By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Double your speed, you need twice as much fuel. Incidentally, for these speeds and altitudes, ordinary jets are the better choice. Jets drop thrust at higher altitude and speed, but also drop . Immediately starting rocket engines at full throttle turned out to make most of my aircrafts totally unstable, turning them up gradually worked way better. A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. 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. 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. Is it correct to use "the" before "materials used in making buildings are"? KSP also tends to have very harsh induced drag if angle of attack gets too high. You may be correct and that 3 engine plane is a lemon. Either of the two speeds are to be avoided. The high performance engine for me performs pretty good till about 15000 meter. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Trying to do something without the right part is long and difficult path. Personally, I don't enjoy survey contracts on Kerbin. Main goals: Auto-trimming. 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. Once you're at that regime, you should be able to cover huge distances on tiny amounts of fuel. *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. Learn more about Stack Overflow the company, and our products. - "In Space Low" means your craft is inside the "Space Border" altitude and in an orbital path. Sideslip handling. high-2 A Screenshot of Kerbal Space Program There are two factors to that: how thick the air is, how fast the ship is going. Display as a link instead, Air Intake) and how fast your aircraft ultimately flies (air resistance/altitude)! 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. Range with this method is pretty short due to drag. Display as a link instead, Cheers again fellas. 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. Your airspeed is mostly limited by terminal velocity; you can go much faster if you climb a little higher. I've added more engines, more intakes to no avail. How to tell which packages are held back due to phased updates. Slap that behind a plane you'll be able to go beyond 20km without any trouble. 1.) . Reddit and its partners use cookies and similar technologies to provide you with a better experience. If you upgrade to the panther (or get one on a contract) that engine can get you much higher. Chapter 4. If you enter the Mun's SOI, it immediately counts as "In Space High over Mun" until you get below 60km Mun altitude. If too much air runs into the turbine, the excessive amount just flows out unused through side-vents (I think). This means it is better to have excessive amounts of oxygen than not to. Pretty often, the tail "wiggled" and/or the plane became totally unstable when I fired the rocket boosters. 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. When added to a plane it allows tuning of the controls vs speed/altitude/G load/other factors. Make sure you've angled your wings up slightly so that you provide enough lift for a 0 angle of attack at top speed. TLDR: You need parts you don't have to make a plane that flies that high. edited 6 yr. ago. 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. You cannot paste images directly. @SaintWacko's advice is probably the most practical. 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. Note that keeping the plane weight low is critical, only carry a very small amount of fuel. You get tons of thrust if you put it into "wet" mode, but you lose fuel efficiency. If it's above the cross-hairs, you need a little less. I also set it to enable the cockpit's reaction wheels to improve control at high altitude, and close air intakes to reduce drag. 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. Any of my search term words; All of my search term words; Find results in. Why that? Once I'm near or in the target area, I set the throttle to 0 and start the Swivel. Watch out for your SAS if you're running batteries without a jet for a long time. Have you checked out the wiki yet? However, it seems as if your delta wing has has more area, might that be it? Hello there. Pvt. This means that the only thing that decides wheter your engines run efficient is determined by how much thrust they produce (opt. . In my case, it brought me to 20km up at a 45-degree angle, but it is probably not optimal. Note: Your post will require moderator approval before it will be visible. 3x06: I design a new, high altitude, jet to collect high. Fighting oscillations. 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. 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 I have enough patience to do the slow flying, but is it horribly inefficient? its rather flat but its a solid surface. 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. 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. 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. It is somewhat slow but very steady in flight. 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. It flames out at 25,000. KSP doesn't care (much) about aspect ratio; the total lift is the same regardless of configuration. Even if the air is thin, you can still put out plenty of power if you are shoving enough in with raw speed. The Panther engine can hold 19,000 steady and oscillates around 20,000. Kerbal Space Program 2 . If it's below the cross-hairs, you need a little more AoA. But. Delta wings are able to work better since the lack of lift per square area is compensated by having larger area to provide lift. So, to correct " is below crosshairs", what you need to do is to add a little AoA to the wings. But maybe your patience? 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. probably the easiest place to land in the system as terminal velocity is survivable for a craft less kerman. Is it even possible? 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. principle. This way control surface max deflection can be programmed by an aircraft designer to make . 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). Once it's in the air, it's stable and easy to fly and manages to fly at altitudes between 11k 12k without problems. Please consider starting a new thread rather than reviving this one. 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. To get higher with the low tech jet engines, you need rocket assist. Your previous content has been restored. There is no such thing as "so high radar can not detect it", since radar can detect things in outer space. Under some circumstances, you may want to reduce the engine gimbal range or disable it altogether, particularly when flying at high speeds (e.g. I've since shaved that down more but that was by going even higher and even faster). Then it is "In Space Low over Mun.". Kerbal Space Program Jool Landing Youtube. New comments cannot be posted and votes cannot be cast. KSP Career: Episode 13 - High Altitude Surveys Mike Aben 28.5K subscribers Subscribe 7.7K views 7 years ago Day 114: A busy day at the KSC with three missions, the highlights being the launch. Even better, burn a little more, and you can pop out of the atmosphere for a bit and avoid all that nasty drag stuff. Your link has been automatically embedded. Information Changelog Stats Privacy Policy. even stranger is that the surface is textured. alternatively, combine a liquid fuel rocket into your plane. 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. Be aware that heat buildup can gradually become a problem when the afterburners are used in sustained flight. And it's stock, unfortunately. Aircraft can be very temperamental to fly, especially on the keyboard. The maximum cruise altitude is just over 40,000 feet. I start with the normal jet engines (which takes almost the complete runway). 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. That will unlock: 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. Simply changing the intakes made it fly completely out of control and impossible to land. Here's my example of dealing with the situation. Right now, my big, fat plane has trouble breaking 10 km altitude and 200 m/s forward speed (largely due to its payload). Ok, the panther engine is still not good enough. 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). Mounting a time-limited rescue mission for kerbal inbound to Kerbin. Should i add a larger wing area for higher lift? "Whiplash" Turbojet. 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 - Insane lift to weight didn't help. I wasn't expecting so many excellent answers! 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. 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. i recently used a single whiplash plane and was able to maintain a stable 21-22k meter altitude. Imagine that first plane but with the bubble cockpit and the old style round intakes. 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. If your using NEAR/FAR, once you get high and fast, kill the engine and glide to save fuel. 1 Pod outside the level 3 VAB. For more information, please see our It is usually best for initial designs to be based on logic and real-world physics and then be prepared to experiment with non-logical alternatives for optimisation. June 3, 2022 . At 3500m, you have half the drag you'd have at the surface; at 7km, 1/4 the drag, at 10.5km, 1/8 the drag, etc. Thanks for asking this, I've been struggling with the same problem in career mode. How to make a loop for linear actuator in Kerbal Space Program, Breaking Ground. 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 you get out of a corner when plotting yourself into a corner. As long a you can fly faster, the lower density at altitude can be compensated for. 2022 Take-Two Interactive Software, Inc. Clear editor. Originally posted by lord bird: yep thats right jool has a surface. 2/3 (KSP 1.11.2) - YouTube I break out the Mk2 parts and Panther engines to build a better jet that can go higher and faster. Subscribe -. at the very least, you'd need the panther, that'll get you over 16k easily, well to 25k. 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. 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. What's the difference between a power rail and a signal line? My question is really about controllability.