I did used centripetal acceleration in my calculations and it was total success, results showed me how to make the most efficient launcher. And it was very easy for me, since i am playing at Realistic level.
Because of Realistic level i can ignore circle shape of Earth, since at any given moment in fly the curvature is so tiny, that i can simple neglect it. I am almost like taking off horizontally all the time.
First i made calculations like without drag.
Thus i first calculated what would be resulting horizontal acceleration efficiency at each stage of taking off, so i could devide entire launcher into correct number of stages and more important - to find out best mass for each stage, when it is time to drop previous stage and when it is not yet beneficial.
For example, we can burn last fuel of the first stage and thus my TWR increased and i use only +10
° vector above "pure horizontal" line to account for (to beat it) current "gravity-centripetal" remaining pull (to keep this altitude, no more and no less). That 10
° is super efficient, because we are losing only 1/66 of our vector acceleration, 65/66 still goes to horizontal, but for that 1/66 we are buying 11.5/66 of vertical push, thus i am having like high efficiency, what can be wrong?
But i am still pushing a lot of that extra weight of first stage. If i were to drop first stage and use 2nd instead, i would need to use for example 26
° instead of 10
° to keep up vertically. With 26 i would lose 10% of entire horizontal speed to beat "gravity-centripetal" pull, but since my launcher became much lighter in mass and engines efficiency improved, now can push for 120% more acceleration for the same amount of fuel burned in comparison to first stage still active. Then 120%*0.9 = 108%. While 65/66 is only 98.5% of efficiency
So the conclusion is, that i could significantly improve my overall efficiency, if i dropped first stage much earlier, exactly on that point, where efficiency of stages were equal. Since after that point 2nd stage's efficiency will only rise and 1st stage's efficiency will only get lower.
Thus i easily calculated when to switch stages, and also what TWR each stage must have exactly to be the most efficient.
Then when i got my first optimal result and rebalanced my launcher, i added drag calculations to see how much i can trade off, how much i can lose fuel early on to take higher altitude before major horizontal acceleration, how much will i get for this lost fuel later instead using it right now for immediate horizontal acceleration. And calculations gave surprising results - the lower the better, the best would be to accelerate right from the launchpad horizontally.
Thus this part was easily done - i need to gain minimum altitude, where my rocket will simply not explode from overheating, any extra altitude above that is a wasted fuel.
Then i simply looked at which speed my rocket will overheat at each altitude, approximately +-, so i could start horizontal acceleration right immediately at lowest altitude possibe and simply gaining altitude little by little as i speed up, to avoid overheating.
Gaining altitude slowly means i need not only beat "gravity-centripetal", but to add extra vertical vector to it, and then i got my final idea - i can simply store vertical thrust in advance at the end of each stage (where twr is high and i can use small angle difference) to be able to switch to next stage prematurely, to get better efficiency of the next stage with having less weight for longer time, even if this stage have too low twr to keep up with "gravity-centripetal" pull requirements (at a reasonably low azimuth to horizontal vector).
Then this overloaded next stage simply eats up stored pull and when all stored pull was eaten away this stage already have much higher TWR since it burned a lot of fuel, and now it can keep up with "gravity-centripetal" pull for a good rate (like 8+ vertical units for only 1 horizon unit lost) and store new reserve in advance to switch to next stage prematurely again.
This allowed to overload each next stage without drawbacks, only with benefits.
And then final results were produced, which showed exactly how much twr each stage needs, how much angle i need to take, how much vertical thrust it would be most optimal to store in advance (extra would be counterproductive, since it would eat more from horizontal acceleration for no benefit), and when exactly to switch stages.
And then my launcher immediately brought to orbit a much bigger payload, than the same launcher brought before. I can bring more than 270 tons to orbit now, with totally fair launcher - not a single clipping, not a single edited or custom parts, not a single cheat, no ion engines, no bp editing, and default blueprint size.
This type of calculations also allowed some fun thing like those:
link1,
link2.
But of course, all this becomes much less useful if we play at Normal game difficulty, where Earth is so small then when you launch horizontally you immediately start to get vertical direction simply because Earth already got curved beneath you like almost in seconds.
Plus atmosphere at Normal level is 6 times higher and overheating is set to very big value, so there is no way you can make a lot of horizontal acceleration in atmosphere, at least below 25 km, thus it is more beneficial to simply go to Karman line very early, but not vertically of course. It is better to keep rocket as low as possible for as long as possible, as long as overheating permits, gaining altitude only when you accelerated too much for this altitude.
More horizontal speed early beats any drag a lot, like in several times (if rocket have good aerodynamics), so you can forget about drag. But that totally changes when you take off from Venus, especially after setting correct atmospheric density for Venus. Defaul value in stock game world is 0.025, and most custom worlds simply copying it, while correct value is 0.285 and it is 11.4 times higher than default value. More links on Venus:
Link3,
Link4.
With this realistic atmosphere it is already beneficial to take off from Venus ground purely vertical and tilt to the side somewhere later. But i don't know how to calculate when exactly later.