ksp high altitude plane


ksp high altitude planeksp high altitude plane

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. 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). Simply changing the intakes made it fly completely out of control and impossible to land. (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. So, to correct " is below crosshairs", what you need to do is to add a little AoA to the wings. You can spin around the whole world on just fumes. The returns are diminishing so eventually you will hit a ceiling. 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'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. Have a plane that ditches its wings and rockets up to 18km once you reach the right point. Note that keeping the plane weight low is critical, only carry a very small amount of fuel. Building a High Altitude Jet | Stream pt. Your engine burns the same amount of jetfuel per second regardless of how high or fast you are! 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? First is thrust; the higher you get, the lower the thrust your engines deliver. Listen to this guy, don't go much farther above 15000 with high altitude engines. Here's my example of dealing with the situation. All trademarks are property of their respective owners in the US and other countries. You'll notice that usually your prograde marker is slightly below your pitch. Yes. Trying to do something without the right part is long and difficult path. This can be done with moar boosters or more calculated wing and body design, depending on the aero model you use. Most SSTO space planes would be able to accomplish this easily. Upload or insert images from URL. If it's below the cross-hairs, you need a little more AoA. Are you using Stock or NEAR/FAR? The maximum cruise altitude is just over 40,000 feet. Even if the air is thin, you can still put out plenty of power if you are shoving enough in with raw speed. Even up there the plane acts squirrely. alternatively, combine a liquid fuel rocket into your plane. In my case, it brought me to 20km up at a 45-degree angle, but it is probably not optimal. Welcome to the forums. The most efficient way is, of course, to make a high altitude (or space) plane. If not, please explain why, which I know you have no problem doing! The more successful the flights, the more successful the space program is. What are the altitudes for the various altitude record contracts? Which makes this engine ideal for those missions which require doing many science activities above particular altitudes. Should i add a larger wing area for higher lift? 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. The flight time won't be as long, but you'll be able to fly a "plane" above 18km. 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. below 5,000 m), since the engine's extreme maneuverability may allow the aircraft to perform turns sharply enough to break up in flight. What you should be concerned about is atmospheric drag, and that's minimized by high-altitude flight. 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. Whiplash is the engine you would want to use on a plane meant to go 20km. Display as a link instead, Display as a link instead, Or about the same speed but 1000 m higher. What altitude and speed should I go? Hello there. These are the building blocks of solid spaceplane design!Subscribe! I looked into the .cfg files and there are no special properties allocated to them. This thread is quite old. Chapter 4. You could try combining the two. Anyway thanks in advance. Watch out for your SAS if you're running batteries without a jet for a long time. surface of jool. 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 easiest "default" way to build a plane in KSP-- i.e. 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. Please consider starting a new thread rather than reviving this one. Or is it the same for all celestial bodies? i recently used a single whiplash plane and was able to maintain a stable 21-22k meter altitude. Learn more about Stack Overflow the company, and our products. Or it can supercruise at three times the speed of an equivalent Wheesley jet (with nearly equal fuel efficiency) at 15,000 m altitude. My plane has turbojets and lots of fuel, but I am wondering what the optimal way to fly is. 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). By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Remember that you need to have intakes somewhere in line with the engine to function at that altitude. Note: Your post will require moderator approval before it will be visible. The Panther engine can hold 19,000 steady and oscillates around 20,000. Don't rely on the efficiency indicator! Your answer got me in the right direction, though I ended up with a different design (see my own answer). Basically you just need to fiddle with it and try some test flights. 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. even stranger is that the surface is textured. This thread is quite old. You are simply running out of atmosphere (i.e. This page was last edited on 22 December 2019, at 20:54. Mounting a time-limited rescue mission for kerbal inbound to Kerbin. 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." The Boeing X-37, also known as the Orbital Test Vehicle (OTV), is a reusable robotic spacecraft. The J-404 "Panther" Afterburning Turbofan is a jet engine added in version 1.0.5. 3.) A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. 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. if you just go into the SPH, slap together some parts like Legos, and go-- is to attach them with zero AoA. When added to a plane it allows tuning of the controls vs speed/altitude/G load/other factors. 3x06: I design a new, high altitude, jet to collect high. Kerbal Space Program Jool Landing Youtube. 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. This tutorial will cover designing and flying a plane that can soar at high altitudes! Use the reaction wheel to hold your attitude slightly nose down as you float down and you can guide yourself like a paraglider. 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. Theomon \u0026 Orlin Visit the Badlands in the Panther24:20 - Launch \u0026 Ejection of the Maxwell VI26:34 - Designing the SENTINEL 129:47 - Launch \u0026 Insertion of the Maxwell VIIFull List of Mods: Aviation Lights Chatterer Community Tech Tree Crew R\u0026R Croud Sourced Science Contract Configurator Contract Packs: Bases and Stations Reborn CommNet Relays Exploration Plus Field Research Kerbal Academy Tourism Plus Contracts Window+ Decoupler Shroud Easy Vessel Switch Kerbal Alarm Clock Kerbal Attachment System Kerbal Construction Time Kerbal Engineer Redux Kerbal Inventory System Kerbalism kOS KRASH Maneuver Node Evolved Navball Alignment Indicator Near Future Aeronautics Near Future Construction Near Future Electrical Near Future Propulsion Near Future Solar Near Future Spacecraft Persistent Rotation Rational Resources RCS Build Aid Continued Restock Restock+ SCANsat Scrapyard SMART Parts Stage Recovery Stockalike Station Parts Expansion Redux TAC Fuel Balancer Texture Replacer Trajectories Transfer Window Planner Universal Storage 2 Unkerballed Start Waypoint Manager The other one I stay around 6000 meters. Sideslip handling. Welcome to the forums, ZDW. - Spamming airintakes didn't help. Be sure to have enough intakes (I think maximum efficiency in stock is 1 ramjet intake per ~2 tons of plane, though that is aesthetically ridiculous), and if you're still running short of intake air, you can dip down a bit to speed up and get to denser air. 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. Along with rockets, planes are one of KSP's most commonly referenced kinds of vessel, and are a vessel type . The main body is a fuel tank with a Swivel engine at the end. 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. Press question mark to learn the rest of the keyboard shortcuts. That's all true, but just read the OP: hypersonic appears to be completely out of the question. However, I've failed to build a vehicle to achieve this (without a hundred retries). Hopefully this will be helpful to you. 2022 Take-Two Interactive Software, Inc. Make sure we're on the same page with terminology. air) that high up. Your link has been automatically embedded. I am currently designing a mission that will involve several very long distance plane flights. Secondly don't think of engines working better at different altitudes, think of them working better with different air intake quantities. Paste as plain text instead, There's basically three ways to do that: lifting surfaces, thrust, and orbiting.

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ksp high altitude plane

ksp high altitude plane

 
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