ksp high altitude plane

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. Yes, you can get into that range with the high end stuff (whiplash engines and ram or shock cone air intakes). Secondly don't think of engines working better at different altitudes, think of them working better with different air intake quantities. 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. Thank you, I was able to reach up to 24km altitude with this design. 2022 Take-Two Interactive Software, Inc. There are no requirements as far as size or power are concerned, as the AI Pilot is capable of flying pretty much anything - from tiny scout planes to oversized freight craft. I wasn't expecting so many excellent answers! First off as of .15.1 intakes don't do anything. Upload or insert images from URL. As you found out, it basically konks out at 15km. These designs are great for getting around Kerbin quickly, but without going orbital. That will probably allow you to fly comfortably above 20-25km (or higher, depending on the overall mass of your aircraft). Challenges 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.. I followed a similar strategy. It seems to be based on the General Electric F-404 Afterburning Turbofan, which shares the same name and maximum thrust (85 kN dry). Will post my results. This tutorial will cover designing and flying a plane that can soar at high altitudes! It was meant for low altitude flight. Please consider starting a new thread rather than reviving this one. But maybe your patience? So the faster you go the higher you can fly where there is less drag. Your link has been automatically embedded. 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. Don't worry about Isp. 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. 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. At altitude the nose goes up and down until it goes out of control. Also, Valley and Theomon fly to different corners of Kerbin and three mapping satellites are launched. 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Can't remember where I saw/read about it - Scott Manley maybe? Dedicated to the growth and advancement of amateur rocket scientists! A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. In the stock atmosphere, the benefits of moving faster outweigh almost everything else. Display as a link instead, For all your gaming related, space exploration needs. The benefits should be obvious. Any advices for building a vehicle for this task? Very cool. But since when do Kerbals wait for ideal conditions? You can halve the drag by climbing a bit less than 3500m. 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. You arent doing anything wrong. 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. Thankyou all, I now reckon I have a much better understanding of the engines, hopefully that'll translate to better aircraft. In this chapter, you ll learn about the Space Plane Hangar, a building that forms part of the Kerbal . It is boosted into space by a launch vehicle, then re-enters Earth's atmosphere and lands as a spaceplane. If it's below the cross-hairs, you need a little more AoA. 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. I looked into the .cfg files and there are no special properties allocated to them. Fighting oscillations. She has a horrible turn rate and oscillates a couple of thousand meters at cruise, but it's flyable. 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. Thats my problem right now. What are the units of measure used in Kerbal Space Program? @SaintWacko's advice is probably the most practical. Please consider starting a new thread rather than reviving this one. 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. It is somewhat slow but very steady in flight. How to make a loop for linear actuator in Kerbal Space Program, Breaking Ground. All trademarks are property of their respective owners in the US and other countries. Slap that behind a plane you'll be able to go beyond 20km without any trouble. 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. The easiest "default" way to build a plane in KSP-- i.e. 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. You need to do it with what you've got. June 3, 2022 . 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. ksp high altitude plane. Thanks for the help! You get tons of thrust if you put it into "wet" mode, but you lose fuel efficiency. - "In Space Low" means your craft is inside the "Space Border" altitude and in an orbital path. KSP doesn't care (much) about aspect ratio; the total lift is the same regardless of configuration. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. Or it can supercruise at three times the speed of an equivalent Wheesley jet (with nearly equal fuel efficiency) at 15,000 m 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. Proceed with caution. This is the first version. What you should be concerned about is atmospheric drag, and that's minimized by high-altitude flight. 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. Really. I was hoping that the new intakes would give it the added altitude. 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. This is particularly useful for pairs of engines, since this makes it possible to keep the thrust equal when activating the afterburners. 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). Either of the two speeds are to be avoided. The most efficient way is, of course, to make a high altitude (or space) plane. Don't rely on the efficiency indicator! Cookie Notice So I'm pretty darn new to KSP, and my career has barely gotten started, and the jobs for crew observations seem to dominate Pasted as rich text. Unfortunately, most space plane designs are impossible (or at the very least impractical) at your current tech level. Rockets aren t the only way to get to space. Learn more about Stack Overflow the company, and our products. Approximately 12km up the main engines stop providing enough thrust to maintain the climb, so it's time to switch to rocket mode. If released at a speed of 700 or more m/s and an altitude of 20 or more km, the satellite will achieve orbit with its second stage mostly full, leaving it with approximately 1600 m/s of delta-V -- enough to achieve lunar or interplanetary orbits and, on small bodies, landings. Why do small African island nations perform better than African continental nations, considering democracy and human development? Display as a link instead, Any of my search term words; All of my search term words; Find results in. 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 -. Air temperatures vary with latitude and time of day. In KSP2, you are a rocket scientist who must build and test rockets, spaceships, and planes. Valve Corporation. Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. Each stage of the rocket has a delta-v that depends on the stage fuel mass and the engine specific impulse. If you enter the Mun's SOI, it immediately counts as "In Space High over Mun" until you get below 60km Mun altitude. You can post now and register later. 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. lost birth certificate near berlin; ksp high altitude plane. To get higher with the low tech jet engines, you need rocket assist. It is stable but can not maintain altitude. 1 Pod outside the level 3 VAB. 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. This makes jets built using this engine considerably more maneuverable. 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?). 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.. Visit Stack Exchange The J-404 "Panther" Afterburning Turbofan is a jet engine added in version 1.0.5. The Panther engine can hold 19,000 steady and oscillates around 20,000. But a rockets can do it. 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. Whiplash is the engine you would want to use on a plane meant to go 20km. 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. Originally posted by lord bird: yep thats right jool has a surface. Why is there a voltage on my HDMI and coaxial cables? Delta-V is the velocity change necessary to perform orbital maneuvers. The most efficient way is, of course, to make a high altitude (or space) plane. Unfortunately I won't be able to test it today, but @SaintWacko's proposal sounds promising. Powered by Invision Community. The X-37 is operated by the United States Space Force for orbital spaceflight missions intended to demonstrate reusable space technologies. 3x06: I design a new, high altitude, jet to collect high atmospheric science. 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. 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. High altitude flight is efficient because the air is thinner, and therefore aircraft experience less parasitic drag. Isn't that backwards snark? I also set it to enable the cockpit's reaction wheels to improve control at high altitude, and close air intakes to reduce drag. If too much air runs into the turbine, the excessive amount just flows out unused through side-vents (I think). AoA itself refers to the angle of the wing (or the whole plane if the AoI is 0)relative to the airflow. Only the fuel tanks attached to rockets have any oxidiser in them. You may be correct and that 3 engine plane is a lemon. Should i add a larger wing area for higher lift? Or is it the same for all celestial bodies? I don't have that other stuff yet. Slap that behind a plane you'll be able to go beyond 20km without any trouble. Upload or insert images from URL. If it's above the cross-hairs, you need a little less. Press question mark to learn the rest of the keyboard shortcuts. I tried building a plane but can't climb higher than about 11,000m (I don't have many plane parts yet, though). 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. I don't have the numbers handy, but you can expect something like 400m/s at 15km. 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. What am I doing wrong here in the PlotLegends specification. 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). You can do that by right-clicking the engine and clicking "Toggle Mode." I'm trying to build a high altitude plane and have found out that the rules are different. Thanks. 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. 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. Paste as plain text instead, i recently used a single whiplash plane and was able to maintain a stable 21-22k meter altitude. TLDR: You need parts you don't have to make a plane that flies that high. I have enough patience to do the slow flying, but is it horribly inefficient? How can I make money in the new career mode? At the equator, sea level temperatures vary between a nighttime low of 9 C and a daytime high of 15 C. below 5,000 m), since the engine's extreme maneuverability may allow the aircraft to perform turns sharply enough to break up in flight. The U-2 is probably the highest altitude aircraft still flying. 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. 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. As has been said, ISP is nothing to worry about. 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." 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.

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