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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. For all your gaming related, space exploration needs. Of course, this thing has very limited range, speed and acceleration because of the extra weight. Thanks for asking this, I've been struggling with the same problem in career mode. Your previous content has been restored. Your link has been automatically embedded. Or is it the same for all celestial bodies? What am I doing wrong here in the PlotLegends specification. If you enter the Mun's SOI, it immediately counts as "In Space High over Mun" until you get below 60km Mun altitude. high-1 A Screenshot of Kerbal Space Program By: miklkit This is the current version. Another approach, which I was managing with some success before I figured out jets, is to build a rocket and catapult yourself towards the measurement point. 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. Yes, you can get into that range with the high end stuff (whiplash engines and ram or shock cone air intakes). 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)? Pvt. 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. That's sub-optimal, because having the fuselage pitched like that means it'll have more drag than it otherwise would have. Imagine that first plane but with the bubble cockpit and the old style round intakes. What's the difference between a power rail and a signal line? if you just go into the SPH, slap together some parts like Legos, and go-- is to attach them with zero AoA. Running the 60U engine at about 40U seems to give me a good balance between reduced drag and air intake. EDIT: Didn't notice you were using FAR. How do you get out of a corner when plotting yourself into a corner. The Panther engine can hold 19,000 steady and oscillates around 20,000. 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. However, it seems as if your delta wing has has more area, might that be it? To avoid running out of fuel altogether, I have a second plane with small tanks (no oxidizer) attached directly to the jet engines, and the rockets attached behind the fuselage, which is entirely oxidized tanks. 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. KSP also tends to have very harsh induced drag if angle of attack gets too high. 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. Something that I think has become less clear since someone updated the wiki. 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. This makes jets built using this engine considerably more maneuverable. 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. Cookie Notice I don't have that cockpit in my career game yet, but maybe it will work with the other one. I've since shaved that down more but that was by going even higher and even faster). This is my current best hi alt plane. its rather flat but its a solid surface. First off as of .15.1 intakes don't do anything. Which lets you go faster, which lets you climb higher. You are simply running out of atmosphere (i.e. Once you're at that regime, you should be able to cover huge distances on tiny amounts of fuel. 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. Unfortunately I won't be able to test it today, but @SaintWacko's proposal sounds promising. 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. Its an approximation missing someelements. even stranger is that the surface is textured. As you found out, it basically konks out at 15km. 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. I'm going to try adding a small solid fuel rocket engine toned down to get the initial height then dump it, as well as check into that high end gear mentioned. Whiplash is the engine you would want to use on a plane meant to go 20km. 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. The best answers are voted up and rise to the top, Not the answer you're looking for? The benefits should be obvious. High altitude flight is efficient because the air is thinner, and therefore aircraft experience less parasitic drag. It flames out at 25,000. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. That's because wings need to have some AoA to the airstream in order to generate much lift. 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. Immediately starting rocket engines at full throttle turned out to make most of my aircrafts totally unstable, turning them up gradually worked way better. 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. 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. Is it suspicious or odd to stand by the gate of a GA airport watching the planes? 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). 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. With only panthers unlocked I might add. 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. AoA built into the wing relative to the plane body is called the angle of incidence, just to help clear up. I'm trying to build a high altitude plane and have found out that the rules are different. It only takes a minute to sign up. For comparison, the second most maneuverable engine is the CR-7 R.A.P.I.E.R. Only the fuel tanks attached to rockets have any oxidiser in them. Are you using Stock or NEAR/FAR? 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. Connect and share knowledge within a single location that is structured and easy to search. Along with rockets, planes are one of KSP's most commonly referenced kinds of vessel, and are a vessel type . Paste as plain text instead, This is the first version. I also had problems with a high altitude plane until I decided to follow the K.I.S.S. There is a very close tolerance to the two speeds. You can post now and register later. 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). How do I install mods for Kerbal Space Program 1.1? Jets drop thrust at higher altitude and speed, but also drop . Because of the exponential nature of the rocket equationthe orbital rocket needs to be considerably bigger. 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.. 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 -. Slap that behind a plane you'll be able to go beyond 20km without any trouble. Personally, I don't enjoy survey contracts on Kerbin. 2022 Take-Two Interactive Software, Inc. Make sure we're on the same page with terminology. 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. 600+ m/s) and low altitudes (e.g. Challenges i dont know what kind of range youre looking for but i would make a significantly smaller plane. Cheers again fellas. Kerbal Space Program Jool Landing Youtube. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. They will someday, but they don't now. I have enough patience to do the slow flying, but is it horribly inefficient? Really. Use the reaction wheel to hold your attitude slightly nose down as you float down and you can guide yourself like a paraglider. In this chapter, you ll learn about the Space Plane Hangar, a building that forms part of the Kerbal . You can halve the drag by climbing a bit less than 3500m. This page was last edited on 22 December 2019, at 20:54. 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. The main body is a fuel tank with a Swivel engine at the end. At the equator, sea level temperatures vary between a nighttime low of 9 C and a daytime high of 15 C. Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. Also, Valley and Theomon fly to different corners of Kerbin and three mapping satellites are launched. Subscribe - http://www.youtube.com/c/MikeAben?sub-confirmation=1 Patreon - https://www.patreon.com/MikeAbenPatreon supporters receive early, ad-free, access to videos, kOS and craft files, and more. Discord - https://discord.gg/HTvT7dZ Making Space Home Playlist - https://www.youtube.com/playlist?list=PLB3Ia8aQsDKhqoFyoZ4d33MG7rS9KmDm_0:00 - Designing the Dudley Mk16:42 - Test Flights \u0026 Iterating13:45 - Col. Valley take the Seaplane to the Northern Ice Shelf19:30 - Launch \u0026 Insertion of the Maxwell Vb21:04 - Col. 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I tried building a plane but can't climb higher than about 11,000m (I don't have many plane parts yet, though). I am currently designing a mission that will involve several very long distance plane flights. 2.) All other versions are slower and lower and unstable in turns. 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. Sustained flight at over 20km requires at a minimum the Panther in Afterburning mode. @SaintWacko's advice is probably the most practical. I also set it to enable the cockpit's reaction wheels to improve control at high altitude, and close air intakes to reduce drag. Approximately 12km up the main engines stop providing enough thrust to maintain the climb, so it's time to switch to rocket mode. As long as the engine gets enough air it will work at proper efficiency. 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 got this game so I could over-engineer rockets, so I mostly ignore the airplanes. I've been finding it difficult to build a jet that can fly over 15km alt. The flight time won't be as long, but you'll be able to fly a "plane" above 18km. As has been said, ISP is nothing to worry about. 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. As long a you can fly faster, the lower density at altitude can be compensated for. By climbing, you reduce drag, exponentially with altitude. 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. Is anywhere a list of the altitude levels (I don't know a better term) available? 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. It's Kerbal Space Program v.22! 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. Though I'm still working on learning to be better at space planes. Content titles and body; Content titles only The X-37 is operated by the United States Space Force for orbital spaceflight missions intended to demonstrate reusable space technologies. Minimising the environmental effects of my dyson brain, Theoretically Correct vs Practical Notation. Basically you just need to fiddle with it and try some test flights. 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. Delta wings are able to work better since the lack of lift per square area is compensated by having larger area to provide lift. Dedicated to the growth and advancement of amateur rocket scientists! I only seem to be able to make planes that can fly a bit below that altitude and then temporary rise to it. (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. Ok, the panther engine is still not good enough.