the height of your orbit on the opposite side of the planet by increasing your speed in the direction you're currently going. Then once you're up there, you need to know the basics of manipulating orbits. So the right thing to do (again, both in Kerbal and in real life) is to initially go just up, but as the air reduces, gradually switch to moving sideways instead. Problem: there's a lot of air in the way. The most efficient way to do this would be to just go sideways really fast from the ground. Go sideways fast enough, you'll come down but keep missing the planet below you, so you stay in space. ![]() The key lesson you need to remember about orbit (in KSP or real life) is that orbit is sideways speed, not up distance or up speed.
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