ksp high altitude planewhy is skippyjon jones banned
if you just go into the SPH, slap together some parts like Legos, and go-- is to attach them with zero AoA. I don't have that other stuff yet. 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. Display as a link instead, So the faster you go the higher you can fly where there is less drag. You are simply running out of atmosphere (i.e. 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. Contents 1 Usage 2 Construction 3 Categories 3.1 Airplane 3.2 Seaplane 3.3 Spaceplane 3.4 VTOL 3.5 Glider 3.6 Mothership 4 Operation 4.1 Flight records 5 Notes Usage The Rapier, for example, works great as a high-altitude engine, precisely because it can go so fast. 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. 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. Connect and share knowledge within a single location that is structured and easy to search. Have you checked out the wiki yet? I also set it to enable the cockpit's reaction wheels to improve control at high altitude, and close air intakes to reduce drag. 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. Aircraft can be very temperamental to fly, especially on the keyboard. 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). You do get certain inertial and lever-arm effects, but those aren't really relevant to 'do I have enough lift to stay up'. Please consider starting a new thread rather than reviving this one. 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. Hopefully this will be helpful to you. I was hoping that the new intakes would give it the added altitude. 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. The easiest "default" way to build a plane in KSP-- i.e. air) that high up. Remember that you need to have intakes somewhere in line with the engine to function at that altitude. 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. You cannot paste images directly. Be aware that heat buildup can gradually become a problem when the afterburners are used in sustained flight. high-1 A Screenshot of Kerbal Space Program By: miklkit This is the current version. Your link has been automatically embedded. 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. I also had problems with a high altitude plane until I decided to follow the K.I.S.S. The U-2 is probably the highest altitude aircraft still flying. You cannot paste images directly. This is particularly useful for pairs of engines, since this makes it possible to keep the thrust equal when activating the afterburners. Pasted as rich text. For comparison, the second most maneuverable engine is the CR-7 R.A.P.I.E.R. Clear editor. Hello there. 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. Even better, burn a little more, and you can pop out of the atmosphere for a bit and avoid all that nasty drag stuff. Arqade is a question and answer site for passionate videogamers on all platforms. EDIT: Essentially, make like an SR-71, if an SR-71 didn't have cooling problems limiting it to Mach 3.4. Along with rockets, planes are one of KSP's most commonly referenced kinds of vessel, and are a vessel type . 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. Why is there a voltage on my HDMI and coaxial cables? Which makes this engine ideal for those missions which require doing many science activities above particular altitudes. 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? The J-404 "Panther" Afterburning Turbofan is a jet engine added in version 1.0.5. 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. The sweet spot for the upper atmo engines, I find, is between 10k and 12k. 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. You also need to be going very fast to generate adequate lift at high altitudes and unlike the real U-2, you don't need to fear about overspeeding and destroying the plane. 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 may be correct and that 3 engine plane is a lemon. Which lets you go faster, which lets you climb higher. If it's below the cross-hairs, you need a little more AoA. The idea is to slow the plane to a stall above your landing spot the pop the parachute. The Kerbal Space Program subreddit. Information Changelog Stats If it's below the cross-hairs, you need a little more AoA. This way control surface max deflection can be programmed by an aircraft designer to make . When you are surrounded by plenty of air there will of course be no need to suck in air artificially but the higher you get the less dense the air around you becomes and in order to make sure that your engines have enough oxygen to burn the fuel it needs to suck air in forcefully. 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. Highest and fastest possible is best. So Pvt. Most SSTO space planes would be able to accomplish this easily. The other one I stay around 6000 meters. AoA and G-force moderation. If you've attached them to your fuselage with zero AoA, what that means is that when you fly, you're going to have to have the entire plane pitched slightly above in order to generate lift. Watch out for your SAS if you're running batteries without a jet for a long time. i recently used a single whiplash plane and was able to maintain a stable 21-22k meter 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. . Pasted as rich text. The most obvious solution is try and optimize your craft for high altitude lift by giving it long wingspan like a U-2 spyplane. 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 -. The best answers are voted up and rise to the top, Not the answer you're looking for? So I'm pretty darn new to KSP, and my career has barely gotten started, and the jobs for crew observations seem to dominate Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. KSP Career: Episode 13 - High Altitude Surveys Mike Aben 28.5K subscribers Subscribe 7.7K views 7 years ago Day 114: A busy day at the KSC with three missions, the highlights being the launch. When added to a plane it allows tuning of the controls vs speed/altitude/G load/other factors. I only seem to be able to make planes that can fly a bit below that altitude and then temporary rise to it. This is my current best hi alt plane. As long a you can fly faster, the lower density at altitude can be compensated for. This causes the body of your plane to generate additional drag. I don't have the numbers handy, but you can expect something like 400m/s at 15km. It may work with stock too, I just don't know. They will someday, but they don't now. 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. 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. @SaintWacko's advice is probably the most practical. 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 you have an account, sign in now to post with your account. Planes in Space. 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've since shaved that down more but that was by going even higher and even faster). 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. Your link has been automatically embedded. From my observations I can say that "Efficiency" is not a good indicator of how well your engine performs. Air temperatures vary with latitude and time of day. Really. high-2 A Screenshot of Kerbal Space Program I find that a conservative amount is 2 RAM intakes and 2-4 radial intakes per turbojet. 2.) Your answer got me in the right direction, though I ended up with a different design (see my own answer). Of course, this thing has very limited range, speed and acceleration because of the extra weight. I'm in career mode (have the turbofan engine) and trying to get some science readings for a mission at a high altitude. Grichmann's answer has been the most reliable way I've found to complete these missions. By climbing, you reduce drag, exponentially with altitude. Main goals: Auto-trimming. 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 previous content has been restored. One of my planes is small and agile, and can easily enough glide to a safe landing even if the rockets consume all the fuel. Basically you just need to fiddle with it and try some test flights. 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. Note: Your post will require moderator approval before it will be visible. 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.. 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. At about 400-500m/s (~15km), the two engines are even. I am currently designing a mission that will involve several very long distance plane flights. I didn't succeed with his design, though; I always ended up having somehow unstable airplanes. In the stock atmosphere, the benefits of moving faster outweigh almost everything else. Trying to do something without the right part is long and difficult path. - Insane TWR didn't help. Cookie Notice 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. Your link has been automatically embedded. At sea level, it produces 120 kn thrust, but at 15 km altitude, it only produces 13.7 kn of thrust, barely enough to provide any thrust to climb higher, Long and narrow wing has less surface area to provide lift, and at higher altitude, the atmospher is so thin that the lift generated by long and narrow wings is insufficient for sustainable flight. Using Kolmogorov complexity to measure difficulty of problems? Proceed with caution. There is a very close tolerance to the two speeds. Air Flow + max. Here's my example of dealing with the situation. Then I increase throttle until about 2/3 or even full, climbing with a high inclination (it can also go straight up). Because of the exponential nature of the rocket equationthe orbital rocket needs to be considerably bigger. This thread is quite old. Ok, the panther engine is still not good enough. I'm trying to build a high altitude plane and have found out that the rules are different. A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. Learn more about Stack Overflow the company, and our products. Will post my results. Slap that behind a plane you'll be able to go beyond 20km without any trouble. Something that I think has become less clear since someone updated the wiki. Upload or insert images from URL. 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. 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. Alternatively, you can assign the afterburner toggle (labelled "switch mode") to an action group if you wish to activate it with a hotkey. A destructible memorial to the old Mk. surface of jool. - but they were talking about having two intakes/engine. But since when do Kerbals wait for ideal conditions? These are the building blocks of solid spaceplane design!Subscribe! Even up there the plane acts squirrely. below 5,000 m), since the engine's extreme maneuverability may allow the aircraft to perform turns sharply enough to break up in flight. All other versions are slower and lower and unstable in turns. Even if the air is thin, you can still put out plenty of power if you are shoving enough in with raw speed. How to tell which packages are held back due to phased updates. How do you get out of a corner when plotting yourself into a corner. But a rockets can do it. Your engine burns the same amount of jetfuel per second regardless of how high or fast you are! The returns are diminishing so eventually you will hit a ceiling. You can do that by right-clicking the engine and clicking "Toggle Mode." In this chapter, you ll learn about the Space Plane Hangar, a building that forms part of the Kerbal . Ep. I don't have that cockpit in my career game yet, but maybe it will work with the other one. Cheers again fellas. Strictly speaking this optimisation is unnecessary, but it can win you a bit of range. From my experience using a panther it starts to lose speed after 15-16 kms, a more suitable cruising height is 9-13km. TLDR: You need parts you don't have to make a plane that flies that high. The other thing to bear in mind is that tuning the AoA (angle of attack) of your wings makes a difference. 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. Simply changing the intakes made it fly completely out of control and impossible to land. alternatively, combine a liquid fuel rocket into your plane. Under some circumstances, you may want to reduce the engine gimbal range or disable it altogether, particularly when flying at high speeds (e.g. It'll probably be more efficient with more intakes, but I wouldn't increase the number of engines. That will unlock: Have a plane that ditches its wings and rockets up to 18km once you reach the right point. 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. 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. Powered by Invision Community. 3x06: I design a new, high altitude, jet to collect high. Why do small African island nations perform better than African continental nations, considering democracy and human development? That will unlock: "Whiplash" Turbojet Which is capable of high altitude, high speed flight. What altitude and speed should I go? Pvt. 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. High altitude flight is efficient because the air is thinner, and therefore aircraft experience less parasitic drag. Double your speed, you need twice as much fuel. KSP also tends to have very harsh induced drag if angle of attack gets too high. Please consider starting a new thread rather than reviving this one. How can I make money in the new career mode? probably the easiest place to land in the system as terminal velocity is survivable for a craft less kerman. It will be expensive and time consuming. The Boeing X-37, also known as the Orbital Test Vehicle (OTV), is a reusable robotic spacecraft. Rockets aren t the only way to get to space. Let me share what I know about jet engines, speed, and efficiency. Yes, you can get into that range with the high end stuff (whiplash engines and ram or shock cone air intakes). Please consider starting a new thread rather than reviving this one. And it's stock, unfortunately. Or it can supercruise at three times the speed of an equivalent Wheesley jet (with nearly equal fuel efficiency) at 15,000 m altitude. This can be done with moar boosters or more calculated wing and body design, depending on the aero model you use. Fighting oscillations. 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. I followed a similar strategy. - "In Space Low" means your craft is inside the "Space Border" altitude and in an orbital path. Yes. Sideslip handling. - "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. ksp high altitude plane. : : . Whiplash is the engine you would want to use on a plane meant to go 20km.
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