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ksp high altitude plane

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You arent doing anything wrong. The main body is a fuel tank with a Swivel engine at the end. Under some circumstances, you may want to reduce the engine gimbal range or disable it altogether, particularly when flying at high speeds (e.g. Chapter 4. EDIT: Didn't notice you were using FAR. You need to do it with what you've got. high-2 A Screenshot of Kerbal Space Program To subscribe to this RSS feed, copy and paste this URL into your RSS reader. Cheers again fellas. surface of jool. Most SSTO space planes would be able to accomplish this easily. In KSP2, you are a rocket scientist who must build and test rockets, spaceships, and planes. That would argue for going as high as possible, as slow as possible, but apart from drag you also have to fight gravity. 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!]. 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. Which is capable of high altitude, high speed flight. at the very least, you'd need the panther, that'll get you over 16k easily, well to 25k. Proceed with caution. Can't remember where I saw/read about it - Scott Manley maybe? 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. Your answer got me in the right direction, though I ended up with a different design (see my own answer). 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. Have a plane that ditches its wings and rockets up to 18km once you reach the right point. Or it can supercruise at three times the speed of an equivalent Wheesley jet (with nearly equal fuel efficiency) at 15,000 m altitude. Kerbal Space Program 2 . And it's stock, unfortunately. So I've created those two planes, both with weasley turbofan engine: This is your problem-- as folks have pointed out, it's not a high-altitude engine. Strictly speaking this optimisation is unnecessary, but it can win you a bit of range. Main goals: Auto-trimming. I find that a conservative amount is 2 RAM intakes and 2-4 radial intakes per turbojet. Is it suspicious or odd to stand by the gate of a GA airport watching the planes? If you enter the Mun's SOI, it immediately counts as "In Space High over Mun" until you get below 60km Mun altitude. Welcome to the forums, ZDW. 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. This makes jets built using this engine considerably more maneuverable. They always seem to lose power at about 15km, but I'm wondering if there's something I can do to fix that. Yes, although they have only been flown with nearly full tanks. But you'll need to unlock: Which cost 300 science. 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 However, I've failed to build a vehicle to achieve this (without a hundred retries). Once I'm near or in the target area, I set the throttle to 0 and start the Swivel. Even if the air is thin, you can still put out plenty of power if you are shoving enough in with raw speed. Sustained flight at over 20km requires at a minimum the Panther in Afterburning mode. 20 votes, 21 comments. 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. Thanks for the help! 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. 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)? That's sub-optimal, because having the fuselage pitched like that means it'll have more drag than it otherwise would have. The Rapier, for example, works great as a high-altitude engine, precisely because it can go so fast. 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. Clear editor. 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. The longest flight got them down to a little more than half full. Not only does it conk out at high altitudes, but also it conks out at high speeds, and you need to be able to go fast to fly up high. Why that? Rockets aren t the only way to get to space. TLDR: You need parts you don't have to make a plane that flies that high. There's basically three ways to do that: lifting surfaces, thrust, and orbiting. 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. Yes. Hello there. If your using NEAR/FAR, once you get high and fast, kill the engine and glide to save fuel. Air Flow + max. In the stock atmosphere, the benefits of moving faster outweigh almost everything else. Immediately starting rocket engines at full throttle turned out to make most of my aircrafts totally unstable, turning them up gradually worked way better. Information Changelog Stats The sweet spot for the upper atmo engines, I find, is between 10k and 12k. You can post now and register later. I only seem to be able to make planes that can fly a bit below that altitude and then temporary rise to it. Turbojets are so ridiculously efficient that it doesn't really matter. Yes, you can get into that range with the high end stuff (whiplash engines and ram or shock cone air intakes). Is it correct to use "the" before "materials used in making buildings are"? The Boeing X-37, also known as the Orbital Test Vehicle (OTV), is a reusable robotic spacecraft. 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. All other versions are slower and lower and unstable in turns. The most efficient way is, of course, to make a high altitude (or space) plane. 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 Your previous content has been restored. But. its rather flat but its a solid surface. Something that I think has become less clear since someone updated the wiki. 3.) Pasted as rich text. 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. But maybe your patience? Air temperatures vary with latitude and time of day. When added to a plane it allows tuning of the controls vs speed/altitude/G load/other factors. 1 Pod outside the level 3 VAB. Because when your engine has to take in air forcefully it automatically means there isn't enough surrounding your engine and that again means that air density and therefor air resistance must be pretty low too. I tried building a plane but can't climb higher than about 11,000m (I don't have many plane parts yet, though). The X-37 is operated by the United States Space Force for orbital spaceflight missions intended to demonstrate reusable space technologies. Range with this method is pretty short due to drag. For more information, please see our This causes the body of your plane to generate additional drag. Did any DOS compatibility layers exist for any UNIX-like systems before DOS started to become outmoded? How do I install mods for Kerbal Space Program 1.1? This lowers their effective "weight"-- for example, a craft flying at 1400 m/s on Kerbin is effectively flying as if gravity were only 2/3 of its actual value. principle. The maximum cruise altitude is just over 40,000 feet. I also set it to enable the cockpit's reaction wheels to improve control at high altitude, and close air intakes to reduce drag. If too much air runs into the turbine, the excessive amount just flows out unused through side-vents (I think). FBW uses three controllers - pitch, roll and yaw. I wasn't expecting so many excellent answers! Simply changing the intakes made it fly completely out of control and impossible to land. Please consider starting a new thread rather than reviving this one. The U-2's published maximum altitude is somewhere above 74,000 feet. Ok, the panther engine is still not good enough. Planes in Space. Will post my results. It may work with stock too, I just don't know. 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.. 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. jet engine efficiency in this game is based on built in thrust curves. KSP - High Altitude Aircraft 16,702 views Jan 22, 2016 172 Dislike Share Save Phoenix Fleet Systems 222 subscribers Have a type of atmospheric craft you'd like to see me experiment with?

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