Could anyone help with my problem? I have Mk.2 based spaceplane weighing about 57t and climb at a rate of about 10-15 degrees. My craft has a COM towards the rear, as my fuel tanks are there and a COL in front. On this craft I have two whiplashes for low atmosphere and two darts for above 20,000, with one shock cone intake and adjustable intake radial per engine. The problem I have is that the air flow initially increases so that I can increase to about 300m/s, before it drops off rapidly so that I immediately lose speed and thus enter a sort of crushing speed of around 277m/s, nowhere near adequate for a spaceplane. I do have a delta deluxe winglet in front, but with a relatively large amount of separation. Sorry for the long post - not sure what is relevant or not.
I once used this tutorial to build a plane with a delta wing that had four panther engines on the wings and two whiplash engines on the back with adjustable air intake. When i launched it though it had a thrust to weight ratio so stupidly great that it went from Mach 0 to Mach 1 in about 5 seconds
When I hear it I think of the two ways you can hook up nitro to a car. Dry means you are supplying the nitro into the main fuel rail just like you do gas,and Wet means you supply the nitro to each cylinder independently like a single fuel injector does. Btw,thank you for your service,no matter how you served. I appreciate that you had to take time away from your family to keep my families standards of living as good as they are,so seriously,thank you.
A quick tip once you have the right action groups available: I like to bind authority limiter and deploy angle of the alerons and elevators respectively to the translate L/R & U/D. This allows you to "trim" your craft for responsiveness and level hands off flight.
On another note, for increasing range, sometimes it is better to first look for that sweet, sweet cruise speed and altitude before adding more fuel (drop tanks). Because, essentially, the cruise altitude would be where you could gain the most speed while using less fuel.
Great video Mike as always, just a couple things I do a little differently. I prefer to get my main wings as close to where I need them before I use the move tool to find the perfect spot. I usually attach my rear landing legs to the side of the fuselage at 90 degree angles (so the point down obviously) then adjust them from that position.
I usually have no idea where my CoM is going to be when I first fit my wings. That's because I often build Mk3 spaceplanes with engines on the wings. :) I don't always like to use VAOS's trick of putting the engines near the center of mass. It's practical in KSP but maybe not real space, and I want to make my own style anyway. I like to fit rear gear in the middle so they're pointing straight down to start with. You still get two with symmetry on, though I don't think that's true in KSP2. I can't always do this because I often have a cargo bay which opens downward for unloading on the ground.
When you said you occasionally tap the "F" key to turn off SAS, I found it strange since I thought "T" was the shortcut for it, when I looked into the wiki it said that holding "F" _inverts_ the SAS state, is the end effect different?
When you hold down F, if SAS is off, it will temporarily turn it on for as long as you are holding the F key, and vice-versa for if SAS is already on. In flight, tapping F disables SAS for a split second, allowing the nose to drop. As stated in the video, this is especially useful at higher time warp.
if you are annoyed by how unstable your airplane is on rolling, something you can do is add a wing Dihedral. If you are unsure what a Dihedral is you can google it but a brief explanation is that if you are looking at the airplane from the nose on, wings with a Dihedral angle will look like a very very obtuse/subtle V shape rather than flat. Some text visual representations of No Dihedral angle (flat wings): -o- vs Extreme Dihedral angle: \o/. Ideally you want a dihedral angle of only a couple degrees.
Just a heads-up for your Wheesley build: the 1K battery and the ladder are from tech nodes above what you said the build would require. I imagine "no ladder" just means I can’t get back in once I get out, but will the plane function fine without the battery? And if not, how many Z100 or Z200 batteries (the two that come with the specified parts) do you recommend using as a substitute in its place?
You can get back up if you push your landing gear a little up and then when you get close to the hatch just spam the F key so the kerbal climb the ladder and then grab it, I manage to do it on my planr
Awesome video,excellent guide,love your channel,thank you for posting. Im currently having a hard time getting 3 kerbals on eve and back into orbit with science storage.
I've decided to recheck the Juno's abilities. Turns out it is exactly 6 times weaker than the wheasley. So 18 of them are able to go up to 20km, right when they shut down.
@@MikeAben Are you sure, we both talk about the same engine? I'm talking about the Wheesley respectively the first plane you present in this video. The highest speed you show for this specific plane is 250 m/s, but since your main throttle was set to zero in that particular scene, this cannot be its top speed, which I need to know.
@@MikeAben Infact I build myself a minimalistic survey plane, powered by the Wheesley, which travels 580 m/s at an altitude of 10.5 km (even faster close to sea level, but I don't use it there due to rapid fuel drain). This particular plane is capable of high altitude observations, since it can go up to 20.9 km. Of course it cannot stay on that altitude, I must pull it up at each waypoint.
If it still moves with increased friction, you need bigger or more landing gear. In this case, you may see it juddering rather than sliding if you look closely.
I too was kinda blown away by how many he used on the 3rd jet. He had 3 shock cones for the whiplash and 1 will power 4 raipers,so one should be overkill for 2 whiplashes. I'm sure he knows though.
@@normalhuman9260 they are underrated as an intake not as a cooling device. The reason I think so is that they are great for inline intakes since they weigh less than the other inline intakes.
Up Next: Building & Flying SSTO Spaceplanes - th-cam.com/video/mqfIjy7KJJk/w-d-xo.html
Could anyone help with my problem? I have Mk.2 based spaceplane weighing about 57t and climb at a rate of about 10-15 degrees. My craft has a COM towards the rear, as my fuel tanks are there and a COL in front. On this craft I have two whiplashes for low atmosphere and two darts for above 20,000, with one shock cone intake and adjustable intake radial per engine. The problem I have is that the air flow initially increases so that I can increase to about 300m/s, before it drops off rapidly so that I immediately lose speed and thus enter a sort of crushing speed of around 277m/s, nowhere near adequate for a spaceplane. I do have a delta deluxe winglet in front, but with a relatively large amount of separation.
Sorry for the long post - not sure what is relevant or not.
Straight up, the best KSP tutorials on the internet. Very useful! I've been trying to jog my memory
I once used this tutorial to build a plane with a delta wing that had four panther engines on the wings and two whiplash engines on the back with adjustable air intake. When i launched it though it had a thrust to weight ratio so stupidly great that it went from Mach 0 to Mach 1 in about 5 seconds
For anyone who's curious, that's approximately 6g of acceleration. Ouch.
@@stevenscott2136 damn
I just want to say that you have great affinity for teaching, you radiate knowledge.
In the U.S. military, we do use wet and dry to describe normal and afterburner/reheat modes of jet engine operation
Good to know. Thanks.
When I hear it I think of the two ways you can hook up nitro to a car. Dry means you are supplying the nitro into the main fuel rail just like you do gas,and Wet means you supply the nitro to each cylinder independently like a single fuel injector does.
Btw,thank you for your service,no matter how you served. I appreciate that you had to take time away from your family to keep my families standards of living as good as they are,so seriously,thank you.
Thank you for the entertainment as well as the information. I didn't know about the SHIFT+Slide.
What perfect timing. I'm about to try to build my first high altitude science plane
Have you been able to achieve orbit with an ssto yet?
A quick tip once you have the right action groups available: I like to bind authority limiter and deploy angle of the alerons and elevators respectively to the translate L/R & U/D. This allows you to "trim" your craft for responsiveness and level hands off flight.
Alt+wasd will trim, alt+x to reset. I like to do bind deploy stuff for flaps tho
On another note, for increasing range, sometimes it is better to first look for that sweet, sweet cruise speed and altitude before adding more fuel (drop tanks). Because, essentially, the cruise altitude would be where you could gain the most speed while using less fuel.
Great video Mike as always, just a couple things I do a little differently. I prefer to get my main wings as close to where I need them before I use the move tool to find the perfect spot. I usually attach my rear landing legs to the side of the fuselage at 90 degree angles (so the point down obviously) then adjust them from that position.
I do the same with the wings. I just want to show a dramatic CoL move. Good idea with the landing gear.
@@MikeAben Hey thanks, I've been picking up a lot of great ideas from your channel.
I usually have no idea where my CoM is going to be when I first fit my wings. That's because I often build Mk3 spaceplanes with engines on the wings. :) I don't always like to use VAOS's trick of putting the engines near the center of mass. It's practical in KSP but maybe not real space, and I want to make my own style anyway.
I like to fit rear gear in the middle so they're pointing straight down to start with. You still get two with symmetry on, though I don't think that's true in KSP2. I can't always do this because I often have a cargo bay which opens downward for unloading on the ground.
You are IMHO the best training video creator for KSP.
Such a good guide!
When you said you occasionally tap the "F" key to turn off SAS, I found it strange since I thought "T" was the shortcut for it, when I looked into the wiki it said that holding "F" _inverts_ the SAS state, is the end effect different?
When you hold down F, if SAS is off, it will temporarily turn it on for as long as you are holding the F key, and vice-versa for if SAS is already on. In flight, tapping F disables SAS for a split second, allowing the nose to drop. As stated in the video, this is especially useful at higher time warp.
Just what I need!! thanks! :)
Fantastic video loved the tip captions
if you are annoyed by how unstable your airplane is on rolling, something you can do is add a wing Dihedral. If you are unsure what a Dihedral is you can google it but a brief explanation is that if you are looking at the airplane from the nose on, wings with a Dihedral angle will look like a very very obtuse/subtle V shape rather than flat. Some text visual representations of No Dihedral angle (flat wings): -o- vs Extreme Dihedral angle: \o/. Ideally you want a dihedral angle of only a couple degrees.
Just a heads-up for your Wheesley build: the 1K battery and the ladder are from tech nodes above what you said the build would require. I imagine "no ladder" just means I can’t get back in once I get out, but will the plane function fine without the battery? And if not, how many Z100 or Z200 batteries (the two that come with the specified parts) do you recommend using as a substitute in its place?
You can get back up if you push your landing gear a little up and then when you get close to the hatch just spam the F key so the kerbal climb the ladder and then grab it, I manage to do it on my planr
Tip: put this video on 1.25 speed
Awesome video,excellent guide,love your channel,thank you for posting. Im currently having a hard time getting 3 kerbals on eve and back into orbit with science storage.
Getting off of Eve is one of the toughest challenges in the game. I did do it in a live stream once, just to do it, but no tutorials on the topic.
@@MikeAben that would be an awesome and highly watched tutorial,hint hint. 😉
I've decided to recheck the Juno's abilities.
Turns out it is exactly 6 times weaker than the wheasley.
So 18 of them are able to go up to 20km, right when they shut down.
Mike, how fast does your Wheesley-powered plane fly, e.g. at an altitude of 10 km?
All I can do is refer to what you see in the video where it exceeds 1.3 km/s. I don't know about at a 10 km altitude.
@@MikeAben Are you sure, we both talk about the same engine? I'm talking about the Wheesley respectively the first plane you present in this video. The highest speed you show for this specific plane is 250 m/s, but since your main throttle was set to zero in that particular scene, this cannot be its top speed, which I need to know.
@@erichoffmann9812 Sorry, misread the post. 250 m/s sounds about right for this plane, though you will go faster with a lighter plane.
@@MikeAben Infact I build myself a minimalistic survey plane, powered by the Wheesley, which travels 580 m/s at an altitude of 10.5 km (even faster close to sea level, but I don't use it there due to rapid fuel drain). This particular plane is capable of high altitude observations, since it can go up to 20.9 km. Of course it cannot stay on that altitude, I must pull it up at each waypoint.
how to stop the plane yaw wing from turning right for no reason
Something's unbalanced. If this is happening on the runway, it's likely the landing gear.
Im sorry are you using moda or something becouse there arrnt any trees in ksp could you tell me?
No mods are being used in this series. Can you give a time stamp as to where you are seeing trees?
Never mind. I found it. Those are stock trees.
My plane is sliding around the runway and I fixed the weily thing but it just keeps sliding what should I do.
for the wessly
You can try increasing the friction on the rear landing gear.
@@MikeAben Thanks
If it still moves with increased friction, you need bigger or more landing gear. In this case, you may see it juddering rather than sliding if you look closely.
why so many intakes? u didnt see stratz's circumnavigation video?
I too was kinda blown away by how many he used on the 3rd jet. He had 3 shock cones for the whiplash and 1 will power 4 raipers,so one should be overkill for 2 whiplashes. I'm sure he knows though.
pre-cooler is really underrated
Really? I watched Vaos and is testing showed they were basically useless. Why are they not?
@@normalhuman9260 they are underrated as an intake not as a cooling device. The reason I think so is that they are great for inline intakes since they weigh less than the other inline intakes.
@@graeggede I'll have to try them out again then,thank you.