Do plugins for Kerbal Space Program work on unix? Secondly don't think of engines working better at different altitudes, think of them working better with different air intake quantities. Display as a link instead, For more information, please see our For all your gaming related, space exploration needs. - Insane lift to weight didn't help. Immediately starting rocket engines at full throttle turned out to make most of my aircrafts totally unstable, turning them up gradually worked way better. with a thrust vectoring range of only 3 degrees. 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. Build a plane or rocket for Kerbal high altitudes, We've added a "Necessary cookies only" option to the cookie consent popup, Screenshot of the Week #85 [Submissions Closed - Vote Now!]. Pretty often, the tail "wiggled" and/or the plane became totally unstable when I fired the rocket boosters. 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. Now I have a plane that will fly around the world at an altitude of the low-20s. 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. What are the minimum altitudes for each warp level? As long as the engine gets enough air it will work at proper efficiency. 1 Pod outside the level 3 VAB. high-1 A Screenshot of Kerbal Space Program By: miklkit This is the current version. The best answers are voted up and rise to the top, Not the answer you're looking for? Kerbal Space Program Jool Landing Youtube. 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. Valve Corporation. 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. 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. 20 votes, 21 comments. 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 They will someday, but they don't now. This means that the only thing that decides wheter your engines run efficient is determined by how much thrust they produce (opt. I wasn't expecting so many excellent answers! Create an account to follow your favorite communities and start taking part in conversations. 1Altitude requirement 2Orbit 3Speed, range, and altitude 4Flight duration 5Flight profiles 5.1Ballistic missiles 5.2Tourist flights 5.3Scientific experiments 5.4Sub-orbital transportation 6Notable uncrewed sub-orbital spaceflights 7Crewed sub-orbital spaceflights 8Future of crewed sub-orbital spaceflight 9See also 10References Basically I can hit a target altitude of 20,000m but can not maintain it. That's sub-optimal, because having the fuselage pitched like that means it'll have more drag than it otherwise would have. - "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. If you have an account, sign in now to post with your account. This can be done with moar boosters or more calculated wing and body design, depending on the aero model you use. Thankyou all, I now reckon I have a much better understanding of the engines, hopefully that'll translate to better aircraft. This thread is quite old. 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. If it's below the cross-hairs, you need a little more AoA. AoA built into the wing relative to the plane body is called the angle of incidence, just to help clear up. 3x06: I design a new, high altitude, jet to collect high. Pvt. All rights reserved. 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. The idea is to slow the plane to a stall above your landing spot the pop the parachute. Trying to do something without the right part is long and difficult path. http://kerbalspaceprogram.com, Press J to jump to the feed. Editing Kerbal Space Program save files for KSO, Rasterpropmonitor for Kerbal Space Program. 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. - Insane TWR didn't help. 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. air) that high up. 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. 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. Welcome to the forums. Very cool. Isn't that backwards snark? Even better, burn a little more, and you can pop out of the atmosphere for a bit and avoid all that nasty drag stuff. You need to do it with what you've got. Most SSTO space planes would be able to accomplish this easily. All trademarks are property of their respective owners in the US and other countries. My question is really about controllability. I'm trying to build a high altitude plane and have found out that the rules are different. At the equator, sea level temperatures vary between a nighttime low of 9 C and a daytime high of 15 C. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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 -. Don't rely on the efficiency indicator! 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. 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. Your previous content has been restored. I followed a similar strategy. Reddit and its partners use cookies and similar technologies to provide you with a better experience. If you have an account, sign in now to post with your account. Clear editor. You can post now and register later. In my case, it brought me to 20km up at a 45-degree angle, but it is probably not optimal. The benefits should be obvious. I only seem to be able to make planes that can fly a bit below that altitude and then temporary rise to it. I didn't succeed with his design, though; I always ended up having somehow unstable airplanes. I'd almost expect it to work better in stock since infini-gliders can be done. This thread is quite old. Is it even possible? Even if the air is thin, you can still put out plenty of power if you are shoving enough in with raw speed. 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. 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. When added to a plane it allows tuning of the controls vs speed/altitude/G load/other factors. (Disclaimer: I've never used FAR myself; all of the above is based on my experience with stock aerodynamics. Aircraft can be very temperamental to fly, especially on the keyboard. There's basically three ways to do that: lifting surfaces, thrust, and orbiting. It only takes a minute to sign up. Turbojets are so ridiculously efficient that it doesn't really matter. Connect and share knowledge within a single location that is structured and easy to search. If you enter the Mun's SOI, it immediately counts as "In Space High over Mun" until you get below 60km Mun altitude. With only panthers unlocked I might add. And it's stock, unfortunately. Paste as plain text instead, 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). Any advices for building a vehicle for this task? Or try using SRBs instead. But a rockets can do it. 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. High altitude flight is efficient because the air is thinner, and therefore aircraft experience less parasitic drag. But maybe your patience? That's all true, but just read the OP: hypersonic appears to be completely out of the question. Thanks for asking this, I've been struggling with the same problem in career mode. Should i add a larger wing area for higher lift? 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. You cannot paste images directly. edited 6 yr. ago. 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. 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. At about 400-500m/s (~15km), the two engines are even. AoA itself refers to the angle of the wing (or the whole plane if the AoI is 0)relative to the airflow. You can spin around the whole world on just fumes. If you upgrade to the panther (or get one on a contract) that engine can get you much higher. Let me. What altitude and speed should I go? Maneuver node plans don't take drag into account, so you'll have to overshoot quite a bit to compensate. Once it's in the air, it's stable and easy to fly and manages to fly at altitudes between 11k 12k without problems. You can halve the drag by climbing a bit less than 3500m. Is it correct to use "the" before "materials used in making buildings are"? 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). Listen to this guy, don't go much farther above 15000 with high altitude engines. Please consider starting a new thread rather than reviving this one. as a rule of thumb they all lose thrust at higher altitudes and at high velocities. I would like to know which altitude I have to maintain for my experiments. Is it suspicious or odd to stand by the gate of a GA airport watching the planes? 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)? 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. Your decreased flight time means you probably won't make it to your location. Simply changing the intakes made it fly completely out of control and impossible to land. One problem is i'm running stock on career mode and only have 30 part to spare, so large planes are out of the question. But you'll need to unlock: High Altitude Flight Which cost 300 science. There is a very close tolerance to the two speeds. The most obvious solution is try and optimize your craft for high altitude lift by giving it long wingspan like a U-2 spyplane. Create an account to follow your favorite communities and start taking part in conversations. Thank you, I was able to reach up to 24km altitude with this design. 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. I am currently designing a mission that will involve several very long distance plane flights. I'm in career mode (have the turbofan engine) and trying to get some science readings for a mission at a high altitude. Proceed with caution. Redoing the align environment with a specific formatting, Trying to understand how to get this basic Fourier Series. 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. Either of the two speeds are to be avoided. Delta wings are able to work better since the lack of lift per square area is compensated by having larger area to provide lift. Ok, the panther engine is still not good enough. Or it can supercruise at three times the speed of an equivalent Wheesley jet (with nearly equal fuel efficiency) at 15,000 m altitude. 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. A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. 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. You can post now and register later. Whiplash is the engine you would want to use on a plane meant to go 20km. Here's Mr. Manley using it in his tutorial: @Pvt.Grichmann: I think it's at specific locations on Kerbin, not just anywhere above 18km. Dedicated to the growth and advancement of amateur rocket scientists! Challenges I generally don't fuss with AoI unless I'm making a long range cruiser. It was meant for low altitude flight. Powered by Invision Community. What are the altitudes for the various altitude record contracts? Paste as plain text instead, The X-37 is operated by the United States Space Force for orbital spaceflight missions intended to demonstrate reusable space technologies. The most efficient way is, of course, to make a high altitude (or space) plane. 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). (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. 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. TLDR: You need parts you don't have to make a plane that flies that high. More air is better. 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. ksp high altitude planebad bunny tour 2022 tickets ksp high altitude plane. Note: Your post will require moderator approval before it will be visible. Kerbal Space Program 2 . Yes. 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. Your engine burns the same amount of jetfuel per second regardless of how high or fast you are! The Panther engine can hold 19,000 steady and oscillates around 20,000. Information Changelog Stats In KSP2, you are a rocket scientist who must build and test rockets, spaceships, and planes. So I'm pretty darn new to KSP, and my career has barely gotten started, and the jobs for crew observations seem to dominate Jets drop thrust at higher altitude and speed, but also drop . Air Flow + max. That will unlock: "Whiplash" Turbojet Which is capable of high altitude, high speed flight. It seems to be based on the General Electric F-404 Afterburning Turbofan, which shares the same name and maximum thrust (85 kN dry). That will probably allow you to fly comfortably above 20-25km (or higher, depending on the overall mass of your aircraft). Is anywhere a list of the altitude levels (I don't know a better term) available? How to make a loop for linear actuator in Kerbal Space Program, Breaking Ground. This is the first version. Best way to get down into thicker air and land is to perform what dogfighters called a 'Split-S'. Ep. Unfortunately I won't be able to test it today, but @SaintWacko's proposal sounds promising. 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. 1.) From my observations I can say that "Efficiency" is not a good indicator of how well your engine performs. How do you get out of a corner when plotting yourself into a corner. Clear editor. 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. The Kerbal Space Program subreddit. Paste as plain text instead, They always seem to lose power at about 15km, but I'm wondering if there's something I can do to fix that. How can this new ban on drag possibly be considered constitutional? Powered by Invision Community. Basically you just need to fiddle with it and try some test flights. Then I increase throttle until about 2/3 or even full, climbing with a high inclination (it can also go straight up). Clear editor. *I use FAR these days, which basically means completely replacing every spaceplane and rocket you ever designed to account for its much more realistic aerodynamics. Display as a link instead, Your previous content has been restored. Technically, any rocket engine is also a jet engine as it forms a high-speed jet of reaction mass. 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, jets eat fuel at pounds-per-minute -- if you cover twice as much ground in the same time, your plane will be more efficient. If not, please explain why, which I know you have no problem doing! Or is it the same for all celestial bodies? principle. So Pvt. I was hoping that the new intakes would give it the added altitude. The easiest "default" way to build a plane in KSP-- i.e. 600+ m/s) and low altitudes (e.g. Sideslip handling. Pasted as rich text. No, I think it's correct, unless I've got a brain fart going, here. 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.
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