I didn't try for 20000m as it probably wouldn't do well. Your previous content has been restored. 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. i dont know what kind of range youre looking for but i would make a significantly smaller plane. 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. (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. If too much air runs into the turbine, the excessive amount just flows out unused through side-vents (I think). Is it suspicious or odd to stand by the gate of a GA airport watching the planes? You are simply running out of atmosphere (i.e. 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. First is thrust; the higher you get, the lower the thrust your engines deliver. Alternatively, you can assign the afterburner toggle (labelled "switch mode") to an action group if you wish to activate it with a hotkey. Is it even possible? Under some circumstances, you may want to reduce the engine gimbal range or disable it altogether, particularly when flying at high speeds (e.g. 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. There is no such thing as "so high radar can not detect it", since radar can detect things in outer space. If you upgrade to the panther (or get one on a contract) that engine can get you much higher. It's Kerbal Space Program v.22! 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. . What altitude and speed should I go? 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). Just sounds like the engines can't get enough air, in KSP high speed also generates air intake so I'm guessing what is happening is that you have the initial speed to get to altitude but the lack of air at altitude is starving the engine resulting in lower speed which further reduces air intake and it cascades until either the engine shuts down or you return to denser atmosphere at a lower altitude. 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). Grichmann's answer has been the most reliable way I've found to complete these missions. Hello there. The maximum cruise altitude is just over 40,000 feet. This is particularly useful for pairs of engines, since this makes it possible to keep the thrust equal when activating the afterburners. Thankyou all, I now reckon I have a much better understanding of the engines, hopefully that'll translate to better aircraft. Most efficient cruise altitude for jet planes? : r/KerbalSpaceProgram By climbing, you reduce drag, exponentially with altitude. - Inside the atmosphere works the same way, except you need to be on an suborbital trajectory. Yes, you can get into that range with the high end stuff (whiplash engines and ram or shock cone air intakes). Use the reaction wheel to hold your attitude slightly nose down as you float down and you can guide yourself like a paraglider. She has a horrible turn rate and oscillates a couple of thousand meters at cruise, but it's flyable. Is it possible to get to an altitude of 16-20km with normal plane engines? 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. at the very least, you'd need the panther, that'll get you over 16k easily, well to 25k. 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). When I say ", You know you've nailed it correctly if, when you're in level flight, your. The Inland Kerbal Space Center itself, being in effect the old Kerbal Space Center from 0.2. Put a couple of radial mount parachutes just above the com and add a reaction wheel. Unfortunately I won't be able to test it today, but @SaintWacko's proposal sounds promising. Any of my search term words; All of my search term words; Find results in. How do you get out of a corner when plotting yourself into a corner. Even if the air is thin, you can still put out plenty of power if you are shoving enough in with raw speed. So Pvt. Note that keeping the plane weight low is critical, only carry a very small amount of fuel. All trademarks are property of their respective owners in the US and other countries. 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 -. There's basically three ways to do that: lifting surfaces, thrust, and orbiting. Using indicator constraint with two variables, Is there a solution to add special characters from software and how to do it. Kerbin | Kerbal Space Program Wiki | Fandom That's all true, but just read the OP: hypersonic appears to be completely out of the question. Aircraft can be very temperamental to fly, especially on the keyboard. Proceed with caution. The flight time won't be as long, but you'll be able to fly a "plane" above 18km. 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. 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. This thread is quite old. Simply changing the intakes made it fly completely out of control and impossible to land. If it's above the cross-hairs, you need a little less. Spaceplane - Wikipedia Paste as plain text instead, high altitude flight :: Kerbal Space Program General Discussions Basically there are two things that limit your maximum speed: thrust and speed of sound and with that your maximum altitude. 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. Can't remember where I saw/read about it - Scott Manley maybe? 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. Thanks. It'll probably be more efficient with more intakes, but I wouldn't increase the number of engines. Because of the exponential nature of the rocket equationthe orbital rocket needs to be considerably bigger. 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. However, I've failed to build a vehicle to achieve this (without a hundred retries). Satellite Launcher - Kerbal Space Program Wiki Cheers again fellas. 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 did some testing and found that the turbojets get the best Isp around 5.2 km altitude, so I was thinking of flying at that altitude. Landing On Laythe Moon Of Jool Kerbal Space Program Youtube Delta-v budget - Wikipedia - "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. Connect and share knowledge within a single location that is structured and easy to search. The Kerbal Space Program subreddit. 3x06: I design a new, high altitude, jet to collect high. 101 kPa 1 atm Scale Height 5000 m Atmospheric Height 69 077.553 m 1.010-6 atm Minimum Temprature -40.19 C 232.96 K Maximum Temprature 20 C 293.15 K Oxygen Present Yes Contents 1 Kerbin 2 Topography 3 Kerbal Space Center 4 Atmosphere 4.1 The Troposphere 4.2 The Stratosphere 4.3 The Thermosphere 4.4 The Exosphere 5 The Kerbin System 5.1 The Mun Will post my results. KSP also tends to have very harsh induced drag if angle of attack gets too high. 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. 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 . Do plugins for Kerbal Space Program work on unix? What am I doing wrong here in the PlotLegends specification. 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. That's sub-optimal, because having the fuselage pitched like that means it'll have more drag than it otherwise would have. 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. Jet engine - Kerbal Space Program Wiki KSP - High Altitude Aircraft - YouTube Your decreased flight time means you probably won't make it to your location. The Rapier, for example, works great as a high-altitude engine, precisely because it can go so fast. When added to a plane it allows tuning of the controls vs speed/altitude/G load/other factors. The main body is a fuel tank with a Swivel engine at the end. - but they were talking about having two intakes/engine. surface of jool. That's just a guess, though-- perhaps someone more familiar with FAR could weigh in.). 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. Main goals: Auto-trimming. 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. Once it's in the air, it's stable and easy to fly and manages to fly at altitudes between 11k 12k without problems. Or about the same speed but 1000 m higher. Kerbal Space Program 2 . Something that I think has become less clear since someone updated the wiki. 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. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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. Let me. 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). I looked into the .cfg files and there are no special properties allocated to them. Be aware that heat buildup can gradually become a problem when the afterburners are used in sustained flight. The benefits should be obvious. Maneuver node plans don't take drag into account, so you'll have to overshoot quite a bit to compensate. 20 votes, 21 comments. 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 altitudes for the various altitude record contracts? All other versions are slower and lower and unstable in turns. Or try using SRBs instead. I've been finding it difficult to build a jet that can fly over 15km alt. I also set it to enable the cockpit's reaction wheels to improve control at high altitude, and close air intakes to reduce drag. 600+ m/s) and low altitudes (e.g. You arent doing anything wrong. What you should be concerned about is atmospheric drag, and that's minimized by high-altitude flight. Range with this method is pretty short due to drag. 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. Incidentally, for these speeds and altitudes, ordinary jets are the better choice. Planes and Altitude differences. :: Kerbal Space Program General The most efficient way is, of course, to make a high altitude (or space) plane. Ep. A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. - Spamming airintakes didn't help. It will be expensive and time consuming. I followed a similar strategy. As long as the engine gets enough air it will work at proper efficiency. But a rockets can do it. At about 400-500m/s (~15km), the two engines are even. Even better, burn a little more, and you can pop out of the atmosphere for a bit and avoid all that nasty drag stuff. probably the easiest place to land in the system as terminal velocity is survivable for a craft less kerman. 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. (Disclaimer: I've never used FAR myself; all of the above is based on my experience with stock aerodynamics. 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. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. 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. 1 Pod outside the level 3 VAB. 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. There are two factors to that: how thick the air is, how fast the ship is going. I don't have the numbers handy, but you can expect something like 400m/s at 15km. 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. Turbojets are so ridiculously efficient that it doesn't really matter. I'm in career mode (have the turbofan engine) and trying to get some science readings for a mission at a high altitude. Either of the two speeds are to be avoided. KSP doesn't care (much) about aspect ratio; the total lift is the same regardless of configuration. ksp high altitude planebad bunny tour 2022 tickets ksp high altitude plane. Display as a link instead, 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. 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. Early career high altitude observations question : r/KerbalAcademy If your using NEAR/FAR, once you get high and fast, kill the engine and glide to save fuel. even stranger is that the surface is textured. 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. EDIT: Essentially, make like an SR-71, if an SR-71 didn't have cooling problems limiting it to Mach 3.4. alternatively, combine a liquid fuel rocket into your plane. 3x06: I design a new, high altitude, jet to collect high atmospheric science. Clear editor. If it's below the cross-hairs, you need a little more AoA. Note: Your post will require moderator approval before it will be visible. That will probably allow you to fly comfortably above 20-25km (or higher, depending on the overall mass of your aircraft). Strictly speaking this optimisation is unnecessary, but it can win you a bit of range. Which is capable of high altitude, high speed flight. You can spin around the whole world on just fumes. If not, please explain why, which I know you have no problem doing! I'd almost expect it to work better in stock since infini-gliders can be done. I've since shaved that down more but that was by going even higher and even faster). Information Changelog Stats 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). It is somewhat slow but very steady in flight. Using Kolmogorov complexity to measure difficulty of problems? In the stock atmosphere, the benefits of moving faster outweigh almost everything else. KSP Quick Guides: High Altitude Design and Flying - Stock v.23 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. 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. (the engines will use very little at high altitude anyway). You do get certain inertial and lever-arm effects, but those aren't really relevant to 'do I have enough lift to stay up'. But. high-1 A Screenshot of Kerbal Space Program By: miklkit This is the current version. 1.) But you'll need to unlock: Which cost 300 science. You cannot paste images directly. How to tell which packages are held back due to phased updates. Why do small African island nations perform better than African continental nations, considering democracy and human development? its rather flat but its a solid surface. 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. The easiest "default" way to build a plane in KSP-- i.e. 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. Powered by Invision Community, Thanks, I'll go try to stuff a few extra turbojets and intakes on my plane, I was generally under the impression that basic jets were mostly deadweight on high-performance aircraft: [] at hypersonic velocities. 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. 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. ksp high altitude plane - digitalidentityorganization.com If you have an account, sign in now to post with your account. 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. 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. What's the difference between a power rail and a signal line? Arqade is a question and answer site for passionate videogamers on all platforms. Slap that behind a plane you'll be able to go beyond 20km without any trouble. Once I'm near or in the target area, I set the throttle to 0 and start the Swivel. Your link has been automatically embedded. To get higher with the low tech jet engines, you need rocket assist. Is anywhere a list of the altitude levels (I don't know a better term) available? 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. I don't have that cockpit in my career game yet, but maybe it will work with the other one. You can post now and register later. Kerbal Space Program Jool Landing Youtube. I should perhaps start trying out NEAR to get ready of 0.90, though. Challenges I've added more engines, more intakes to no avail. http://kerbalspaceprogram.com, Press J to jump to the feed. Please consider starting a new thread rather than reviving this one. The most obvious solution is try and optimize your craft for high altitude lift by giving it long wingspan like a U-2 spyplane. My question is really about controllability. 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. Display as a link instead, http://www.youtube.com/user/Cruzanak?sub_confirmation=1Quicklinks to topics in this videoJet Engine Concepts: 0:30Air Intakes: 1:13Flameouts: 2:22Control Surfaces: 5:08Flying Tips: 5:57This video will go over everything that you need to know about to design a capable plane that can fly in the thinnest of atmospheres. There is a very close tolerance to the two speeds. In KSP2, you are a rocket scientist who must build and test rockets, spaceships, and planes. 4. Planes in Space - The Kerbal Player's Guide [Book] Hopefully this will be helpful to you. You can go above 20km with the J-404 Panther. Is it correct to use "the" before "materials used in making buildings are"? I start with the normal jet engines (which takes almost the complete runway). Yes, although they have only been flown with nearly full tanks. That will unlock: "Whiplash" Turbojet Which is capable of high altitude, high speed flight. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Build a plane or rocket for Kerbal high altitudes - Arqade As said above, the Wheesley is specifically designed as a low altitude engine. Or it can supercruise at three times the speed of an equivalent Wheesley jet (with nearly equal fuel efficiency) at 15,000 m altitude. Or it can supercruise at three times the speed of an equivalent Wheesley jet (with nearly equal fuel efficiency) at 15,000 m altitude. Originally posted by lord bird: yep thats right jool has a surface. Your previous content has been restored. Planes in Space. Even up there the plane acts squirrely. This causes the body of your plane to generate additional drag. Personally, I don't enjoy survey contracts on Kerbin. 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. 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. The stratospheric region, where temperature rises as altitude increases, spans the region between the altitudes of 10 km and 22 km. As I understand, the OP wanted "the most efficient way to fly", and simply needed a bit of help in realizing that that is a hypersonic, high-altitude, high-performance aircraft which is a RAPIER and a little oxidizer away from being an SSTO spaceplane. And it's stock, unfortunately. KSP - High Altitude Aircraft 16,702 views Jan 22, 2016 172 Dislike Share Save Phoenix Fleet Systems 222 subscribers Have a type of atmospheric craft you'd like to see me experiment with? I got this game so I could over-engineer rockets, so I mostly ignore the airplanes. I tried building a plane but can't climb higher than about 11,000m (I don't have many plane parts yet, though). Imagine that first plane but with the bubble cockpit and the old style round intakes. How do i build a high altitude plane? : r/KerbalSpaceProgram - reddit 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!). i recently used a single whiplash plane and was able to maintain a stable 21-22k meter altitude. As you found out, it basically konks out at 15km. 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. Sideslip handling. Create an account to follow your favorite communities and start taking part in conversations. Ok, the panther engine is still not good enough. 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. Clear editor. 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. lost birth certificate near berlin; ksp high altitude plane. AoA built into the wing relative to the plane body is called the angle of incidence, just to help clear up. Thats my problem right now. How do I install mods for Kerbal Space Program 1.1? The most efficient way is, of course, to make a high altitude (or space) plane.
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