ksp high altitude plane

As you found out, it basically konks out at 15km. Can't remember where I saw/read about it - Scott Manley maybe? It only takes a minute to sign up. Build a plane or rocket for Kerbal high altitudes, We've added a "Necessary cookies only" option to the cookie consent popup, Screenshot of the Week #85 [Submissions Closed - Vote Now!]. Because when your engine has to take in air forcefully it automatically means there isn't enough surrounding your engine and that again means that air density and therefor air resistance must be pretty low too. But you'll need to unlock: High Altitude Flight Which cost 300 science. As has been said, ISP is nothing to worry about. As high and fast as you can go without engine flameout: preferably ~2000 m/s at 25-30 km (and yes, that's almost orbital velocity). You can halve the drag by climbing a bit less than 3500m. This means that the only thing that decides wheter your engines run efficient is determined by how much thrust they produce (opt. Pasted as rich text. The Rapier, for example, works great as a high-altitude engine, precisely because it can go so fast. Press question mark to learn the rest of the keyboard shortcuts. With only panthers unlocked I might add. Is it correct to use "the" before "materials used in making buildings are"? I started by attaching two LV-909 rocket engines to a regular low-atmosphere plane: In this save, I don't have custom action groups yet, so I'm using the RCS control to toggle between jet and rocket modes. I'm in career mode and got all groups of the 45-science-cost level, except Flight Control, and additionally have Electrics, Heavy Rocketry and Fuel Systems. The other thing to bear in mind is that tuning the AoA (angle of attack) of your wings makes a difference. Reddit and its partners use cookies and similar technologies to provide you with a better experience. . At about 400-500m/s (~15km), the two engines are even. If it's above the cross-hairs, you need a little less. If it's above the cross-hairs, you need a little less. I start with the normal jet engines (which takes almost the complete runway). A full suite of flaps on the trailing edges of the main wings give it exceptional low-speed lift, and small hydroplane steps mounted on each side of the fuselage bottom help lift it out of the water (lowering water drag) during takeoff runs. Pasted as rich text. No, I think it's correct, unless I've got a brain fart going, here. The benefits should be obvious. high-2 A Screenshot of Kerbal Space Program Challenges The returns are diminishing so eventually you will hit a ceiling. 1 Pod outside the level 3 VAB. But my guess is that these same general principles would probably apply to FAR, and that all that would change would be the numbers involved. Be aware that heat buildup can gradually become a problem when the afterburners are used in sustained flight. Aircraft can be very temperamental to fly, especially on the keyboard. Now I have a plane that will fly around the world at an altitude of the low-20s. KSP Quick Guides: High Altitude Design and Flying - Stock v.23 Stoober AK 3.32K subscribers Subscribe 21K views 8 years ago This tutorial will cover designing and flying a plane that can soar. It is somewhat slow but very steady in flight. *I use FAR these days, which basically means completely replacing every spaceplane and rocket you ever designed to account for its much more realistic aerodynamics. How to make a loop for linear actuator in Kerbal Space Program, Breaking Ground. I checked the wiki before I wrote my question, it seems I overread this paragraph Something that I think has become less clear since someone updated the wiki. This can make it a good alternative for when you want something that can be controllable and doesn't need excessive heat shielding, but still need to be able to go incredibly fast if necessary, at the expense of increased fuel consumption. I don't have that other stuff yet. Fighting oscillations. A jet engine from KSP 0.18 A jet engine is an air-breathing engine which uses onboard liquid fuel and combusts it with the oxygen drawn from the atmosphere. Your decreased flight time means you probably won't make it to your location. To get there, you're going to want to climb at the fastest rate you can manage to 18-20 km, at which point you should mostly level off and start accelerating horizontally. You can post now and register later. Redoing the align environment with a specific formatting, Trying to understand how to get this basic Fourier Series. I generally don't fuss with AoI unless I'm making a long range cruiser. : : . AoA itself refers to the angle of the wing (or the whole plane if the AoI is 0)relative to the airflow. Stack Exchange network consists of 181 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers. I was hoping that the new intakes would give it the added altitude. Its an approximation missing someelements. Basically there are two things that limit your maximum speed: thrust and speed of sound and with that your maximum altitude. How do I install mods for Kerbal Space Program 1.1? Note that you need to activate the afterburner ("Wet Mode") manually. Thank you, I was able to reach up to 24km altitude with this design. Which lets you go faster, which lets you climb higher. If you have an account, sign in now to post with your account. All the information you could want to know about science, including the altitudes for each celestial body, and what altitudes a given experiment works on are available at: http://wiki.kerbalspaceprogram.com/wiki/Science. Kerbal Space Program 2 . This lowers their effective "weight"-- for example, a craft flying at 1400 m/s on Kerbin is effectively flying as if gravity were only 2/3 of its actual value. Your answer got me in the right direction, though I ended up with a different design (see my own answer). The sweet spot for the upper atmo engines, I find, is between 10k and 12k. What you should be concerned about is atmospheric drag, and that's minimized by high-altitude flight. The U-2's published maximum altitude is somewhere above 74,000 feet. Turbojets are so ridiculously efficient that it doesn't really matter. New comments cannot be posted and votes cannot be cast. Due to the lower air pressure at higher altitudes its thrust output decreases accordingly. 20 votes, 21 comments. This thread is quite old. What am I doing wrong here in the PlotLegends specification. Thanks for asking this, I've been struggling with the same problem in career mode. Information Changelog Stats I recommend using a solid rocket booster (or 2 or 5) to you get you the altitude and then launch a small rocket powered plane. That would argue for going as high as possible, as slow as possible, but apart from drag you also have to fight gravity. I looked into the .cfg files and there are no special properties allocated to them. So that means that even if you are inside the atmosphere but still orbital (such as during aerobraking), your science will not count as "Inside the atmosphere", For example, orbiting Kerbin above 250km altitude, your science is counted as "In Space High over Kerbin." I've been trying my hand at some High altitude speedy planes for a while now, but can't seem to get a hang of the altitudes that each engine likes, I know kerbal isn't earth, so looking up the crushing altitude of say the sr71, doesn't seem to apply, but I was hoping that others experiences would help me. Paste as plain text instead, Building a rocket to fly vertical seems to be nearly impossible, in the atmosphere they tend to become unstable (or maybe I missed a trick?). Browse other questions tagged, Start here for a quick overview of the site, Detailed answers to any questions you might have, Discuss the workings and policies of this site. However, I've failed to build a vehicle to achieve this (without a hundred retries). Yes, although they have only been flown with nearly full tanks. its rather flat but its a solid surface. 1Altitude requirement 2Orbit 3Speed, range, and altitude 4Flight duration 5Flight profiles 5.1Ballistic missiles 5.2Tourist flights 5.3Scientific experiments 5.4Sub-orbital transportation 6Notable uncrewed sub-orbital spaceflights 7Crewed sub-orbital spaceflights 8Future of crewed sub-orbital spaceflight 9See also 10References The Inland Kerbal Space Center itself, being in effect the old Kerbal Space Center from 0.2. - Spamming airintakes didn't help. Hello there. I decided to look into that two intakes thing, and it turns out to make 11-12 m/s difference at 19,000m with my plane. What altitude and speed should I go? To get higher with the low tech jet engines, you need rocket assist. Note: Your post will require moderator approval before it will be visible. Keep in mind that wheesley engine's performance decreases significantly as the altitude increases. Grichman's answer got me in the right direction. The easiest "default" way to build a plane in KSP-- i.e. I don't recall if they model aspect ratio, but either way, the struts are murder and the delta wing has so much more wing that it'll still have more lift. How do you get out of a corner when plotting yourself into a corner. lost birth certificate near berlin; ksp high altitude plane. Knowing how to design these types of planes make jumping in to SSTO design very easy as there are only a few minor changes that need to be made.Music Credits:1st Song: \"Elephants\" - YouTube Audio Library2nd Song: \"Hot Heat\" - YouTube Audio Library3rd Song: \"Echoes\" - Kasbo - https://soundcloud.com/k-sboWhat game is this? If you've attached them to your fuselage with zero AoA, what that means is that when you fly, you're going to have to have the entire plane pitched slightly above in order to generate lift. Clear editor. If it's below the cross-hairs, you need a little more AoA. air) that high up. Or you need to put a little bit of angle of incidence in your wings, which will reduce drag since you don't have to pitch the entire plane up, but will be stuck at a fixed angle meaning you'll have to pitch up or down anyway during certain phases of the flight that the plane isn't optimised for. Unfortunately, most space plane designs are impossible (or at the very least impractical) at your current tech level. You may be correct and that 3 engine plane is a lemon. Should i add a larger wing area for higher lift? Using very light "engine rich" planes and "reverse swooping" (building velocity at 10km then gently curving up) you can temporarily get above 20km with Wheesely and Juno. Paste as plain text instead, Note that KSP planes get one substantial speed benefit that's much more pronounced than IRL aircraft, due to the freakishly small planet sizes: they're actually flying at a large fraction of orbital velocity. Content titles and body; Content titles only To reach the initial low Earth orbit of the International Space Stationof 300 km (now 400 km), the delta-v is over six times higher, about 9.4 km/s. But you'll need to unlock: Which cost 300 science. This works, but it's not optimal. It's also worth noting that this engine has the widest thrust vectoring range of all of the jet engines, with a full 10-degree range in all directions. In addition to the traditional giant tube of explosions that flings things up high approach, Kerbal Space Program includes a very useful piece of equipment that became quite popular in the 20th century: wings.. Imagine that first plane but with the bubble cockpit and the old style round intakes. The Kerbal Space Program subreddit. Basically I can hit a target altitude of 20,000m but can not maintain it. Press question mark to learn the rest of the keyboard shortcuts. Or try using SRBs instead. So if you replace the turbos with basic jets, you will have more thrust from the ground up, and your vessel will weigh slightly less. They will someday, but they don't now. This way control surface max deflection can be programmed by an aircraft designer to make . The thrust of jets (turbo or otherwise) depends on airspeed: basics deliver more thrust at low speeds, while turbojets only really come into their own when you fly very fast (which also means flying very high, 20km and over). Editing Kerbal Space Program save files for KSO, Rasterpropmonitor for Kerbal Space Program. What are the minimum altitudes for each warp level? 2022 Take-Two Interactive Software, Inc. But a rockets can do it. I'm going to try adding a small solid fuel rocket engine toned down to get the initial height then dump it, as well as check into that high end gear mentioned. Yes, you can get into that range with the high end stuff (whiplash engines and ram or shock cone air intakes). alternatively, combine a liquid fuel rocket into your plane. Sideslip handling. Which makes this engine ideal for those missions which require doing many science activities above particular altitudes. I got this game so I could over-engineer rockets, so I mostly ignore the airplanes. The maximum cruise altitude is just over 40,000 feet. Your link has been automatically embedded. I only seem to be able to make planes that can fly a bit below that altitude and then temporary rise to it. The Boeing X-37, also known as the Orbital Test Vehicle (OTV), is a reusable robotic spacecraft. Technically, any rocket engine is also a jet engine as it forms a high-speed jet of reaction mass. I don't have any exact numbers for you, but you can right-click an engine in flight and it will show both current and optimal airflow, which should hopefully let you work out the best altitude. Since gravity is effectively lower, they don't need as much wing area to maintain altitude-- which, in turn, means less drag, which makes for more efficient flight. i dont know what kind of range youre looking for but i would make a significantly smaller plane. You get tons of thrust if you put it into "wet" mode, but you lose fuel efficiency. The other one I stay around 6000 meters. Is it even possible? By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Orbiting is the most fun one: the higher the orbit, the less speed you need to maintain to stay in orbit, *and* the less air there is, so that's a double-whammy in terms of reducing fuel consumption. Pretty often, the tail "wiggled" and/or the plane became totally unstable when I fired the rocket boosters. Any advices for building a vehicle for this task? By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Another problem is jet engines stealing fuel from the rockets' tanks - you may want to pump the fuel manually (requires an R&D centre upgrade) or add some pipes between them. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. Use the reaction wheel to hold your attitude slightly nose down as you float down and you can guide yourself like a paraglider. Did any DOS compatibility layers exist for any UNIX-like systems before DOS started to become outmoded? Powered by Invision Community. - but they were talking about having two intakes/engine. Rationale: If that's all a case of Too Many Words, think of it this way: Suppose you just build a plane the "default" way and don't put any AoA at all on the wings. I don't have that cockpit in my career game yet, but maybe it will work with the other one. Yes. If drag were the only concern, at any given altitude the slower you go, the less fuel you need: the work done by drag over a distance grows linearly with speed (the force grows quadratically with speed, but the time falls linearly). Range with this method is pretty short due to drag. A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. Additionally please know that .16 will feature new code that will change the way space planes work in every aspect. Unfortunately, there's no simple rule to tell you what the angle needs to be when you're building the plane-- it depends on lots of variables, such as your weight, drag, intended cruising altitude, intended cruising speed. How to tell which packages are held back due to phased updates. For comparison, the second most maneuverable engine is the CR-7 R.A.P.I.E.R. if you just go into the SPH, slap together some parts like Legos, and go-- is to attach them with zero AoA. You arent doing anything wrong. Espaol - Latinoamrica (Spanish - Latin America), https://steamcommunity.com/sharedfiles/filedetails/?id=1933948095, https://steamcommunity.com/sharedfiles/filedetails/?id=1933948668, https://steamcommunity.com/sharedfiles/filedetails/?id=1934517923, https://steamcommunity.com/sharedfiles/filedetails/?id=1335577943, https://steamcommunity.com/sharedfiles/filedetails/?id=1640213502, https://steamcommunity.com/sharedfiles/filedetails/?id=1640214586, https://steamcommunity.com/sharedfiles/filedetails/?id=1937826505, https://steamcommunity.com/sharedfiles/filedetails/?id=1937931692. Third, which I haven't given a good try, would be a carefully-timed deorbit maneuver so you come down through your desired location as you fall from space. Is anywhere a list of the altitude levels (I don't know a better term) available? It is stable but can not maintain altitude. I've since shaved that down more but that was by going even higher and even faster). AoA and G-force moderation. Ksp engine altitudes I've been trying my hand at some High altitude speedy planes for a while now, but can't seem to get a hang of the altitudes that each engine likes, I know kerbal isn't earth, so looking up the crushing altitude of say the sr71, doesn't seem to apply, but I was hoping that others experiences would help me. Best way to get down into thicker air and land is to perform what dogfighters called a 'Split-S'. Personally, I don't enjoy survey contracts on Kerbin. 3.) With the tanks disconnected that way, the rockets don't leach from the jets. Jets drop thrust at higher altitude and speed, but also drop . First is thrust; the higher you get, the lower the thrust your engines deliver. Evidence. FBW uses three controllers - pitch, roll and yaw. Trying to do something without the right part is long and difficult path. You could try combining the two. By climbing, you reduce drag, exponentially with altitude. If the wings are flat and your plane steadily loses altitude in level flight at a given speed (as most designs will by default), it means you either need to pitch up slightly, increasing the angle of attack and keeping your vertical velocity at 0 by flying up slightly to compensate for the pull of gravity that lift isn't compensating for. It may work with stock too, I just don't know. - Insane TWR didn't help. Yes. Though I'm still working on learning to be better at space planes. EDIT: Didn't notice you were using FAR. Right now, my big, fat plane has trouble breaking 10 km altitude and 200 m/s forward speed (largely due to its payload). And it's stock, unfortunately. In the main KSP settings menu you should set the default throttle to 1.0 (technically the above mechjeb setting winds up restoring the default throttle, so it needs to be 1.0) In the attitude adjustment menu make sure you are using the "better controller" Whack the 45 degree phase margin button Whack the restore all other defaults button I followed a similar strategy. Delta-V is the velocity change necessary to perform orbital maneuvers. Thankyou all, I now reckon I have a much better understanding of the engines, hopefully that'll translate to better aircraft. Strictly speaking this optimisation is unnecessary, but it can win you a bit of range. Your previous content has been restored. Incidentally, for these speeds and altitudes, ordinary jets are the better choice. What are the units of measure used in Kerbal Space Program? "Whiplash" Turbojet. Upload or insert images from URL. In the stock atmosphere, the benefits of moving faster outweigh almost everything else. You can go above 20km with the J-404 Panther.

Bianca Sparacino Quotes So This Is Your Life, Female Celebrities With Ectomorph Body Type, Publix Purified Water Vs Distilled, Articles K

0