ksp high altitude plane

This can be done with moar boosters or more calculated wing and body design, depending on the aero model you use. From my observations I can say that "Efficiency" is not a good indicator of how well your engine performs. That would argue for going as high as possible, as slow as possible, but apart from drag you also have to fight gravity. This way control surface max deflection can be programmed by an aircraft designer to make . Welcome to the forums, ZDW. 2022 Take-Two Interactive Software, Inc. Note: Your post will require moderator approval before it will be visible. 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. I find that a conservative amount is 2 RAM intakes and 2-4 radial intakes per turbojet. 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. 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 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'll notice that usually your prograde marker is slightly below your pitch. 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. 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 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. Please consider starting a new thread rather than reviving this one. 2022 Take-Two Interactive Software, Inc. What are the altitudes for the various altitude record contracts? Even if the air is thin, you can still put out plenty of power if you are shoving enough in with raw speed. The J-404 "Panther" Afterburning Turbofan is a jet engine added in version 1.0.5. Ok, the panther engine is still not good enough. 2022 Take-Two Interactive Software, Inc. 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 -. New comments cannot be posted and votes cannot be cast. Have you checked out the wiki yet? Very cool. 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. This makes jets built using this engine considerably more maneuverable. 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. As you found out, it basically konks out at 15km. 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. Your answer got me in the right direction, though I ended up with a different design (see my own answer). 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. As said above, the Wheesley is specifically designed as a low altitude engine. Thank you, I was able to reach up to 24km altitude with this design. Don't be too surprised if KSP's aero model breaks down in edge cases. Pasted as rich text. Here's my example of dealing with the situation. You do get certain inertial and lever-arm effects, but those aren't really relevant to 'do I have enough lift to stay up'. Mounting a time-limited rescue mission for kerbal inbound to Kerbin. It will be expensive and time consuming. This thread is quite old. - "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. 2022 Take-Two Interactive Software, Inc. I also had problems with a high altitude plane until I decided to follow the K.I.S.S. Your engine burns the same amount of jetfuel per second regardless of how high or fast you are! There is a very close tolerance to the two speeds. Will post my results. high-1 A Screenshot of Kerbal Space Program By: miklkit This is the current version. Be aware that heat buildup can gradually become a problem when the afterburners are used in sustained flight. 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. At about 400-500m/s (~15km), the two engines are even. Information Changelog Stats When I say ", You know you've nailed it correctly if, when you're in level flight, your. 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. 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. 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. How do I install mods for Kerbal Space Program 1.1? This thread is quite old. If your using NEAR/FAR, once you get high and fast, kill the engine and glide to save fuel. If it's above the cross-hairs, you need a little less. Using Kolmogorov complexity to measure difficulty of problems? 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. She has a horrible turn rate and oscillates a couple of thousand meters at cruise, but it's flyable. I don't have that other stuff yet. 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. But maybe your patience? Is it correct to use "the" before "materials used in making buildings are"? How can I make money in the new career mode? It's Kerbal Space Program v.22! 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? Press question mark to learn the rest of the keyboard shortcuts. It flames out at 25,000. 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 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. FBW uses three controllers - pitch, roll and yaw. Imagine that first plane but with the bubble cockpit and the old style round intakes. In this chapter, you ll learn about the Space Plane Hangar, a building that forms part of the Kerbal . Pasted as rich text. Your previous content has been restored. Rationale: 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 AoA at all on the wings. 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. 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. Evidence. A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. 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. If it's below the cross-hairs, you need a little more AoA. If you have an account, sign in now to post with your account. I'd almost expect it to work better in stock since infini-gliders can be done. Listen to this guy, don't go much farther above 15000 with high altitude engines. The Rapier, for example, works great as a high-altitude engine, precisely because it can go so fast. There is no such thing as "so high radar can not detect it", since radar can detect things in outer space. 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!]. The main body is a fuel tank with a Swivel engine at the end. Note that you need to activate the afterburner ("Wet Mode") manually. That would oscillate slowly between 16000m and 17000m but was otherwise fully controllable. Please consider starting a new thread rather than reviving this one. ksp high altitude plane. Ep. Let me. I followed a similar strategy. All other versions are slower and lower and unstable in turns. Cookie Notice If you enter the Mun's SOI, it immediately counts as "In Space High over Mun" until you get below 60km Mun altitude. You can post now and register later. Maneuver node plans don't take drag into account, so you'll have to overshoot quite a bit to compensate. - "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. Grichmann's answer has been the most reliable way I've found to complete these missions. Slap that behind a plane you'll be able to go beyond 20km without any trouble. As long a you can fly faster, the lower density at altitude can be compensated for. Or try using SRBs instead. Simply changing the intakes made it fly completely out of control and impossible to land. @SaintWacko's advice is probably the most practical. Thankyou all, I now reckon I have a much better understanding of the engines, hopefully that'll translate to better aircraft. 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. So, to correct " is below crosshairs", what you need to do is to add a little AoA to the wings. The best answers are voted up and rise to the top, Not the answer you're looking for? http://kerbalspaceprogram.com, Press J to jump to the feed. (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. There's basically three ways to do that: lifting surfaces, thrust, and orbiting. 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. The high performance engine for me performs pretty good till about 15000 meter. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. - Inside the atmosphere works the same way, except you need to be on an suborbital trajectory. Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. It is designed to aid in player-controlled flight on generic (space)plane, providing a soft layer between user joystick\keyboard input and control surface outputs. I've been finding it difficult to build a jet that can fly over 15km alt. By climbing, you reduce drag, exponentially with altitude. In the stock atmosphere, the benefits of moving faster outweigh almost everything else. Along with rockets, planes are one of KSP's most commonly referenced kinds of vessel, and are a vessel type . Dedicated to the growth and advancement of amateur rocket scientists! So now to come to an end: from my experience I'd say for a medium sized aircraft it is best to fly between 12-13 km. Thats my problem right now. You may be correct and that 3 engine plane is a lemon. 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. This is particularly useful for pairs of engines, since this makes it possible to keep the thrust equal when activating the afterburners. The returns are diminishing so eventually you will hit a ceiling. Because of the exponential nature of the rocket equationthe orbital rocket needs to be considerably bigger.

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