ksp high altitude plane

Slap that behind a plane you'll be able to go beyond 20km without any trouble. I wasn't expecting so many excellent answers! 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. Display as a link instead, I am currently designing a mission that will involve several very long distance plane flights. Are you using Stock or NEAR/FAR? Learn more about Stack Overflow the company, and our products. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Thanks for the help! 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. 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. To get higher with the low tech jet engines, you need rocket assist. So Pvt. I would like to know which altitude I have to maintain for my experiments. 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. You will find that when you're flying around, will always be slightly below the crosshairs on the navball. A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. Or is it the same for all celestial bodies? Keep in mind that wheesley engine's performance decreases significantly as the altitude increases. Now I have a plane that will fly around the world at an altitude of the low-20s. 1 1: The basics 2 2: Setting it up 3 3: First flight 4 4: Finishing touches 1: The basics First of all, you're going to need an airplane. If your using NEAR/FAR, once you get high and fast, kill the engine and glide to save fuel. But a rockets can do it. It is boosted into space by a launch vehicle, then re-enters Earth's atmosphere and lands as a spaceplane. Sustained flight at over 20km requires at a minimum the Panther in Afterburning mode. Welcome to the forums, ZDW. Paste as plain text instead, Information Changelog Stats For comparison, the second most maneuverable engine is the CR-7 R.A.P.I.E.R. Simply changing the intakes made it fly completely out of control and impossible to land. 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. Do plugins for Kerbal Space Program work on unix? It flames out at 25,000. @SaintWacko's advice is probably the most practical. What are the units of measure used in Kerbal Space Program? EDIT: Didn't notice you were using FAR. So that means that even if you are inside the atmosphere but still orbital (such as during aerobraking), your science will not count as "Inside the atmosphere", For example, orbiting Kerbin above 250km altitude, your science is counted as "In Space High over Kerbin." You need to do it with what you've got. edited 6 yr. ago. Pasted as rich text. That would argue for going as high as possible, as slow as possible, but apart from drag you also have to fight gravity. For more information, please see our Display as a link instead, What altitude and speed should I go? Your previous content has been restored. Please consider starting a new thread rather than reviving this one. AoA itself refers to the angle of the wing (or the whole plane if the AoI is 0)relative to the airflow. if you just go into the SPH, slap together some parts like Legos, and go-- is to attach them with zero AoA. It was meant for low altitude flight. All rights reserved. Slap that behind a plane you'll be able to go beyond 20km without any trouble. 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. at the very least, you'd need the panther, that'll get you over 16k easily, well to 25k. What am I doing wrong here in the PlotLegends specification. 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. No, I think it's correct, unless I've got a brain fart going, here. 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. Delta wings are able to work better since the lack of lift per square area is compensated by having larger area to provide lift. 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 Thanks for asking this, I've been struggling with the same problem in career mode. Is it possible to get to an altitude of 16-20km with normal plane engines? Under some circumstances, you may want to reduce the engine gimbal range or disable it altogether, particularly when flying at high speeds (e.g. I have enough patience to do the slow flying, but is it horribly inefficient? 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. 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. The idea is to slow the plane to a stall above your landing spot the pop the parachute. 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). That annoys me but I can't seem to get a design to make it work. Only the fuel tanks attached to rockets have any oxidiser in them. If you have an account, sign in now to post with your account. Remember that you need to have intakes somewhere in line with the engine to function at that altitude. 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!). You can post now and register later. First off as of .15.1 intakes don't do anything. Press question mark to learn the rest of the keyboard shortcuts. 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. Best way to get down into thicker air and land is to perform what dogfighters called a 'Split-S'. 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. Pretty often, the tail "wiggled" and/or the plane became totally unstable when I fired the rocket boosters. ksp high altitude plane. With only panthers unlocked I might add. When I say ", You know you've nailed it correctly if, when you're in level flight, your. All trademarks are property of their respective owners in the US and other countries. 2022 Take-Two Interactive Software, Inc. That's just a guess, though-- perhaps someone more familiar with FAR could weigh in.). Or try using SRBs instead. Listen to this guy, don't go much farther above 15000 with high altitude engines. What are the altitudes for the various altitude record contracts? - Insane lift to weight didn't help. They always seem to lose power at about 15km, but I'm wondering if there's something I can do to fix that. 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. 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. Don't be too surprised if KSP's aero model breaks down in edge cases. Powered by Invision Community. It'll probably be more efficient with more intakes, but I wouldn't increase the number of engines. Thats my problem right now. Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. I currently have a contract where I'm asked to take crew reports at certain spots on Kerbal at an altitude of 18,000m. I didn't succeed with his design, though; I always ended up having somehow unstable airplanes. 2022 Take-Two Interactive Software, Inc. as a rule of thumb they all lose thrust at higher altitudes and at high velocities. Press question mark to learn the rest of the keyboard shortcuts. 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. First is thrust; the higher you get, the lower the thrust your engines deliver. Yes, although they have only been flown with nearly full tanks. 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. Clear editor. Turbojets are so ridiculously efficient that it doesn't really matter. 600+ m/s) and low altitudes (e.g. even stranger is that the surface is textured. Personally, I don't enjoy survey contracts on Kerbin. However, it seems as if your delta wing has has more area, might that be it? I got this game so I could over-engineer rockets, so I mostly ignore the airplanes. For all your gaming related, space exploration needs. Challenges All other versions are slower and lower and unstable in turns. The maximum cruise altitude is just over 40,000 feet. You can post now and register later. How can I make money in the new career mode? Don't worry about Isp. 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. But you'll need to unlock: High Altitude Flight Which cost 300 science. You arent doing anything wrong. *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. Your link has been automatically embedded. Strictly speaking this optimisation is unnecessary, but it can win you a bit of range. Immediately starting rocket engines at full throttle turned out to make most of my aircrafts totally unstable, turning them up gradually worked way better. You are just about at maximum speed and at the same time very close to stall speed. 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!]. 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. Editing Kerbal Space Program save files for KSO, Rasterpropmonitor for Kerbal Space Program. Privacy Policy. If it's below the cross-hairs, you need a little more AoA. air) that high up. Ok, the panther engine is still not good enough. If too much air runs into the turbine, the excessive amount just flows out unused through side-vents (I think). Once you're at that regime, you should be able to cover huge distances on tiny amounts of fuel. 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. high-1 A Screenshot of Kerbal Space Program By: miklkit This is the current version. This makes jets built using this engine considerably more maneuverable. KSP doesn't care (much) about aspect ratio; the total lift is the same regardless of configuration. Your airspeed is mostly limited by terminal velocity; you can go much faster if you climb a little higher. 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. Evidence. Kerbal Space Program Jool Landing Youtube. 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 -. I'd almost expect it to work better in stock since infini-gliders can be done. 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. 2022 Take-Two Interactive Software, Inc. Connect and share knowledge within a single location that is structured and easy to search. Grichman's answer got me in the right direction. There's basically three ways to do that: lifting surfaces, thrust, and orbiting. with a thrust vectoring range of only 3 degrees. Create an account to follow your favorite communities and start taking part in conversations. surface of jool. 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. I generally don't fuss with AoI unless I'm making a long range cruiser. 2022 Take-Two Interactive Software, Inc. 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. 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. Yes, you can get into that range with the high end stuff (whiplash engines and ram or shock cone air intakes). Is anywhere a list of the altitude levels (I don't know a better term) available? The J-404 "Panther" Afterburning Turbofan is a jet engine added in version 1.0.5. 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.. 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. 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 You cannot paste images directly. 3x06: I design a new, high altitude, jet to collect high. i dont know what kind of range youre looking for but i would make a significantly smaller plane. its rather flat but its a solid surface. The easiest "default" way to build a plane in KSP-- i.e. As long a you can fly faster, the lower density at altitude can be compensated for. Pasted as rich text. FBW uses three controllers - pitch, roll and yaw. The best answers are voted up and rise to the top, Not the answer you're looking for? The most efficient way is, of course, to make a high altitude (or space) plane. (the engines will use very little at high altitude anyway). This way control surface max deflection can be programmed by an aircraft designer to make . Hopefully this will be helpful to you. 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. Mounting a time-limited rescue mission for kerbal inbound to Kerbin. I've added more engines, more intakes to no avail. 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 Delta-V is the velocity change necessary to perform orbital maneuvers. There is no such thing as "so high radar can not detect it", since radar can detect things in outer space. 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? Most SSTO space planes would be able to accomplish this easily. As said above, the Wheesley is specifically designed as a low altitude engine. I was even able to do this with three pairs of Junos instead of the large jet engine pair (I don't have the technology level for that).