Since gravity is effectively lower, they don't need as much wing area to maintain altitude-- which, in turn, means less drag, which makes for more efficient flight. If you have an account, sign in now to post with your account. Jet engine - Kerbal Space Program Wiki Turbojets are so ridiculously efficient that it doesn't really matter. Information Changelog Stats 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. The flight time won't be as long, but you'll be able to fly a "plane" above 18km. I am currently designing a mission that will involve several very long distance plane flights. A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. Your link has been automatically embedded. 2022 Take-Two Interactive Software, Inc. Let me share what I know about jet engines, speed, and efficiency. I have enough patience to do the slow flying, but is it horribly inefficient? Yes. It will be expensive and time consuming. Thanks for asking this, I've been struggling with the same problem in career mode. Running the 60U engine at about 40U seems to give me a good balance between reduced drag and air intake. But you'll need to unlock: High Altitude Flight Which cost 300 science. Did any DOS compatibility layers exist for any UNIX-like systems before DOS started to become outmoded? What are the minimum altitudes for each warp level? 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). 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. 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. 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. Best altitude to fly a plane? - Kerbal Space Program - GameFAQs You get tons of thrust if you put it into "wet" mode, but you lose fuel efficiency. 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. This tutorial will cover designing and flying a plane that can soar at high altitudes! 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. rev2023.3.3.43278. 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. I should perhaps start trying out NEAR to get ready of 0.90, though. To get there, you're going to want to climb at the fastest rate you can manage to 18-20 km, at which point you should mostly level off and start accelerating horizontally. This works, but it's not optimal. Then it is "In Space Low over Mun.". Upload or insert images from URL. Even up there the plane acts squirrely. 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. Watch out for your SAS if you're running batteries without a jet for a long time. KSP Quick Guides: High Altitude Design and Flying - Stock v.23 I don't have that cockpit in my career game yet, but maybe it will work with the other one. Chapter 4. If not, please explain why, which I know you have no problem doing! 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. I've been finding it difficult to build a jet that can fly over 15km alt. These designs are great for getting around Kerbin quickly, but without going orbital. Plane - Kerbal Space Program Wiki Yes, although they have only been flown with nearly full tanks. How to make a loop for linear actuator in Kerbal Space Program, Breaking Ground. There are no requirements as far as size or power are concerned, as the AI Pilot is capable of flying pretty much anything - from tiny scout planes to oversized freight craft. This thread is quite old. You'll notice that usually your prograde marker is slightly below your pitch. Sustained flight at over 20km requires at a minimum the Panther in Afterburning mode. Delta-v budget - Wikipedia High altitude flight is efficient because the air is thinner, and therefore aircraft experience less parasitic drag. Well, this game isn't a perfect flight simulator yet, so it will be difficult to figure out. Create an account to follow your favorite communities and start taking part in conversations. Which is capable of high altitude, high speed flight. 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. 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. When added to a plane it allows tuning of the controls vs speed/altitude/G load/other factors. Press question mark to learn the rest of the keyboard shortcuts. New comments cannot be posted and votes cannot be cast. Content titles and body; Content titles only 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. I wasn't expecting so many excellent answers! 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. 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. Either of the two speeds are to be avoided. Mounting a time-limited rescue mission for kerbal inbound to Kerbin. 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. Why not keep the engine for multi-stage rockets? - Space Exploration 3x06: I design a new, high altitude, jet to collect high. 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. Most efficient cruise altitude for jet planes? : r/KerbalSpaceProgram 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!). Due to the lower air pressure at higher altitudes its thrust output decreases accordingly. Display as a link instead, They always seem to lose power at about 15km, but I'm wondering if there's something I can do to fix that. 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. Planes and Altitude differences. :: Kerbal Space Program General Your previous content has been restored. 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). 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 I've added more engines, more intakes to no avail. @SaintWacko's advice is probably the most practical. 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?). Or try using SRBs instead. KSP doesn't care (much) about aspect ratio; the total lift is the same regardless of configuration. 1.) ksp high altitude plane - digitalidentityorganization.com Clear editor. 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. 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. 2.) It is stable but can not maintain altitude. Ksp engine altitudes : r/KerbalSpaceProgram - reddit With the tanks disconnected that way, the rockets don't leach from the jets. Approximately 12km up the main engines stop providing enough thrust to maintain the climb, so it's time to switch to rocket mode. 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. Whiplash is the engine you would want to use on a plane meant to go 20km. Paste as plain text instead, Is anywhere a list of the altitude levels (I don't know a better term) available? From my observations I can say that "Efficiency" is not a good indicator of how well your engine performs. What are the units of measure used in Kerbal Space Program? 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. A destructible memorial to the old Mk. Note: Your post will require moderator approval before it will be visible. You can post now and register later. Basically I can hit a target altitude of 20,000m but can not maintain it. 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. How do I align things in the following tabular environment? You cannot paste images directly. 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. My plane has turbojets and lots of fuel, but I am wondering what the optimal way to fly is. So the faster you go the higher you can fly where there is less drag. Privacy Policy. How can this new ban on drag possibly be considered constitutional? Jets drop thrust at higher altitude and speed, but also drop . Please consider starting a new thread rather than reviving this one. 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. Welcome to the forums, ZDW. 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? First off as of .15.1 intakes don't do anything. 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. Spaceplane - Wikipedia You will find that when you're flying around, will always be slightly below the crosshairs on the navball. 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. As long a you can fly faster, the lower density at altitude can be compensated for. Simply changing the intakes made it fly completely out of control and impossible to land. Don't rely on the efficiency indicator! 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. When I say ", You know you've nailed it correctly if, when you're in level flight, your. That would argue for going as high as possible, as slow as possible, but apart from drag you also have to fight gravity. And how many km can I expect to get per v (as calculated by Engineer redux Kerbin atmospheric stats, I know this is weird with planes)? High altitude (~20km) possible with normal plane engines? The idea is to slow the plane to a stall above your landing spot the pop the parachute. I currently have a contract where I'm asked to take crew reports at certain spots on Kerbal at an altitude of 18,000m. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. Though I'm still working on learning to be better at space planes. Be aware that heat buildup can gradually become a problem when the afterburners are used in sustained flight. 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. 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. Minimising the environmental effects of my dyson brain, Theoretically Correct vs Practical Notation. at the very least, you'd need the panther, that'll get you over 16k easily, well to 25k. From my experience using a panther it starts to lose speed after 15-16 kms, a more suitable cruising height is 9-13km. It was meant for low altitude flight. Yes, you can get into that range with the high end stuff (whiplash engines and ram or shock cone air intakes). 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. Slap that behind a plane you'll be able to go beyond 20km without any trouble. With only panthers unlocked I might add. 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. - but they were talking about having two intakes/engine. Once I'm near or in the target area, I set the throttle to 0 and start the Swivel. 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. Kerbal Space Program - All Easter Eggs Guide Or it can supercruise at three times the speed of an equivalent Wheesley jet (with nearly equal fuel efficiency) at 15,000 m altitude. - Inside the atmosphere works the same way, except you need to be on an suborbital trajectory. Building a High Altitude Jet | Stream pt. 2/3 (KSP 1.11.2) The SR-71 could probably fly higher, but it isn't flying any more. Any advices for building a vehicle for this task? Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Right now, my big, fat plane has trouble breaking 10 km altitude and 200 m/s forward speed (largely due to its payload). 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. Display as a link instead, Air Intake) and how fast your aircraft ultimately flies (air resistance/altitude)! In the game, players direct a nascent space program, staffed and crewed by green humanoid aliens known as "Kerbals". The returns are diminishing so eventually you will hit a ceiling. Dedicated to the growth and advancement of amateur rocket scientists! The high performance engine for me performs pretty good till about 15000 meter.
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