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. as a rule of thumb they all lose thrust at higher altitudes and at high velocities. - "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. Approximately 12km up the main engines stop providing enough thrust to maintain the climb, so it's time to switch to rocket mode. It will be expensive and time consuming. Here's my example of dealing with the situation. I didn't succeed with his design, though; I always ended up having somehow unstable airplanes. 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. Air Intake) and how fast your aircraft ultimately flies (air resistance/altitude)! Can't remember where I saw/read about it - Scott Manley maybe? 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.. If you have an account, sign in now to post with your account. 2022 Take-Two Interactive Software, Inc. In KSP2, you are a rocket scientist who must build and test rockets, spaceships, and planes. You may be correct and that 3 engine plane is a lemon. Dedicated to the growth and advancement of amateur rocket scientists! 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. Imagine that first plane but with the bubble cockpit and the old style round intakes. This causes the body of your plane to generate additional drag. Create an account to follow your favorite communities and start taking part in conversations. I would like to know which altitude I have to maintain for my experiments. 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. Paste as plain text instead, However, it seems as if your delta wing has has more area, might that be it? Welcome to the forums. 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 It is somewhat slow but very steady in flight. What altitude and speed should I go? 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. When I say ", You know you've nailed it correctly if, when you're in level flight, your. You can post now and register later. 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." But maybe your patience? Ok, the panther engine is still not good enough. 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. If you upgrade to the panther (or get one on a contract) that engine can get you much higher. The most efficient way is, of course, to make a high altitude (or space) plane. You cannot paste images directly. You need to do it with what you've got. Incidentally, for these speeds and altitudes, ordinary jets are the better choice. 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. Even up there the plane acts squirrely. *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. 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 You are simply running out of atmosphere (i.e. The sweet spot for the upper atmo engines, I find, is between 10k and 12k. Technically, any rocket engine is also a jet engine as it forms a high-speed jet of reaction mass. 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. From my experience using a panther it starts to lose speed after 15-16 kms, a more suitable cruising height is 9-13km. Immediately starting rocket engines at full throttle turned out to make most of my aircrafts totally unstable, turning them up gradually worked way better. Or it can supercruise at three times the speed of an equivalent Wheesley jet (with nearly equal fuel efficiency) at 15,000 m altitude. All trademarks are property of their respective owners in the US and other countries. 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)? Thanks. Which makes this engine ideal for those missions which require doing many science activities above particular altitudes. Don't rely on the efficiency indicator! Delta-V is the velocity change necessary to perform orbital maneuvers. Have a plane that ditches its wings and rockets up to 18km once you reach the right point. My 'plane science' is more advanced than my 'rocket science' (career mode) because I got tired of seeing all the high-altitude missions I had on the books and wanted to finish them. The SR-71 could probably fly higher, but it isn't flying any more. This thread is quite old. Editing Kerbal Space Program save files for KSO, Rasterpropmonitor for Kerbal Space Program. Double your speed, you need twice as much fuel. If your using NEAR/FAR, once you get high and fast, kill the engine and glide to save fuel. This page was last edited on 22 December 2019, at 20:54. With the tanks disconnected that way, the rockets don't leach from the jets. A destructible memorial to the old Mk. 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. TLDR: You need parts you don't have to make a plane that flies that high. EDIT: Essentially, make like an SR-71, if an SR-71 didn't have cooling problems limiting it to Mach 3.4. Yes, you can get into that range with the high end stuff (whiplash engines and ram or shock cone air intakes). For comparison, the second most maneuverable engine is the CR-7 R.A.P.I.E.R. Sustained flight at over 20km requires at a minimum the Panther in Afterburning mode. Chapter 4. Yes. Pasted as rich text. 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. That's because wings need to have some AoA to the airstream in order to generate much lift. What am I doing wrong here in the PlotLegends specification. Unfortunately, most space plane designs are impossible (or at the very least impractical) at your current tech level. 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. This means that the only thing that decides wheter your engines run efficient is determined by how much thrust they produce (opt. Reddit and its partners use cookies and similar technologies to provide you with a better experience. It is stable but can not maintain altitude. 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. Maneuver node plans don't take drag into account, so you'll have to overshoot quite a bit to compensate. At this point the plane plummets, but as it goes deeper into the atmosphere, it regains pitch authority, and at 10km it's enough to regain control and turn it around for a safe landing. 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. Basically you just need to fiddle with it and try some test flights. I currently have a contract where I'm asked to take crew reports at certain spots on Kerbal at an altitude of 18,000m. 2022 Take-Two Interactive Software, Inc. Cheers again fellas. There's basically three ways to do that: lifting surfaces, thrust, and orbiting. They always seem to lose power at about 15km, but I'm wondering if there's something I can do to fix that. Highest and fastest possible is best. 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. Be aware that heat buildup can gradually become a problem when the afterburners are used in sustained flight. 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. Air Intake: Air Intake shows the amount of force your engine uses to suck air into the turbine. The easiest "default" way to build a plane in KSP-- i.e. Is it suspicious or odd to stand by the gate of a GA airport watching the planes? Your previous content has been restored. If it's below the cross-hairs, you need a little more AoA. This makes jets built using this engine considerably more maneuverable. Fighting oscillations. 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?). To get higher with the low tech jet engines, you need rocket assist. Ep. Your previous content has been restored. A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. Note: Your post will require moderator approval before it will be visible. 2022 Take-Two Interactive Software, Inc. 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. New comments cannot be posted and votes cannot be cast. Also, jets eat fuel at pounds-per-minute -- if you cover twice as much ground in the same time, your plane will be more efficient. Each stage of the rocket has a delta-v that depends on the stage fuel mass and the engine specific impulse. its rather flat but its a solid surface. 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 only takes a minute to sign up. Any of my search term words; All of my search term words; Find results in. 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).
Memorial Funeral Home Hopewell Va Obituaries, Articles K