How to make a loop for linear actuator in Kerbal Space Program, Breaking Ground. In the game, players direct a nascent space program, staffed and crewed by green humanoid aliens known as "Kerbals". i recently used a single whiplash plane and was able to maintain a stable 21-22k meter altitude. If it's below the cross-hairs, you need a little more AoA. Your answer got me in the right direction, though I ended up with a different design (see my own answer). 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 One of my planes is small and agile, and can easily enough glide to a safe landing even if the rockets consume all the fuel. Is it suspicious or odd to stand by the gate of a GA airport watching the planes? Delta-V is the velocity change necessary to perform orbital maneuvers. 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 . 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. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Its an approximation missing someelements. More air is better. rev2023.3.3.43278. 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. Each stage of the rocket has a delta-v that depends on the stage fuel mass and the engine specific impulse. KSP doesn't care (much) about aspect ratio; the total lift is the same regardless of configuration. Something that I think has become less clear since someone updated the wiki. I checked the wiki before I wrote my question, it seems I overread this paragraph Something that I think has become less clear since someone updated the wiki. - Inside the atmosphere works the same way, except you need to be on an suborbital trajectory. The best answers are voted up and rise to the top, Not the answer you're looking for? This works, but it's not optimal. As said above, the Wheesley is specifically designed as a low altitude engine. ksp high altitude plane. Redoing the align environment with a specific formatting, Trying to understand how to get this basic Fourier Series. 3x06: I design a new, high altitude, jet to collect high atmospheric science. The drag differential is because your long-wing layout is using a bunch of struts, and the reason your delta-wing has a higher ceiling is because it has more wing area to provide lift. New comments cannot be posted and votes cannot be cast. I am currently designing a mission that will involve several very long distance plane flights. 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. Secondly don't think of engines working better at different altitudes, think of them working better with different air intake quantities. I'd almost expect it to work better in stock since infini-gliders can be done. At the equator, sea level temperatures vary between a nighttime low of 9 C and a daytime high of 15 C. That would oscillate slowly between 16000m and 17000m but was otherwise fully controllable. Why is there a voltage on my HDMI and coaxial cables? This makes jets built using this engine considerably more maneuverable. I don't have that other stuff yet. But a rockets can do it. 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. 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. Air Flow + max. It was meant for low altitude flight. You can do that by right-clicking the engine and clicking "Toggle Mode." The U-2's published maximum altitude is somewhere above 74,000 feet. If it's above the cross-hairs, you need a little less. I've since shaved that down more but that was by going even higher and even faster). In this chapter, you ll learn about the Space Plane Hangar, a building that forms part of the Kerbal . 2022 Take-Two Interactive Software, Inc. As long a you can fly faster, the lower density at altitude can be compensated for. Hello there. Things that work at low altitude don't work so well up high and the plane ends up going up and down while slowly losing speed until it can't maintain altitude anymore. What are the altitudes for the various altitude record contracts? Or about the same speed but 1000 m higher. If you have an account, sign in now to post with your account. 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. Very cool. Unfortunately, most space plane designs are impossible (or at the very least impractical) at your current tech level. 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. Pasted as rich text. 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. alternatively, combine a liquid fuel rocket into your plane. 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. 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. Strictly speaking this optimisation is unnecessary, but it can win you a bit of range. Don't rely on the efficiency indicator! 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. Your airspeed is mostly limited by terminal velocity; you can go much faster if you climb a little higher. 2022 Take-Two Interactive Software, Inc. Make sure we're on the same page with terminology. http://kerbalspaceprogram.com, Press J to jump to the feed. For more information, please see our Cookie Notice Air Intake) and how fast your aircraft ultimately flies (air resistance/altitude)! So I'm pretty darn new to KSP, and my career has barely gotten started, and the jobs for crew observations seem to dominate Watch out for your SAS if you're running batteries without a jet for a long time. All trademarks are property of their respective owners in the US and other countries. 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. Paste as plain text instead, high-1 A Screenshot of Kerbal Space Program By: miklkit This is the current version. The sweet spot for the upper atmo engines, I find, is between 10k and 12k. Once I'm near or in the target area, I set the throttle to 0 and start the Swivel. Reddit and its partners use cookies and similar technologies to provide you with a better experience. The more successful the flights, the more successful the space program is. 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. Note: Your post will require moderator approval before it will be visible. below 5,000 m), since the engine's extreme maneuverability may allow the aircraft to perform turns sharply enough to break up in flight. The easiest "default" way to build a plane in KSP-- i.e. I start with the normal jet engines (which takes almost the complete runway). But maybe your patience? Or it can supercruise at three times the speed of an equivalent Wheesley jet (with nearly equal fuel efficiency) at 15,000 m altitude. "Whiplash" Turbojet. If you upgrade to the panther (or get one on a contract) that engine can get you much higher. Hopefully this will be helpful to you. Or try using SRBs instead. 2.) 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. 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. Isn't that backwards snark? Thanks for asking this, I've been struggling with the same problem in career mode. 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. Really. Due to the lower air pressure at higher altitudes its thrust output decreases accordingly. Then I increase throttle until about 2/3 or even full, climbing with a high inclination (it can also go straight up). Slap that behind a plane you'll be able to go beyond 20km without any trouble. 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 Running the 60U engine at about 40U seems to give me a good balance between reduced drag and air intake. Simply changing the intakes made it fly completely out of control and impossible to land. 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. 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. 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. This thread is quite old. Yes, you can get into that range with the high end stuff (whiplash engines and ram or shock cone air intakes). *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. Pasted as rich text. Is there a single-word adjective for "having exceptionally strong moral principles"? (Disclaimer: I've never used FAR myself; all of the above is based on my experience with stock aerodynamics. 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 Sustained flight at over 20km requires at a minimum the Panther in Afterburning mode. 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?). The idea is to slow the plane to a stall above your landing spot the pop the parachute. What are the minimum altitudes for each warp level? Challenges Grichman's answer got me in the right direction. This means it is better to have excessive amounts of oxygen than not to. If it's below the cross-hairs, you need a little more AoA. The main body is a fuel tank with a Swivel engine at the end. ksp high altitude planebad bunny tour 2022 tickets ksp high altitude plane. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. Once you're at that regime, you should be able to cover huge distances on tiny amounts of fuel. 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. Maneuver node plans don't take drag into account, so you'll have to overshoot quite a bit to compensate. You get tons of thrust if you put it into "wet" mode, but you lose fuel efficiency. . Connect and share knowledge within a single location that is structured and easy to search. Either of the two speeds are to be avoided. Turbojets are so ridiculously efficient that it doesn't really matter. 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. Additionally please know that .16 will feature new code that will change the way space planes work in every aspect. How do I install mods for Kerbal Space Program 1.1? That annoys me but I can't seem to get a design to make it work. It is stable but can not maintain altitude. Highest and fastest possible is best. 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. I don't have the numbers handy, but you can expect something like 400m/s at 15km. You can post now and register later. This way control surface max deflection can be programmed by an aircraft designer to make . @SaintWacko's advice is probably the most practical. Personally, I don't enjoy survey contracts on Kerbin. 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. 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. Don't worry about Isp. 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. You will find that when you're flying around, will always be slightly below the crosshairs on the navball. It's Kerbal Space Program v.22! : : . Range with this method is pretty short due to drag. You can post now and register later. 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. Basically I can hit a target altitude of 20,000m but can not maintain it. The X-37 is operated by the United States Space Force for orbital spaceflight missions intended to demonstrate reusable space technologies. Mounting a time-limited rescue mission for kerbal inbound to Kerbin. In KSP2, you are a rocket scientist who must build and test rockets, spaceships, and planes. - "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. These are the building blocks of solid spaceplane design!Subscribe! Either finish the low-altitudes and then spend all your fuel on the high-altitude boost, or do the boost first and save a little fuel or try to hit the rest through unpowered gliding. Please consider starting a new thread rather than reviving this one. Chapter 4. The U-2 is probably the highest altitude aircraft still flying. 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. Arqade is a question and answer site for passionate videogamers on all platforms. 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. But you'll need to unlock: Which cost 300 science. I didn't succeed with his design, though; I always ended up having somehow unstable airplanes. 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. Well, this game isn't a perfect flight simulator yet, so it will be difficult to figure out. - "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. 1.) Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. jet engine efficiency in this game is based on built in thrust curves. Right now, my big, fat plane has trouble breaking 10 km altitude and 200 m/s forward speed (largely due to its payload). I have enough patience to do the slow flying, but is it horribly inefficient? Here's my example of dealing with the situation. (the engines will use very little at high altitude anyway). When I say ", You know you've nailed it correctly if, when you're in level flight, your. AoA built into the wing relative to the plane body is called the angle of incidence, just to help clear up. They always seem to lose power at about 15km, but I'm wondering if there's something I can do to fix that. When added to a plane it allows tuning of the controls vs speed/altitude/G load/other factors. At about 400-500m/s (~15km), the two engines are even. Thanks for the help! No, I think it's correct, unless I've got a brain fart going, here. Grichmann's answer has been the most reliable way I've found to complete these missions. Dedicated to the growth and advancement of amateur rocket scientists! Upload or insert images from URL. Can't remember where I saw/read about it - Scott Manley maybe? 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. probably the easiest place to land in the system as terminal velocity is survivable for a craft less kerman. My question is really about controllability. 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. Yes, although they have only been flown with nearly full tanks. Imagine that first plane but with the bubble cockpit and the old style round intakes. 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. 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. To get higher with the low tech jet engines, you need rocket assist. There are two factors to that: how thick the air is, how fast the ship is going. Originally posted by lord bird: yep thats right jool has a surface. Jets drop thrust at higher altitude and speed, but also drop . 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). My plane has turbojets and lots of fuel, but I am wondering what the optimal way to fly is. I'm in career mode (have the turbofan engine) and trying to get some science readings for a mission at a high altitude. It may work with stock too, I just don't know. 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. TLDR: You need parts you don't have to make a plane that flies that high. lost birth certificate near berlin; ksp high altitude plane. All other versions are slower and lower and unstable in turns. Display as a link instead, Just sounds like the engines can't get enough air, in KSP high speed also generates air intake so I'm guessing what is happening is that you have the initial speed to get to altitude but the lack of air at altitude is starving the engine resulting in lower speed which further reduces air intake and it cascades until either the engine shuts down or you return to denser atmosphere at a lower altitude. 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. 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. Double your speed, you need twice as much fuel. Let me share what I know about jet engines, speed, and efficiency. Information Changelog Stats What you should be concerned about is atmospheric drag, and that's minimized by high-altitude flight. at the very least, you'd need the panther, that'll get you over 16k easily, well to 25k. You need to do it with what you've got. There is a very close tolerance to the two speeds. The Boeing X-37, also known as the Orbital Test Vehicle (OTV), is a reusable robotic spacecraft. Technically, any rocket engine is also a jet engine as it forms a high-speed jet of reaction mass. Editing Kerbal Space Program save files for KSO, Rasterpropmonitor for Kerbal Space Program. Using indicator constraint with two variables, Is there a solution to add special characters from software and how to do it. By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. Though I'm still working on learning to be better at space planes. Keep in mind that wheesley engine's performance decreases significantly as the altitude increases. 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. First off as of .15.1 intakes don't do anything. Any advices for building a vehicle for this task? 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). Check out the website and try the game out for yourself :Dhttps://kerbalspaceprogram.com/ 20 votes, 21 comments. I followed a similar strategy. As has been said, ISP is nothing to worry about. 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. I also had problems with a high altitude plane until I decided to follow the K.I.S.S. Let me. Privacy Policy. If not, please explain why, which I know you have no problem doing! The longest flight got them down to a little more than half full. As you found out, it basically konks out at 15km. The Rapier, for example, works great as a high-altitude engine, precisely because it can go so fast. 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. I got this game so I could over-engineer rockets, so I mostly ignore the airplanes. 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. FBW uses three controllers - pitch, roll and yaw. 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. Your previous content has been restored. Display as a link instead, The most efficient way is, of course, to make a high altitude (or space) plane. 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? Welcome to the forums. - but they were talking about having two intakes/engine. 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. Please consider starting a new thread rather than reviving this one. Please consider starting a new thread rather than reviving this one. You cannot paste images directly. 3x06: I design a new, high altitude, jet to collect high. I should perhaps start trying out NEAR to get ready of 0.90, though. Press question mark to learn the rest of the keyboard shortcuts. Alternatively, you can assign the afterburner toggle (labelled "switch mode") to an action group if you wish to activate it with a hotkey. Which lets you go faster, which lets you climb higher. a screenshot of kerbal space program 2. by: lord bird. Note that you need to activate the afterburner ("Wet Mode") manually. EDIT: Essentially, make like an SR-71, if an SR-71 didn't have cooling problems limiting it to Mach 3.4. In the stock atmosphere, the benefits of moving faster outweigh almost everything else. I was hoping that the new intakes would give it the added altitude. AoA and G-force moderation. Your link has been automatically embedded. 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. 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. That's sub-optimal, because having the fuselage pitched like that means it'll have more drag than it otherwise would have. As long as the engine gets enough air it will work at proper efficiency. Your previous content has been restored. Unfortunately I won't be able to test it today, but @SaintWacko's proposal sounds promising. 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. So Pvt. Then it is "In Space Low over Mun.". There's basically three ways to do that: lifting surfaces, thrust, and orbiting.