Running the 60U engine at about 40U seems to give me a good balance between reduced drag and air intake. lost birth certificate near berlin; ksp high altitude plane. Also, Valley and Theomon fly to different corners of Kerbin and three mapping satellites are launched. Subscribe - http://www.youtube.com/c/MikeAben?sub-confirmation=1 Patreon - https://www.patreon.com/MikeAbenPatreon supporters receive early, ad-free, access to videos, kOS and craft files, and more. Discord - https://discord.gg/HTvT7dZ Making Space Home Playlist - https://www.youtube.com/playlist?list=PLB3Ia8aQsDKhqoFyoZ4d33MG7rS9KmDm_0:00 - Designing the Dudley Mk16:42 - Test Flights \u0026 Iterating13:45 - Col. Valley take the Seaplane to the Northern Ice Shelf19:30 - Launch \u0026 Insertion of the Maxwell Vb21:04 - Col. Theomon \u0026 Orlin Visit the Badlands in the Panther24:20 - Launch \u0026 Ejection of the Maxwell VI26:34 - Designing the SENTINEL 129:47 - Launch \u0026 Insertion of the Maxwell VIIFull List of Mods: Aviation Lights Chatterer Community Tech Tree Crew R\u0026R Croud Sourced Science Contract Configurator Contract Packs: Bases and Stations Reborn CommNet Relays Exploration Plus Field Research Kerbal Academy Tourism Plus Contracts Window+ Decoupler Shroud Easy Vessel Switch Kerbal Alarm Clock Kerbal Attachment System Kerbal Construction Time Kerbal Engineer Redux Kerbal Inventory System Kerbalism kOS KRASH Maneuver Node Evolved Navball Alignment Indicator Near Future Aeronautics Near Future Construction Near Future Electrical Near Future Propulsion Near Future Solar Near Future Spacecraft Persistent Rotation Rational Resources RCS Build Aid Continued Restock Restock+ SCANsat Scrapyard SMART Parts Stage Recovery Stockalike Station Parts Expansion Redux TAC Fuel Balancer Texture Replacer Trajectories Transfer Window Planner Universal Storage 2 Unkerballed Start Waypoint Manager My question is really about controllability. Note: Your post will require moderator approval before it will be visible. That will unlock: "Whiplash" Turbojet Which is capable of high altitude, high speed flight. So, to correct " is below crosshairs", what you need to do is to add a little AoA to the wings. KSP also tends to have very harsh induced drag if angle of attack gets too high. 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. The ideal case for optimally efficient flight (which is what you want if you're trying to maximize cruise altitude) is when your wings are mounted to the body, pitched up just enough that when cruising in level flight, the body of the aircraft is pointing perfectly . Simply changing the intakes made it fly completely out of control and impossible to land. Clear editor. At about 400-500m/s (~15km), the two engines are even. @SaintWacko's advice is probably the most practical. Privacy Policy. Your engine burns the same amount of jetfuel per second regardless of how high or fast you are! You will find that when you're flying around, will always be slightly below the crosshairs on the navball. 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. All rights reserved. How to tell which packages are held back due to phased updates. From my experience using a panther it starts to lose speed after 15-16 kms, a more suitable cruising height is 9-13km. Remembering the FW TA152 and the U2 I put long wings on it and while its turn rate makes an airliner look like a fighter plane it is stable enough at 19000m. Your airspeed is mostly limited by terminal velocity; you can go much faster if you climb a little higher. The best answers are voted up and rise to the top, Not the answer you're looking for? AoA and G-force moderation. Editing Kerbal Space Program save files for KSO, Rasterpropmonitor for Kerbal Space Program. A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. (Disclaimer: I've never used FAR myself; all of the above is based on my experience with stock aerodynamics. But a rockets can do it. 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. If you have an account, sign in now to post with your account. I'm trying to build a high altitude plane and have found out that the rules are different. That's all true, but just read the OP: hypersonic appears to be completely out of the question. That's sub-optimal, because having the fuselage pitched like that means it'll have more drag than it otherwise would have. Clear editor. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. Proceed with caution. 2022 Take-Two Interactive Software, Inc. In the game, players direct a nascent space program, staffed and crewed by green humanoid aliens known as "Kerbals". Aircraft can be very temperamental to fly, especially on the keyboard. The other one I stay around 6000 meters. From my observations I can say that "Efficiency" is not a good indicator of how well your engine performs. At 3500m, you have half the drag you'd have at the surface; at 7km, 1/4 the drag, at 10.5km, 1/8 the drag, etc. Is it even possible? By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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!]. I was even able to do this with three pairs of Junos instead of the large jet engine pair (I don't have the technology level for that). 3.) It is designed to aid in player-controlled flight on generic (space)plane, providing a soft layer between user joystick\keyboard input and control surface outputs. This works, but it's not optimal. In this chapter, you ll learn about the Space Plane Hangar, a building that forms part of the Kerbal . The high performance engine for me performs pretty good till about 15000 meter. 3x06: I design a new, high altitude, jet to collect high atmospheric science. Ep. Is it possible to get to an altitude of 16-20km with normal plane engines? That will unlock: It may take some practice to hit your target area this way, because you'll be picking up additional horizontal speed, and thus it's possible to under or overshoot. Then it is "In Space Low over Mun.". Please consider starting a new thread rather than reviving this one. At the equator, sea level temperatures vary between a nighttime low of 9 C and a daytime high of 15 C. Keep in mind that wheesley engine's performance decreases significantly as the altitude increases. even stranger is that the surface is textured. Why that? AoA itself refers to the angle of the wing (or the whole plane if the AoI is 0)relative to the airflow. For comparison, the second most maneuverable engine is the CR-7 R.A.P.I.E.R. jet engine efficiency in this game is based on built in thrust curves. Really. Put a couple of radial mount parachutes just above the com and add a reaction wheel. As has been said, ISP is nothing to worry about. First off as of .15.1 intakes don't do anything. Trying to do something without the right part is long and difficult path. Incidentally, for these speeds and altitudes, ordinary jets are the better choice. Powered by Invision Community. Don't be too surprised if KSP's aero model breaks down in edge cases. Don't worry about Isp. 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. I would like to know which altitude I have to maintain for my experiments. Why is there a voltage on my HDMI and coaxial cables? . Paste as plain text instead, 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. 2/3 (KSP 1.11.2) - YouTube I break out the Mk2 parts and Panther engines to build a better jet that can go higher and faster. Subscribe -. This is particularly useful for pairs of engines, since this makes it possible to keep the thrust equal when activating the afterburners. This means it is better to have excessive amounts of oxygen than not to. 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 followed a similar strategy. Ideally, you'll want to avoid these contracts until you get the High-Altitude Flight tech node and the improved jet engine that comes with it. This thread is quite old. So if you want to make a plane go as fast as possible, you want to minimise both angle of attack and angle of incidence necessary to sustain level flight at your target speed and altitude. Once it's in the air, it's stable and easy to fly and manages to fly at altitudes between 11k 12k without problems. However, I've failed to build a vehicle to achieve this (without a hundred retries). Rockets aren t the only way to get to space. Since turbos are almost always enough to get you off the ground and up to altitude, I usually just do straight turbojets (with some RAPIERs for SSTO spaceplanes); the minute amount of fuel saved during the ascent isn't worth lugging those superfluous engines around at the hypersonic regime. If your using NEAR/FAR, once you get high and fast, kill the engine and glide to save fuel. Be aware that heat buildup can gradually become a problem when the afterburners are used in sustained flight. Now lets combine these two indicators: The best performance your engine can achieve is when you have an optimal amount of Air Flow (obviously) but also the MAXIMUM amount of Air Intake. 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. Is anywhere a list of the altitude levels (I don't know a better term) available? It may work with stock too, I just don't know. Even better, burn a little more, and you can pop out of the atmosphere for a bit and avoid all that nasty drag stuff. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Sustained flight at over 20km requires at a minimum the Panther in Afterburning mode. Yes. Valve Corporation. The longest flight got them down to a little more than half full. a screenshot of kerbal space program 2. by: lord bird. What you should be concerned about is atmospheric drag, and that's minimized by high-altitude flight. 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. You can post now and register later. - Insane lift to weight didn't help. 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. Your answer got me in the right direction, though I ended up with a different design (see my own answer). So now to come to an end: from my experience I'd say for a medium sized aircraft it is best to fly between 12-13 km. Thanks, I'll go try to stuff a few extra turbojets and intakes on my plane Do you know how many intakes/turbojet are needed to run in the regime you described? Thanks for asking this, I've been struggling with the same problem in career mode. It flames out at 25,000. Whiplash is the engine you would want to use on a plane meant to go 20km. - but they were talking about having two intakes/engine. high-1 A Screenshot of Kerbal Space Program By: miklkit This is the current version. If it's below the cross-hairs, you need a little more AoA. EDIT: Didn't notice you were using FAR. The maximum cruise altitude is just over 40,000 feet. In my case, it brought me to 20km up at a 45-degree angle, but it is probably not optimal. This causes the body of your plane to generate additional drag. You do get certain inertial and lever-arm effects, but those aren't really relevant to 'do I have enough lift to stay up'. "Whiplash" Turbojet. How to make a loop for linear actuator in Kerbal Space Program, Breaking Ground. 1.) Mounting a time-limited rescue mission for kerbal inbound to Kerbin. Listen to this guy, don't go much farther above 15000 with high altitude engines. 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. Also, while you mentioned the TJs most efficient altitude is ~ 5km (I'm not sure, but lets assume it's true), you need to realize that the drag you're getting at that altitude is going to wreck any efficiency gains. Air Flow + max. 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. high-2 A Screenshot of Kerbal Space Program Delta-V is the velocity change necessary to perform orbital maneuvers. It has two modes: The first, Dry mode, is similar to that of the J-33 "Wheesley" Basic Jet Engine, with a bit more thrust. In this case lots of fuel is the wrong approach, I can get more than half way around Kerbin on 2 cans of Jet Fuel and a turbojet if I glide most of it. Along with rockets, planes are one of KSP's most commonly referenced kinds of vessel, and are a vessel type . So long as there's only one high-altitude measurement to take, you should be able to complete a whole set of 3-4 in one flight. New comments cannot be posted and votes cannot be cast. This tutorial will cover designing and flying a plane that can soar at high altitudes! Hello there. Air Flow: Air Flow represents with how much force air passes the turbine (notice: different amounts of air at the same speed equals in different amounts of force!). How do I install mods for Kerbal Space Program 1.1? Or it can supercruise at three times the speed of an equivalent Wheesley jet (with nearly equal fuel efficiency) at 15,000 m altitude. Your decreased flight time means you probably won't make it to your location. With some fins to keep you stable and careful aim, you can hit your desired location and altitude and will have 5-10 seconds to collect data before you hurtle past it and pull your chute. The easiest "default" way to build a plane in KSP-- i.e. Download (104.45 MiB) License: CC BY-NC-SA 4.0 Game Version: 1.8.1 Downloads: 371,115 Author: blackheart612 Mod Website: Forum Thread Support this mod: Donate Followers: 626 Outdated Mod This mod is not known to work with the latest version of Kerbal Space Program. Kerbal Space Program 2 . Did any DOS compatibility layers exist for any UNIX-like systems before DOS started to become outmoded? 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. 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.. That would oscillate slowly between 16000m and 17000m but was otherwise fully controllable. The main body is a fuel tank with a Swivel engine at the end. In the stock atmosphere, the benefits of moving faster outweigh almost everything else. If you have an account, sign in now to post with your account. Your link has been automatically embedded. 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. Your link has been automatically embedded. 2022 Take-Two Interactive Software, Inc. It is usually best for initial designs to be based on logic and real-world physics and then be prepared to experiment with non-logical alternatives for optimisation. However, it seems as if your delta wing has has more area, might that be it? The Inland Kerbal Space Center itself, being in effect the old Kerbal Space Center from 0.2. Anyway thanks in advance. If you want to cover your aircraft with loads of intakes, I'm sure you could easily fly above 35km and reach 2000+ m/s velocity. Upload or insert images from URL. surface of jool. Remember that you need to have intakes somewhere in line with the engine to function at that altitude. Make sure you have lots of control surfaces because at very high in the atmosphere, there's not much air for the wings to control the craft with. Minimising the environmental effects of my dyson brain, Theoretically Correct vs Practical Notation. I was hoping that the new intakes would give it the added altitude. I've added more engines, more intakes to no avail. But. There is a very close tolerance to the two speeds. 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. But you'll need to unlock: High Altitude Flight Which cost 300 science. 2022 Take-Two Interactive Software, Inc. Make sure we're on the same page with terminology. As you found out, it basically konks out at 15km. If not, please explain why, which I know you have no problem doing! Press question mark to learn the rest of the keyboard shortcuts. You need to do it with what you've got. You are simply running out of atmosphere (i.e. . Should i add a larger wing area for higher lift? Upload or insert images from URL. Or is it the same for all celestial bodies? Been a while since I've flown stock*, but I've heard that, for maximum efficiency, you want one turbojet for every 7.5 tons, and about four ram intakes for each turbojet. Range with this method is pretty short due to drag. Only the fuel tanks attached to rockets have any oxidiser in them. Jets drop thrust at higher altitude and speed, but also drop . Ok, the panther engine is still not good enough. 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? Right now, my big, fat plane has trouble breaking 10 km altitude and 200 m/s forward speed (largely due to its payload). 20 votes, 21 comments. I didn't try for 20000m as it probably wouldn't do well. Basically I can hit a target altitude of 20,000m but can not maintain it. They always seem to lose power at about 15km, but I'm wondering if there's something I can do to fix that. 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. The Kerbal Space Program subreddit. Also, jets eat fuel at pounds-per-minute -- if you cover twice as much ground in the same time, your plane will be more efficient. I wasn't expecting so many excellent answers! Most SSTO space planes would be able to accomplish this easily. I only seem to be able to make planes that can fly a bit below that altitude and then temporary rise to it. Once you're at that regime, you should be able to cover huge distances on tiny amounts of fuel. Strictly speaking this optimisation is unnecessary, but it can win you a bit of range. Or try using SRBs instead. The drag differential is because your long-wing layout is using a bunch of struts, and the reason your delta-wing has a higher ceiling is because it has more wing area to provide lift. The most obvious solution is try and optimize your craft for high altitude lift by giving it long wingspan like a U-2 spyplane. 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). (the engines will use very little at high altitude anyway). Pasted as rich text. Which lets you go faster, which lets you climb higher. Learn more about Stack Overflow the company, and our products. 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. Why do many companies reject expired SSL certificates as bugs in bug bounties? Pasted as rich text. But you'll need to unlock: Which cost 300 science. Imagine that first plane but with the bubble cockpit and the old style round intakes. But since when do Kerbals wait for ideal conditions? My plane has turbojets and lots of fuel, but I am wondering what the optimal way to fly is. If too little air runs into the turbine your combustion chamber will not be able to burn up fuel effectively due to the lack of oxygen. What altitude and speed should I go? if you just go into the SPH, slap together some parts like Legos, and go-- is to attach them with zero AoA. I start with the normal jet engines (which takes almost the complete runway). With the tanks disconnected that way, the rockets don't leach from the jets. Its an approximation missing someelements. TLDR: You need parts you don't have to make a plane that flies that high. 2022 Take-Two Interactive Software, Inc. I also added a parachute and decoupler since I find it too hard to correctly land this thing yet ;-) I managed to land in the water once, though. What's the difference between a power rail and a signal line? Make sure you've angled your wings up slightly so that you provide enough lift for a 0 angle of attack at top speed. I didn't succeed with his design, though; I always ended up having somehow unstable airplanes. At altitude the nose goes up and down until it goes out of control. 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). Welcome to the forums, ZDW. Sideslip handling. ksp high altitude planebad bunny tour 2022 tickets ksp high altitude plane. Another approach, which I was managing with some success before I figured out jets, is to build a rocket and catapult yourself towards the measurement point. It'll probably be more efficient with more intakes, but I wouldn't increase the number of engines. Isn't that backwards snark? Check out the website and try the game out for yourself :Dhttps://kerbalspaceprogram.com/ Note: Your post will require moderator approval before it will be visible. Immediately starting rocket engines at full throttle turned out to make most of my aircrafts totally unstable, turning them up gradually worked way better. What are the units of measure used in Kerbal Space Program? probably the easiest place to land in the system as terminal velocity is survivable for a craft less kerman. The more successful the flights, the more successful the space program is. Under some circumstances, you may want to reduce the engine gimbal range or disable it altogether, particularly when flying at high speeds (e.g. As long a you can fly faster, the lower density at altitude can be compensated for.

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ksp high altitude plane