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She has a horrible turn rate and oscillates a couple of thousand meters at cruise, but it's flyable. With only panthers unlocked I might add. 600+ m/s) and low altitudes (e.g. 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. 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). Keep in mind that wheesley engine's performance decreases significantly as the altitude increases. surface of jool. Display as a link instead, I'd almost expect it to work better in stock since infini-gliders can be done. That's just a guess, though-- perhaps someone more familiar with FAR could weigh in.). The Inland Kerbal Space Center itself, being in effect the old Kerbal Space Center from 0.2. Make sure you've angled your wings up slightly so that you provide enough lift for a 0 angle of attack at top speed. *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. 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 don't have that other stuff yet. Each stage of the rocket has a delta-v that depends on the stage fuel mass and the engine specific impulse. 1 Pod outside the level 3 VAB. Please consider starting a new thread rather than reviving this one. 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 may be correct and that 3 engine plane is a lemon. http://kerbalspaceprogram.com, Press J to jump to the feed. Note: Your post will require moderator approval before it will be visible. What's the difference between a power rail and a signal line? 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. 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. rev2023.3.3.43278. The other one I stay around 6000 meters. I didn't succeed with his design, though; I always ended up having somehow unstable airplanes. 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. It was meant for low altitude flight. What are the units of measure used in Kerbal Space Program? Can't remember where I saw/read about it - Scott Manley maybe? In this chapter, you ll learn about the Space Plane Hangar, a building that forms part of the Kerbal . What are the altitudes for the various altitude record contracts? Is it correct to use "the" before "materials used in making buildings are"? 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. The SR-71 could probably fly higher, but it isn't flying any more. 3.) 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. More air is better. I only seem to be able to make planes that can fly a bit below that altitude and then temporary rise to it. Even up there the plane acts squirrely. its rather flat but its a solid surface. Your link has been automatically embedded. Thank you, I was able to reach up to 24km altitude with this design. Have a plane that ditches its wings and rockets up to 18km once you reach the right point. You can post now and register later. air) that high up. Upload or insert images from URL. Put a couple of radial mount parachutes just above the com and add a reaction wheel. What you should be concerned about is atmospheric drag, and that's minimized by high-altitude flight. For more information, please see our Maneuver node plans don't take drag into account, so you'll have to overshoot quite a bit to compensate. The other thing to bear in mind is that tuning the AoA (angle of attack) of your wings makes a difference. I find that a conservative amount is 2 RAM intakes and 2-4 radial intakes per turbojet. Using Kolmogorov complexity to measure difficulty of problems? It seems to be based on the General Electric F-404 Afterburning Turbofan, which shares the same name and maximum thrust (85 kN dry). Powered by Invision Community. I have enough patience to do the slow flying, but is it horribly inefficient? 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. But a rockets can do it. If it's below the cross-hairs, you need a little more AoA. Don't rely on the efficiency indicator! Originally posted by lord bird: yep thats right jool has a surface. The easiest "default" way to build a plane in KSP-- i.e. 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 generally don't fuss with AoI unless I'm making a long range cruiser. I don't have the numbers handy, but you can expect something like 400m/s at 15km. I'm in career mode (have the turbofan engine) and trying to get some science readings for a mission at a high altitude. 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. Pvt. I am currently designing a mission that will involve several very long distance plane flights. Range with this method is pretty short due to drag. Connect and share knowledge within a single location that is structured and easy to search. ksp high altitude planebad bunny tour 2022 tickets ksp high altitude plane. That will unlock: "Whiplash" Turbojet Which is capable of high altitude, high speed flight. 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? Pasted as rich text. Paste as plain text instead, It is boosted into space by a launch vehicle, then re-enters Earth's atmosphere and lands as a spaceplane. You can post now and register later. All other versions are slower and lower and unstable in turns. You can post now and register later. Check out the website and try the game out for yourself :Dhttps://kerbalspaceprogram.com/ Valve Corporation. You'll notice that usually your prograde marker is slightly below your pitch. Upload or insert images from URL. I currently have a contract where I'm asked to take crew reports at certain spots on Kerbal at an altitude of 18,000m. At about 400-500m/s (~15km), the two engines are even. This makes jets built using this engine considerably more maneuverable. ksp high altitude plane. 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. 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. A destructible memorial to the old Mk. Main goals: Auto-trimming. 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. High altitude flight is efficient because the air is thinner, and therefore aircraft experience less parasitic drag. "Whiplash" Turbojet. This causes the body of your plane to generate additional drag. The Rapier, for example, works great as a high-altitude engine, precisely because it can go so fast. There is a very close tolerance to the two speeds. 2022 Take-Two Interactive Software, Inc. Your link has been automatically embedded. That will unlock: Here's my example of dealing with the situation. All trademarks are property of their respective owners in the US and other countries. Information Changelog Stats By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. Slap that behind a plane you'll be able to go beyond 20km without any trouble. 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. The sweet spot for the upper atmo engines, I find, is between 10k and 12k. I tried building a plane but can't climb higher than about 11,000m (I don't have many plane parts yet, though). Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. Why do many companies reject expired SSL certificates as bugs in bug bounties? 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 Thanks for asking this, I've been struggling with the same problem in career mode. 2022 Take-Two Interactive Software, Inc. lost birth certificate near berlin; ksp high altitude plane. If you have an account, sign in now to post with your account. This means that the only thing that decides wheter your engines run efficient is determined by how much thrust they produce (opt. 2022 Take-Two Interactive Software, Inc. The more successful the flights, the more successful the space program is. Did any DOS compatibility layers exist for any UNIX-like systems before DOS started to become outmoded? Thanks for the help! Note that you need to activate the afterburner ("Wet Mode") manually. Unfortunately I won't be able to test it today, but @SaintWacko's proposal sounds promising. But maybe your patience? I've been finding it difficult to build a jet that can fly over 15km alt. Ok, the panther engine is still not good enough. You cannot paste images directly. Or is it the same for all celestial bodies? Welcome to the forums, ZDW. 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. You can do that by right-clicking the engine and clicking "Toggle Mode." The maximum cruise altitude is just over 40,000 feet. Simply changing the intakes made it fly completely out of control and impossible to land. From my observations I can say that "Efficiency" is not a good indicator of how well your engine performs. Powered by Invision Community. When added to a plane it allows tuning of the controls vs speed/altitude/G load/other factors. So the faster you go the higher you can fly where there is less drag. 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. Your airspeed is mostly limited by terminal velocity; you can go much faster if you climb a little higher. Listen to this guy, don't go much farther above 15000 with high altitude engines. Display as a link instead, In the stock atmosphere, the benefits of moving faster outweigh almost everything else. New comments cannot be posted and votes cannot be cast. 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. Your previous content has been restored. Upload or insert images from URL. I don't have that cockpit in my career game yet, but maybe it will work with the other one. That would argue for going as high as possible, as slow as possible, but apart from drag you also have to fight gravity. 2.) Let me share what I know about jet engines, speed, and efficiency. Technically, any rocket engine is also a jet engine as it forms a high-speed jet of reaction mass. Paste as plain text instead, Best way to get down into thicker air and land is to perform what dogfighters called a 'Split-S'. 2022 Take-Two Interactive Software, Inc. 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). 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. 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. 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. Your decreased flight time means you probably won't make it to your location. Note: Your post will require moderator approval before it will be visible. 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. 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. 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. 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. a screenshot of kerbal space program 2. by: lord bird. Your engine burns the same amount of jetfuel per second regardless of how high or fast you are! 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. jet engine efficiency in this game is based on built in thrust curves. For all your gaming related, space exploration needs. You do get certain inertial and lever-arm effects, but those aren't really relevant to 'do I have enough lift to stay up'. probably the easiest place to land in the system as terminal velocity is survivable for a craft less kerman. There is no such thing as "so high radar can not detect it", since radar can detect things in outer space. It is somewhat slow but very steady in flight. Pasted as rich text. 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. 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. Will post my results. 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. 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. 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. 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. 2022 Take-Two Interactive Software, Inc. Make sure we're on the same page with terminology. edited 6 yr. ago. 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!). EDIT: Essentially, make like an SR-71, if an SR-71 didn't have cooling problems limiting it to Mach 3.4. . Basically there are two things that limit your maximum speed: thrust and speed of sound and with that your maximum altitude. This can be done with moar boosters or more calculated wing and body design, depending on the aero model you use. Are you using Stock or NEAR/FAR? But you'll need to unlock: High Altitude Flight Which cost 300 science. 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. To get there, you're going to want to climb at the fastest rate you can manage to 18-20 km, at which point you should mostly level off and start accelerating horizontally. 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. I got this game so I could over-engineer rockets, so I mostly ignore the airplanes. 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. Your previous content has been restored. Then it is "In Space Low over Mun.". Of course, this thing has very limited range, speed and acceleration because of the extra weight. Under some circumstances, you may want to reduce the engine gimbal range or disable it altogether, particularly when flying at high speeds (e.g. Any of my search term words; All of my search term words; Find results in. Been a while since I've flown stock*, but I've heard that, for maximum efficiency, you want one turbojet for every 7.5 tons, and about four ram intakes for each turbojet.