This is my current best hi alt plane. Really. 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 -. Kerbal Space Program ( KSP) is a space flight simulation video game developed by Mexican developer Squad for Linux, OS X, Windows, PlayStation 4, PlayStation 5, Xbox Series X/S and Xbox One. From my experience using a panther it starts to lose speed after 15-16 kms, a more suitable cruising height is 9-13km. It will be expensive and time consuming. 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. A destructible memorial to the old Mk. Information Changelog Stats You may be correct and that 3 engine plane is a lemon. 2022 Take-Two Interactive Software, Inc. If not, please explain why, which I know you have no problem doing! That's just a guess, though-- perhaps someone more familiar with FAR could weigh in.). This is the first version. The more successful the flights, the more successful the space program is. as a rule of thumb they all lose thrust at higher altitudes and at high velocities. Then it is "In Space Low over Mun.". It's Kerbal Space Program v.22! Air Flow + max. That annoys me but I can't seem to get a design to make it work. What altitude and speed should I go? 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. These are the building blocks of solid spaceplane design!Subscribe! You cannot paste images directly. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Once it's in the air, it's stable and easy to fly and manages to fly at altitudes between 11k 12k without problems. These designs are great for getting around Kerbin quickly, but without going orbital. I generally don't fuss with AoI unless I'm making a long range cruiser. Range with this method is pretty short due to drag. Please consider starting a new thread rather than reviving this one. Pasted as rich text. You will find that when you're flying around, will always be slightly below the crosshairs on the navball. 2022 Take-Two Interactive Software, Inc. I'd almost expect it to work better in stock since infini-gliders can be done. If you upgrade to the panther (or get one on a contract) that engine can get you much higher. That would oscillate slowly between 16000m and 17000m but was otherwise fully controllable. Incidentally, for these speeds and altitudes, ordinary jets are the better choice. My plane has turbojets and lots of fuel, but I am wondering what the optimal way to fly is. Your airspeed is mostly limited by terminal velocity; you can go much faster if you climb a little higher. A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. You can do that by right-clicking the engine and clicking "Toggle Mode." The Kerbal Space Program subreddit. Display as a link instead, - "In Space Low" means your craft is inside the "Space Border" altitude and in an orbital path. 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!]. Things that work at low altitude don't work so well up high and the plane ends up going up and down while slowly losing speed until it can't maintain altitude anymore. I didn't succeed with his design, though; I always ended up having somehow unstable airplanes. You can post now and register later. But you'll need to unlock: High Altitude Flight Which cost 300 science. It was meant for low altitude flight. How to know if you've nailed it perfectly: when you're cruising in level flight, you want the marker to be precisely centered in your navball cross-hairs. - Insane TWR didn't help. It seems to be based on the General Electric F-404 Afterburning Turbofan, which shares the same name and maximum thrust (85 kN dry). Upload or insert images from URL. 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). Running the 60U engine at about 40U seems to give me a good balance between reduced drag and air intake. Fighting oscillations. Thanks for asking this, I've been struggling with the same problem in career mode. The easiest "default" way to build a plane in KSP-- i.e. lost birth certificate near berlin; ksp high altitude plane. with a thrust vectoring range of only 3 degrees. Its an approximation missing someelements. This means it is better to have excessive amounts of oxygen than not to. 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. You cannot paste images directly. Double your speed, you need twice as much fuel. 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. 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. 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. If you have an account, sign in now to post with your account. 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. Note: Your post will require moderator approval before it will be visible. 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. You can halve the drag by climbing a bit less than 3500m. Not only does it conk out at high altitudes, but also it conks out at high speeds, and you need to be able to go fast to fly up high. its rather flat but its a solid surface. Why is there a voltage on my HDMI and coaxial cables? My question is really about controllability. My 'plane science' is more advanced than my 'rocket science' (career mode) because I got tired of seeing all the high-altitude missions I had on the books and wanted to finish them. For all your gaming related, space exploration needs. If you have an account, sign in now to post with your account. Welcome to the forums, ZDW. The idea is to slow the plane to a stall above your landing spot the pop the parachute. You need to do it with what you've got. 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. KSP also tends to have very harsh induced drag if angle of attack gets too high. Though I'm still working on learning to be better at space planes. I was hoping that the new intakes would give it the added altitude. Don't worry about Isp. Something that I think has become less clear since someone updated the wiki. 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?). Press J to jump to the feed. 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. EDIT: Essentially, make like an SR-71, if an SR-71 didn't have cooling problems limiting it to Mach 3.4. The sweet spot for the upper atmo engines, I find, is between 10k and 12k. A little while back I spent a long time trying to circumnavigate Kerbin on the least liquid fuel possible (i posted the record to the sub: 254 units of fuel. As you found out, it basically konks out at 15km. 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. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. I currently have a contract where I'm asked to take crew reports at certain spots on Kerbal at an altitude of 18,000m. You could try combining the two. But a rockets can do it. A temple in the desert (6 29 47 S 141 40 3 W) known as Tut-Un Jeb-Ahn, although this name can only be seen when a vessel crashes into it. below 5,000 m), since the engine's extreme maneuverability may allow the aircraft to perform turns sharply enough to break up in flight. Remember that you need to have intakes somewhere in line with the engine to function at that altitude. (Disclaimer: I've never used FAR myself; all of the above is based on my experience with stock aerodynamics. Powered by Invision Community. Put a couple of radial mount parachutes just above the com and add a reaction wheel. If you have an account, sign in now to post with your account. That will unlock: Yes. Only the fuel tanks attached to rockets have any oxidiser in them. 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). Press question mark to learn the rest of the keyboard shortcuts. How to make a loop for linear actuator in Kerbal Space Program, Breaking Ground. Any advices for building a vehicle for this task? First off as of .15.1 intakes don't do anything. Pasted as rich text. Once you're at that regime, you should be able to cover huge distances on tiny amounts of fuel. General Electric F-404 Afterburning Turbofan, Stratus-V Cylindrified Monopropellant Tank, Kerbodyne KR-2L+ "Rhino" Liquid Fuel Engine, LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine, T-1 Toroidal Aerospike "Dart" Liquid Fuel Engine, S1 SRB-KD25k "Kickback" Solid Fuel Booster, IX-6315 "Dawn" Electric Propulsion System, AE-FF1 Airstream Protective Shell (1.25m), AE-FF3 Airstream Protective Shell (3.75m), PB-NUK Radioisotope Thermoelectric Generator, https://wiki.kerbalspaceprogram.com/index.php?title=J-404_%22Panther%22_Afterburning_Turbofan&oldid=95515. Of course, this thing has very limited range, speed and acceleration because of the extra weight. Air Intake: Air Intake shows the amount of force your engine uses to suck air into the turbine. This works, but it's not optimal. surface of jool. Clear editor. 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. Press question mark to learn the rest of the keyboard shortcuts. A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. Now I have a plane that will fly around the world at an altitude of the low-20s. Display as a link instead, Ep. For example, the RAPIER engine doesn't seem as the first choice as the "best" high altitude air-breathing engine but in long-distance and high-altitude challenges it is. 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. It flames out at 25,000. No, I think it's correct, unless I've got a brain fart going, here. So I've created those two planes, both with weasley turbofan engine: This is your problem-- as folks have pointed out, it's not a high-altitude engine. 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. The best answers are voted up and rise to the top, Not the answer you're looking for? Privacy Policy. 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. 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. AoA built into the wing relative to the plane body is called the angle of incidence, just to help clear up. I have enough patience to do the slow flying, but is it horribly inefficient? 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? Here's Mr. Manley using it in his tutorial: @Pvt.Grichmann: I think it's at specific locations on Kerbin, not just anywhere above 18km. What you should be concerned about is atmospheric drag, and that's minimized by high-altitude flight. Cookie Notice How do I install mods for Kerbal Space Program 1.1? ksp high altitude planebad bunny tour 2022 tickets ksp high altitude plane. Slap that behind a plane you'll be able to go beyond 20km without any trouble. At this point the plane plummets, but as it goes deeper into the atmosphere, it regains pitch authority, and at 10km it's enough to regain control and turn it around for a safe landing. If it's below the cross-hairs, you need a little more AoA. 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. Do plugins for Kerbal Space Program work on unix? The most obvious solution is try and optimize your craft for high altitude lift by giving it long wingspan like a U-2 spyplane. 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. if you just go into the SPH, slap together some parts like Legos, and go-- is to attach them with zero AoA. They will someday, but they don't now. For more information, please see our Basically there are two things that limit your maximum speed: thrust and speed of sound and with that your maximum altitude. Designing a High Altitude Jet | KSP: Making Space Home Mike Aben 24.8K subscribers Join Subscribe 85 Share 3.4K views 1 year ago Ep. So I'm pretty darn new to KSP, and my career has barely gotten started, and the jobs for crew observations seem to dominate Watch out for your SAS if you're running batteries without a jet for a long time. I followed a similar strategy. If you nudge your wing's angle up slightly with rotate tool then it'll move your prograde closer to your direction of flight and significantly reduce drag. Can't remember where I saw/read about it - Scott Manley maybe? Is it suspicious or odd to stand by the gate of a GA airport watching the planes? Paste as plain text instead, If it's above the cross-hairs, you need a little less. FBW uses three controllers - pitch, roll and yaw. For comparison, the second most maneuverable engine is the CR-7 R.A.P.I.E.R. Right now, my big, fat plane has trouble breaking 10 km altitude and 200 m/s forward speed (largely due to its payload). Very cool. However, I've failed to build a vehicle to achieve this (without a hundred retries). 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 All trademarks are property of their respective owners in the US and other countries. You'll notice that usually your prograde marker is slightly below your pitch. Is it correct to use "the" before "materials used in making buildings are"? You do get certain inertial and lever-arm effects, but those aren't really relevant to 'do I have enough lift to stay up'. - Insane lift to weight didn't help. To get higher with the low tech jet engines, you need rocket assist. 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. 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. Note that you need to activate the afterburner ("Wet Mode") manually.
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