The flight time won't be as long, but you'll be able to fly a "plane" above 18km. This is my current best hi alt plane. Anyway thanks in advance. Evidence. Display as a link instead, Well, this game isn't a perfect flight simulator yet, so it will be difficult to figure out. Slap that behind a plane you'll be able to go beyond 20km without any trouble. This page was last edited on 22 December 2019, at 20:54. The returns are diminishing so eventually you will hit a ceiling. But a rockets can do it. even stranger is that the surface is textured. A destructible memorial to the old Mk. They will someday, but they don't now. The other one I stay around 6000 meters. : : . Do plugins for Kerbal Space Program work on unix? Even better, burn a little more, and you can pop out of the atmosphere for a bit and avoid all that nasty drag stuff. Chapter 4. Arqade is a question and answer site for passionate videogamers on all platforms. - but they were talking about having two intakes/engine. This thread is quite old. I'm in career mode (have the turbofan engine) and trying to get some science readings for a mission at a high altitude. Delta wings are able to work better since the lack of lift per square area is compensated by having larger area to provide lift. As long a you can fly faster, the lower density at altitude can be compensated for. All other versions are slower and lower and unstable in turns. 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. below 5,000 m), since the engine's extreme maneuverability may allow the aircraft to perform turns sharply enough to break up in flight. Along with rockets, planes are one of KSP's most commonly referenced kinds of vessel, and are a vessel type . By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Upload or insert images from URL. It may work with stock too, I just don't know. It is stable but can not maintain altitude. Your decreased flight time means you probably won't make it to your location. Double your speed, you need twice as much fuel. Press J to jump to the feed. 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. 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. Then it is "In Space Low over Mun.". My question is really about controllability. 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. 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. 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. I've added more engines, more intakes to no avail. This tutorial will cover designing and flying a plane that can soar at high altitudes! Basically you just need to fiddle with it and try some test flights. at the very least, you'd need the panther, that'll get you over 16k easily, well to 25k. 2022 Take-Two Interactive Software, Inc. That will probably allow you to fly comfortably above 20-25km (or higher, depending on the overall mass of your aircraft). Range with this method is pretty short due to drag. AoA and G-force moderation. 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. Or is it the same for all celestial bodies? Thank you, I was able to reach up to 24km altitude with this design. 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? a screenshot of kerbal space program 2. by: lord bird. 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. 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. jet engine efficiency in this game is based on built in thrust curves. Is anywhere a list of the altitude levels (I don't know a better term) available? Slap that behind a plane you'll be able to go beyond 20km without any trouble. Is it correct to use "the" before "materials used in making buildings are"? Redoing the align environment with a specific formatting, Trying to understand how to get this basic Fourier Series. The more successful the flights, the more successful the space program is. Please consider starting a new thread rather than reviving this one. 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). As long as the engine gets enough air it will work at proper efficiency. If too much air runs into the turbine, the excessive amount just flows out unused through side-vents (I think). You can do that by right-clicking the engine and clicking "Toggle Mode." Remember that you need to have intakes somewhere in line with the engine to function at that altitude. I don't have any exact numbers for you, but you can right-click an engine in flight and it will show both current and optimal airflow, which should hopefully let you work out the best altitude. if you just go into the SPH, slap together some parts like Legos, and go-- is to attach them with zero AoA. Due to the lower air pressure at higher altitudes its thrust output decreases accordingly. 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. What are the minimum altitudes for each warp level? 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? They always seem to lose power at about 15km, but I'm wondering if there's something I can do to fix that. 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. You arent doing anything wrong. Really. 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. Pretty often, the tail "wiggled" and/or the plane became totally unstable when I fired the rocket boosters. 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. 3x06: I design a new, high altitude, jet to collect high atmospheric science. If it's above the cross-hairs, you need a little less. You'll notice that usually your prograde marker is slightly below your pitch. As has been said, ISP is nothing to worry about. - "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 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 generally don't fuss with AoI unless I'm making a long range cruiser. 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. Don't be too surprised if KSP's aero model breaks down in edge cases. Or about the same speed but 1000 m higher. 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. Challenges 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. principle. Strictly speaking this optimisation is unnecessary, but it can win you a bit of range. Any advices for building a vehicle for this task? You need to do it with what you've got. Whiplash is the engine you would want to use on a plane meant to go 20km. Minimising the environmental effects of my dyson brain, Theoretically Correct vs Practical Notation. The idea is to slow the plane to a stall above your landing spot the pop the parachute. - Inside the atmosphere works the same way, except you need to be on an suborbital trajectory. Which lets you go faster, which lets you climb higher. This thread is quite old. Yes. 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. Be aware that heat buildup can gradually become a problem when the afterburners are used in sustained flight. I don't have that other stuff yet. Approximately 12km up the main engines stop providing enough thrust to maintain the climb, so it's time to switch to rocket mode. 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. 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. From my observations I can say that "Efficiency" is not a good indicator of how well your engine performs. 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. 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). How do you get out of a corner when plotting yourself into a corner. You are just about at maximum speed and at the same time very close to stall speed. 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. ksp high altitude plane. Why that? The main body is a fuel tank with a Swivel engine at the end. 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. - "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. This can be done with moar boosters or more calculated wing and body design, depending on the aero model you use. ksp high altitude planebad bunny tour 2022 tickets ksp high altitude plane. Fighting oscillations. Note: Your post will require moderator approval before it will be visible. 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. If you have an account, sign in now to post with your account. The benefits should be obvious. 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. Once it's in the air, it's stable and easy to fly and manages to fly at altitudes between 11k 12k without problems. 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'd almost expect it to work better in stock since infini-gliders can be done. It will be expensive and time consuming. I looked into the .cfg files and there are no special properties allocated to them. 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. 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. No, I think it's correct, unless I've got a brain fart going, here. Your previous content has been restored. I currently have a contract where I'm asked to take crew reports at certain spots on Kerbal at an altitude of 18,000m. Unfortunately, most space plane designs are impossible (or at the very least impractical) at your current tech level. 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. Is there a single-word adjective for "having exceptionally strong moral principles"? Very cool. (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. Sideslip handling. So the faster you go the higher you can fly where there is less drag. This way control surface max deflection can be programmed by an aircraft designer to make . 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. 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. But you'll need to unlock: High Altitude Flight Which cost 300 science. Simply changing the intakes made it fly completely out of control and impossible to land. Once you're at that regime, you should be able to cover huge distances on tiny amounts of fuel. Kerbal Space Program 2 . It seems to be based on the General Electric F-404 Afterburning Turbofan, which shares the same name and maximum thrust (85 kN dry). - "In Space Low" means your craft is inside the "Space Border" altitude and in an orbital path. 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. From my experience using a panther it starts to lose speed after 15-16 kms, a more suitable cruising height is 9-13km. Knowing how to design these types of planes make jumping in to SSTO design very easy as there are only a few minor changes that need to be made.Music Credits:1st Song: \"Elephants\" - YouTube Audio Library2nd Song: \"Hot Heat\" - YouTube Audio Library3rd Song: \"Echoes\" - Kasbo - https://soundcloud.com/k-sboWhat game is this? Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Why do small African island nations perform better than African continental nations, considering democracy and human development? 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. 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 . Hello there. You cannot paste images directly. You are simply running out of atmosphere (i.e. Though I'm still working on learning to be better at space planes. Yes, you can get into that range with the high end stuff (whiplash engines and ram or shock cone air intakes). Pasted as rich text. This works, but it's not optimal. Jets drop thrust at higher altitude and speed, but also drop . If it's below the cross-hairs, you need a little more AoA. 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 Please consider starting a new thread rather than reviving this one. How do I align things in the following tabular environment? High altitude flight is efficient because the air is thinner, and therefore aircraft experience less parasitic drag. Delta-V is the velocity change necessary to perform orbital maneuvers. 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. surface of jool. How to tell which packages are held back due to phased updates. To reach the initial low Earth orbit of the International Space Stationof 300 km (now 400 km), the delta-v is over six times higher, about 9.4 km/s. high-1 A Screenshot of Kerbal Space Program By: miklkit This is the current version. You will find that when you're flying around, will always be slightly below the crosshairs on the navball. Note: Your post will require moderator approval before it will be visible. For more information, please see our Your engine burns the same amount of jetfuel per second regardless of how high or fast you are! In the main KSP settings menu you should set the default throttle to 1.0 (technically the above mechjeb setting winds up restoring the default throttle, so it needs to be 1.0) In the attitude adjustment menu make sure you are using the "better controller" Whack the 45 degree phase margin button Whack the restore all other defaults button (the engines will use very little at high altitude anyway). 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. Yes. Put a couple of radial mount parachutes just above the com and add a reaction wheel. In the stock atmosphere, the benefits of moving faster outweigh almost everything else. Highest and fastest possible is best. with a thrust vectoring range of only 3 degrees. Learn more about Stack Overflow the company, and our products. Planes in Space. The longest flight got them down to a little more than half full. You can post now and register later. 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. Air Intake) and how fast your aircraft ultimately flies (air resistance/altitude)! All trademarks are property of their respective owners in the US and other countries. rev2023.3.3.43278. If your using NEAR/FAR, once you get high and fast, kill the engine and glide to save fuel. Press question mark to learn the rest of the keyboard shortcuts. The Rapier, for example, works great as a high-altitude engine, precisely because it can go so fast. The Panther engine can hold 19,000 steady and oscillates around 20,000. Let me share what I know about jet engines, speed, and efficiency. probably the easiest place to land in the system as terminal velocity is survivable for a craft less kerman. It only takes a minute to sign up. I followed a similar strategy. So, to correct " is below crosshairs", what you need to do is to add a little AoA to the wings. In the game, players direct a nascent space program, staffed and crewed by green humanoid aliens known as "Kerbals". I got this game so I could over-engineer rockets, so I mostly ignore the airplanes. as a rule of thumb they all lose thrust at higher altitudes and at high velocities. 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. Privacy Policy. Note: Your post will require moderator approval before it will be visible. 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. With only panthers unlocked I might add. Your link has been automatically embedded. Should i add a larger wing area for higher lift? Or it can supercruise at three times the speed of an equivalent Wheesley jet (with nearly equal fuel efficiency) at 15,000 m altitude. . 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. 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." Please consider starting a new thread rather than reviving this one. But since when do Kerbals wait for ideal conditions? 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. Right now, my big, fat plane has trouble breaking 10 km altitude and 200 m/s forward speed (largely due to its payload). 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. Upload or insert images from URL. 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. I recommend using a solid rocket booster (or 2 or 5) to you get you the altitude and then launch a small rocket powered plane. Using Kolmogorov complexity to measure difficulty of problems? EDIT: Essentially, make like an SR-71, if an SR-71 didn't have cooling problems limiting it to Mach 3.4. The Inland Kerbal Space Center itself, being in effect the old Kerbal Space Center from 0.2. The best answers are voted up and rise to the top, Not the answer you're looking for? 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?). 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). 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. That would oscillate slowly between 16000m and 17000m but was otherwise fully controllable. Air Flow + max. You can post now and register later. 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 U-2 is probably the highest altitude aircraft still flying. 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. You do get certain inertial and lever-arm effects, but those aren't really relevant to 'do I have enough lift to stay up'. FBW uses three controllers - pitch, roll and yaw. http://kerbalspaceprogram.com, Press J to jump to the feed. How can this new ban on drag possibly be considered constitutional? I also added a parachute and decoupler since I find it too hard to correctly land this thing yet ;-) I managed to land in the water once, though. Can't remember where I saw/read about it - Scott Manley maybe? - Insane lift to weight didn't help. Rockets aren t the only way to get to space. 3.) Clear editor. - Spamming airintakes didn't help. That's just a guess, though-- perhaps someone more familiar with FAR could weigh in.). i recently used a single whiplash plane and was able to maintain a stable 21-22k meter altitude. The Rapier, for example, works great as a high-altitude engine, precisely because it can go so fast. 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. AoA built into the wing relative to the plane body is called the angle of incidence, just to help clear up. But. The high performance engine for me performs pretty good till about 15000 meter. All rights reserved. If you upgrade to the panther (or get one on a contract) that engine can get you much higher. Air Intake: Air Intake shows the amount of force your engine uses to suck air into the turbine. 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. I've been finding it difficult to build a jet that can fly over 15km alt. At 3500m, you have half the drag you'd have at the surface; at 7km, 1/4 the drag, at 10.5km, 1/8 the drag, etc. 20 votes, 21 comments. I start with the normal jet engines (which takes almost the complete runway). 2.) Even if the air is thin, you can still put out plenty of power if you are shoving enough in with raw speed. 1.) 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). 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. The SR-71 could probably fly higher, but it isn't flying any more. It'll probably be more efficient with more intakes, but I wouldn't increase the number of engines.
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