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19 Apr 2023

Be sure to have enough intakes (I think maximum efficiency in stock is 1 ramjet intake per ~2 tons of plane, though that is aesthetically ridiculous), and if you're still running short of intake air, you can dip down a bit to speed up and get to denser air. Which lets you go faster, which lets you climb higher. Of course, this thing has very limited range, speed and acceleration because of the extra weight. Yes. I've since shaved that down more but that was by going even higher and even faster). 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. Why do small African island nations perform better than African continental nations, considering democracy and human development? I didn't succeed with his design, though; I always ended up having somehow unstable airplanes. Something that I think has become less clear since someone updated the wiki. Thanks for asking this, I've been struggling with the same problem in career mode. 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. KSP also tends to have very harsh induced drag if angle of attack gets too high. These designs are great for getting around Kerbin quickly, but without going orbital. Yes, although they have only been flown with nearly full tanks. No, I think it's correct, unless I've got a brain fart going, here. 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. 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. I also had problems with a high altitude plane until I decided to follow the K.I.S.S. 1 1: The basics 2 2: Setting it up 3 3: First flight 4 4: Finishing touches 1: The basics First of all, you're going to need an airplane. KSP doesn't care (much) about aspect ratio; the total lift is the same regardless of configuration. Make sure you've angled your wings up slightly so that you provide enough lift for a 0 angle of attack at top speed. 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 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. 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. @SaintWacko's advice is probably the most practical. 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. jet engine efficiency in this game is based on built in thrust curves. probably the easiest place to land in the system as terminal velocity is survivable for a craft less kerman. Your engine burns the same amount of jetfuel per second regardless of how high or fast you are! A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. It is boosted into space by a launch vehicle, then re-enters Earth's atmosphere and lands as a spaceplane. Should i add a larger wing area for higher lift? its rather flat but its a solid surface. Thrust means that slower-is-better no longer applies: now, slower means less drag but more gravity, so there's a tradeoff (which I'm not going to carefully calculate for you, because it's hard). That will probably allow you to fly comfortably above 20-25km (or higher, depending on the overall mass of your aircraft). Your airspeed is mostly limited by terminal velocity; you can go much faster if you climb a little higher. And it's stock, unfortunately. At the equator, sea level temperatures vary between a nighttime low of 9 C and a daytime high of 15 C. ksp high altitude plane. 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. FBW uses three controllers - pitch, roll and yaw. Delta wings are able to work better since the lack of lift per square area is compensated by having larger area to provide lift. There is a very close tolerance to the two speeds. 3x06: I design a new, high altitude, jet to collect high. The Panther engine can hold 19,000 steady and oscillates around 20,000. (Actually, four ways: but balloons aren't in the stock game) Lifting surfaces are great but they lose effectiveness just as fast with altitude as drag falls. Create an account to follow your favorite communities and start taking part in conversations. 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. Range with this method is pretty short due to drag. Grichman's answer got me in the right direction. Your previous content has been restored. 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. Along with rockets, planes are one of KSP's most commonly referenced kinds of vessel, and are a vessel type . 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." Thanks. This means that the only thing that decides wheter your engines run efficient is determined by how much thrust they produce (opt. The maximum cruise altitude is just over 40,000 feet. First is thrust; the higher you get, the lower the thrust your engines deliver. In the stock atmosphere, the benefits of moving faster outweigh almost everything else. As you found out, it basically konks out at 15km. 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. Upload or insert images from URL. With only panthers unlocked I might add. 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. All other versions are slower and lower and unstable in turns. AoA itself refers to the angle of the wing (or the whole plane if the AoI is 0)relative to the airflow. How can I make money in the new career mode? I was generally under the impression that basic jets were mostly deadweight on high-performance aircraft: while they are superior for low-speed, low-altitude operations, they become deadweight at hypersonic velocities. The X-37 is operated by the United States Space Force for orbital spaceflight missions intended to demonstrate reusable space technologies. High altitude flight is efficient because the air is thinner, and therefore aircraft experience less parasitic drag. I only seem to be able to make planes that can fly a bit below that altitude and then temporary rise to it. This page was last edited on 22 December 2019, at 20:54. I have enough patience to do the slow flying, but is it horribly inefficient? If you have an account, sign in now to post with your account. Once you're at that regime, you should be able to cover huge distances on tiny amounts of fuel. It was meant for low altitude flight. air) that high up. 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. I followed a similar strategy. This thread is quite old. Don't be too surprised if KSP's aero model breaks down in edge cases. You can post now and register later. Yes, you can get into that range with the high end stuff (whiplash engines and ram or shock cone air intakes). A destructible memorial to the old Mk. The high performance engine for me performs pretty good till about 15000 meter. This tutorial will cover designing and flying a plane that can soar at high altitudes! Are you using Stock or NEAR/FAR? This makes jets built using this engine considerably more maneuverable. Your previous content has been restored. So Pvt. - but they were talking about having two intakes/engine. Or is it the same for all celestial bodies? You can spin around the whole world on just fumes. Best way to get down into thicker air and land is to perform what dogfighters called a 'Split-S'. Typically, I watch my Apoapsis as I boost to the high altitude, and there's enough momentum to coast to the peak before completely running out of fuel. Display as a link instead, 20 votes, 21 comments. Connect and share knowledge within a single location that is structured and easy to search. Really. It is somewhat slow but very steady in flight. 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. Most SSTO space planes would be able to accomplish this easily. If too much air runs into the turbine, the excessive amount just flows out unused through side-vents (I think). This is the first version. Whiplash is the engine you would want to use on a plane meant to go 20km. at the very least, you'd need the panther, that'll get you over 16k easily, well to 25k. Any advices for building a vehicle for this task? If it's above the cross-hairs, you need a little less. 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. Your link has been automatically embedded. Arqade is a question and answer site for passionate videogamers on all platforms. I was hoping that the new intakes would give it the added altitude. - Insane TWR didn't help. That will unlock: "Whiplash" Turbojet Which is capable of high altitude, high speed flight. The second, Wet mode, uses the afterburner to produce thrust almost equal to the J-X4 "Whiplash" Turbo Ramjet Engine, but at a considerably reduced fuel efficiency. Put a couple of radial mount parachutes just above the com and add a reaction wheel. Delta-V is the velocity change necessary to perform orbital maneuvers. You need to do it with what you've got. But since when do Kerbals wait for ideal conditions? 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. By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. 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. Using indicator constraint with two variables, Is there a solution to add special characters from software and how to do it. 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. From my experience using a panther it starts to lose speed after 15-16 kms, a more suitable cruising height is 9-13km. The other thing to bear in mind is that tuning the AoA (angle of attack) of your wings makes a difference. Remember that you need to have intakes somewhere in line with the engine to function at that altitude. with a thrust vectoring range of only 3 degrees. However, it seems as if your delta wing has has more area, might that be it? How to make a loop for linear actuator in Kerbal Space Program, Breaking Ground. I am currently designing a mission that will involve several very long distance plane flights. 2022 Take-Two Interactive Software, Inc. 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. Grichmann's answer has been the most reliable way I've found to complete these missions. high-1 A Screenshot of Kerbal Space Program By: miklkit This is the current version. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. Additionally please know that .16 will feature new code that will change the way space planes work in every aspect. Note: Your post will require moderator approval before it will be visible. You can halve the drag by climbing a bit less than 3500m. Your decreased flight time means you probably won't make it to your location. Mounting a time-limited rescue mission for kerbal inbound to Kerbin. Please consider starting a new thread rather than reviving this one. Ok, the panther engine is still not good enough. 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. - "In Space High" means your craft is inside the given Sphere of Influence and above the "Space Border" altitude listed in the Celestial Body Multiplier Matrix. It'll probably be more efficient with more intakes, but I wouldn't increase the number of engines. This is particularly useful for pairs of engines, since this makes it possible to keep the thrust equal when activating the afterburners. surface of jool. What are the units of measure used in Kerbal Space Program? You cannot paste images directly. Maneuver node plans don't take drag into account, so you'll have to overshoot quite a bit to compensate. 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. Slap that behind a plane you'll be able to go beyond 20km without any trouble. She has a horrible turn rate and oscillates a couple of thousand meters at cruise, but it's flyable. The flight time won't be as long, but you'll be able to fly a "plane" above 18km. Your link has been automatically embedded. - Spamming airintakes didn't help. The more successful the flights, the more successful the space program is. Information Changelog Stats Content titles and body; Content titles only Paste as plain text instead, Thats my problem right now. Either finish the low-altitudes and then spend all your fuel on the high-altitude boost, or do the boost first and save a little fuel or try to hit the rest through unpowered gliding. Redoing the align environment with a specific formatting, Trying to understand how to get this basic Fourier Series. Paste as plain text instead, Display as a link instead, It flames out at 25,000. Pasted as rich text. To get higher with the low tech jet engines, you need rocket assist. 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. Kerbal Space Program 2 . The Inland Kerbal Space Center itself, being in effect the old Kerbal Space Center from 0.2. A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. The other one I stay around 6000 meters. Or about the same speed but 1000 m higher. Welcome to the forums, ZDW. It is stable but can not maintain altitude. FAR is supposed to take aspect into account, but I'm not very experienced with it and cannot advice you as to how it works. - "In Space High" means your craft is inside the given Sphere of Influence and above the "Space Border" altitude listed in the Celestial Body Multiplier Matrix. I currently have a contract where I'm asked to take crew reports at certain spots on Kerbal at an altitude of 18,000m. The Rapier, for example, works great as a high-altitude engine, precisely because it can go so fast. Challenges Which is capable of high altitude, high speed flight. Press question mark to learn the rest of the keyboard shortcuts. Sustained flight at over 20km requires at a minimum the Panther in Afterburning mode. 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. Once you're at that regime, you should be able to cover huge distances on tiny amounts of fuel. 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!). 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. And how many km can I expect to get per v (as calculated by Engineer redux Kerbin atmospheric stats, I know this is weird with planes)? I've been finding it difficult to build a jet that can fly over 15km alt. The stratospheric region, where temperature rises as altitude increases, spans the region between the altitudes of 10 km and 22 km. I find that a conservative amount is 2 RAM intakes and 2-4 radial intakes per turbojet. 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. 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. principle. Imagine that first plane but with the bubble cockpit and the old style round intakes. Is it even possible? More air is better. I didn't try for 20000m as it probably wouldn't do well. 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. I looked into the .cfg files and there are no special properties allocated to them. a screenshot of kerbal space program 2. by: lord bird. elle uk media kit 2021,

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ksp high altitude plane