2022 Take-Two Interactive Software, Inc. 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. The Rapier, for example, works great as a high-altitude engine, precisely because it can go so fast. 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. It is stable but can not maintain altitude. You cannot paste images directly. Due to the lower air pressure at higher altitudes its thrust output decreases accordingly. Please consider starting a new thread rather than reviving this one. 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). 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. 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. That will unlock: You will find that when you're flying around, will always be slightly below the crosshairs on the navball. 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. New comments cannot be posted and votes cannot be cast. 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. Once I'm near or in the target area, I set the throttle to 0 and start the Swivel. I've been finding it difficult to build a jet that can fly over 15km alt. I would like to know which altitude I have to maintain for my experiments. It will be expensive and time consuming. But you'll need to unlock: Which cost 300 science. 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. The Panther engine can hold 19,000 steady and oscillates around 20,000. Unfortunately I won't be able to test it today, but @SaintWacko's proposal sounds promising. Double your speed, you need twice as much fuel. Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. The benefits should be obvious. ksp high altitude planebad bunny tour 2022 tickets ksp high altitude plane. Put a couple of radial mount parachutes just above the com and add a reaction wheel. If it's above the cross-hairs, you need a little less. 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 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. The high performance engine for me performs pretty good till about 15000 meter. You cannot paste images directly. More air is better. 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. I only seem to be able to make planes that can fly a bit below that altitude and then temporary rise to it. Jets drop thrust at higher altitude and speed, but also drop . 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 I am currently designing a mission that will involve several very long distance plane flights. Each stage of the rocket has a delta-v that depends on the stage fuel mass and the engine specific impulse. This thread is quite old. 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!]. Remembering the FW TA152 and the U2 I put long wings on it and while its turn rate makes an airliner look like a fighter plane it is stable enough at 19000m. How can this new ban on drag possibly be considered constitutional? You can do that by right-clicking the engine and clicking "Toggle Mode." 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. 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. . Your link has been automatically embedded. That would argue for going as high as possible, as slow as possible, but apart from drag you also have to fight gravity. You can spin around the whole world on just fumes. 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. Let me share what I know about jet engines, speed, and efficiency. 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). 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. 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? The Kerbal Space Program subreddit. Or is it the same for all celestial bodies? They always seem to lose power at about 15km, but I'm wondering if there's something I can do to fix that. Either of the two speeds are to be avoided. EDIT: Didn't notice you were using FAR. - "In Space Low" means your craft is inside the "Space Border" altitude and in an orbital path. It is boosted into space by a launch vehicle, then re-enters Earth's atmosphere and lands as a spaceplane. 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. high-2 A Screenshot of Kerbal Space Program Even up there the plane acts squirrely. 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. You can go above 20km with the J-404 Panther. Is there a single-word adjective for "having exceptionally strong moral principles"? AoA built into the wing relative to the plane body is called the angle of incidence, just to help clear up. I also set it to enable the cockpit's reaction wheels to improve control at high altitude, and close air intakes to reduce drag. What are the altitudes for the various altitude record contracts? Are you using Stock or NEAR/FAR? If it's below the cross-hairs, you need a little more AoA. 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.. Range with this method is pretty short due to drag. . 2022 Take-Two Interactive Software, Inc. That's because wings need to have some AoA to the airstream in order to generate much lift. KSP doesn't care (much) about aspect ratio; the total lift is the same regardless of configuration. Please consider starting a new thread rather than reviving this one. - but they were talking about having two intakes/engine. 1.) 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. It flames out at 25,000. Personally, I don't enjoy survey contracts on Kerbin. Your decreased flight time means you probably won't make it to your location. You arent doing anything wrong. The Inland Kerbal Space Center itself, being in effect the old Kerbal Space Center from 0.2. 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. When I say ", You know you've nailed it correctly if, when you're in level flight, your. Thanks for the help! However, it seems as if your delta wing has has more area, might that be it? Building a High Altitude Jet | Stream pt. 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. How do I install mods for Kerbal Space Program 1.1? I don't have that cockpit in my career game yet, but maybe it will work with the other one. The other one I stay around 6000 meters. You can halve the drag by climbing a bit less than 3500m. even stranger is that the surface is textured. 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. 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. Once it's in the air, it's stable and easy to fly and manages to fly at altitudes between 11k 12k without problems. In my case, it brought me to 20km up at a 45-degree angle, but it is probably not optimal. 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. Upload or insert images from URL. This is particularly useful for pairs of engines, since this makes it possible to keep the thrust equal when activating the afterburners. And it's stock, unfortunately. The most obvious solution is try and optimize your craft for high altitude lift by giving it long wingspan like a U-2 spyplane. A jet engine from KSP 0.18 A jet engine is an air-breathing engine which uses onboard liquid fuel and combusts it with the oxygen drawn from the atmosphere. I don't have the numbers handy, but you can expect something like 400m/s at 15km. Press J to jump to the feed. Main goals: Auto-trimming. Use the reaction wheel to hold your attitude slightly nose down as you float down and you can guide yourself like a paraglider. I didn't try for 20000m as it probably wouldn't do well. The flight time won't be as long, but you'll be able to fly a "plane" above 18km. I got this game so I could over-engineer rockets, so I mostly ignore the airplanes. Incidentally, for these speeds and altitudes, ordinary jets are the better choice. Technically, any rocket engine is also a jet engine as it forms a high-speed jet of reaction mass. "Whiplash" Turbojet. I start with the normal jet engines (which takes almost the complete runway). rev2023.3.3.43278. The returns are diminishing so eventually you will hit a ceiling. Best way to get down into thicker air and land is to perform what dogfighters called a 'Split-S'. Under some circumstances, you may want to reduce the engine gimbal range or disable it altogether, particularly when flying at high speeds (e.g. Which is capable of high altitude, high speed flight. Most SSTO space planes would be able to accomplish this easily. Ideally, you'll want to avoid these contracts until you get the High-Altitude Flight tech node and the improved jet engine that comes with it. 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. 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. This page was last edited on 22 December 2019, at 20:54. 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. 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 There is no such thing as "so high radar can not detect it", since radar can detect things in outer space. I've added more engines, more intakes to no avail. 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. 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). Once you're at that regime, you should be able to cover huge distances on tiny amounts of fuel. if you just go into the SPH, slap together some parts like Legos, and go-- is to attach them with zero AoA. But. Slap that behind a plane you'll be able to go beyond 20km without any trouble. So I'm pretty darn new to KSP, and my career has barely gotten started, and the jobs for crew observations seem to dominate Thanks, I'll go try to stuff a few extra turbojets and intakes on my plane Do you know how many intakes/turbojet are needed to run in the regime you described? Pvt. At sea level, it produces 120 kn thrust, but at 15 km altitude, it only produces 13.7 kn of thrust, barely enough to provide any thrust to climb higher, Long and narrow wing has less surface area to provide lift, and at higher altitude, the atmospher is so thin that the lift generated by long and narrow wings is insufficient for sustainable flight. Make sure you have lots of control surfaces because at very high in the atmosphere, there's not much air for the wings to control the craft with. 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. By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. : : . 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. If it's below the cross-hairs, you need a little more AoA. 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. Challenges Secondly don't think of engines working better at different altitudes, think of them working better with different air intake quantities. Keep in mind that wheesley engine's performance decreases significantly as the altitude increases. There's basically three ways to do that: lifting surfaces, thrust, and orbiting. 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. That's sub-optimal, because having the fuselage pitched like that means it'll have more drag than it otherwise would have. From my experience using a panther it starts to lose speed after 15-16 kms, a more suitable cruising height is 9-13km. Your previous content has been restored. 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." This is my current best hi alt plane. Thank you, I was able to reach up to 24km altitude with this design. Your engine burns the same amount of jetfuel per second regardless of how high or fast you are! 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. This works, but it's not optimal. 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). 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 well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. The sweet spot for the upper atmo engines, I find, is between 10k and 12k. Why is there a voltage on my HDMI and coaxial cables? 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. You may be correct and that 3 engine plane is a lemon. 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. It is somewhat slow but very steady in flight. Planes in Space. 3x06: I design a new, high altitude, jet to collect high. Check out the website and try the game out for yourself :Dhttps://kerbalspaceprogram.com/ You are simply running out of atmosphere (i.e. Note that you need to activate the afterburner ("Wet Mode") manually. My plane has turbojets and lots of fuel, but I am wondering what the optimal way to fly is. Your previous content has been restored. Which makes this engine ideal for those missions which require doing many science activities above particular altitudes. surface of jool. Display as a link instead, This means it is better to have excessive amounts of oxygen than not to. But you'll need to unlock: High Altitude Flight Which cost 300 science. Kerbal Space Program 2 . Learn more about Stack Overflow the company, and our products. Turbojets are so ridiculously efficient that it doesn't really matter. The U-2 is probably the highest altitude aircraft still flying. All trademarks are property of their respective owners in the US and other countries. principle. For comparison, the second most maneuverable engine is the CR-7 R.A.P.I.E.R. 2022 Take-Two Interactive Software, Inc. Make sure we're on the same page with terminology. Be aware that heat buildup can gradually become a problem when the afterburners are used in sustained flight. Display as a link instead, This tutorial will cover designing and flying a plane that can soar at high altitudes! - "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. Additionally please know that .16 will feature new code that will change the way space planes work in every aspect. jet engine efficiency in this game is based on built in thrust curves. - Insane TWR didn't help. Is it possible to get to an altitude of 16-20km with normal plane engines? 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. Proceed with caution. The main body is a fuel tank with a Swivel engine at the end. From my observations I can say that "Efficiency" is not a good indicator of how well your engine performs. With only panthers unlocked I might add. Sustained flight at over 20km requires at a minimum the Panther in Afterburning mode. 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.