Search the Community

Showing results for tags 'hypersonic'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Announcements
    • The Daily Kerbal
  • General KSP
    • KSP Discussion
    • Suggestions & Development Discussion
    • Challenges & Mission ideas
    • The Spacecraft Exchange
    • KSP Fan Works
  • Gameplay and Technical Support
    • Gameplay Questions and Tutorials
    • Technical Support (PC, unmodded installs)
    • Technical Support (PC, modded installs)
    • Technical Support (PlayStation 4, XBox One)
  • Add-ons
    • Add-on Discussions
    • Add-on Releases
    • Add-on Development
  • Community
    • Welcome Aboard
    • Science & Spaceflight
    • Kerbal Network
    • The Lounge
  • International
    • International
  • KerbalEDU Forums
    • KerbalEDU
    • KerbalEDU Website
  • KSP Pre-release
    • 1.2.9 Pre-release Branch
    • 1.2.9 Pre-release Modding Discussions
    • 1.2.9 Pre-release Bug Tracker

Categories

  • Developer Articles

Found 7 results

  1. Background: A while back I remember a fun challenge I picked up that involved BD Armory and delivering a bomb to a target about a third of the way around Kerbin in the fastest possible time, it was fun and all but I really wanted to break a barrier I saw in Kerbin speed possibilities. I wanted Jeb to go faster, farther, and more efficiently, then any Kerbal before him and thats when I began looking up real world hypersonic craft and became really interested in this subject area. What I have discovered already: There doesn't seem to be a lot of info regarding people who are building craft meant to travel in excess of 1300 m/s and above 20 kilometers, most of this is due to where the stock Whiplash engines cut out around 1300 m/s and 20,000 m, you might as well just use rocket engines and insert yourself in orbit at that point anyway. To go above and beyond this I picked up the X43 Hyperblast Scramjet Engine from the wonderful MK2 expansion pack (aptly named after its real world vehicle). It's kinda hard to use as it wont start until you are close to 1250 m/s at 20,000 so the whiplash acts as a good stepping stone to using it on your vehicle. Also, while looking for a design to start from, the real world X43 fills exactly what im trying to. A successful knockoff of its design produced a craft capable of breaking 2000 m/s at 33,000 meters in game. I fully realize that once you start getting into using modded engines, tweakscale and other mods that asking about game mechanics regarding them becomes magnitudes more difficult. So im just curious about general design, and if anyone else has tried to tackle this or something similar before Actual Question: Are there any tips/tricks or for building vehicles that travel in atmosphere at speeds between 13-2000 m/s? Why is the real world X43 designed the way it is; flat front vs pointy, smaller control surfaces vs larger, and flat topped body vs circular fuselage? Also would it be helpful to add a pic of the craft I already have so it can be critiqued, etc?
  2. After a long time I'm finally able to update Mk3 Hypersonic Systems! This new version includes re-textured and re-modeled parts, plus four brand new parts. It also includes a somewhat functional IVA with RPM, it's still not exactly pretty, and I'll keep working on it, but for now I think it works. As the name implies, this mod is geared toward expading the possibilities for making sleeker spaceplanes using the Mk3 fuselage system DOWNLOAD FROM SPACEDOCK The mod includes the following parts: Old ones: Mk3 Hypersonic Cockpit - A stylish command pod that fits five kerbals with a much pointier shape for less drag Mk3 radial attachment fuselage extensions - This essentially turns the Mk3 fuselage into a lifting body, much like the Mk2. Three parts fall into this category: A wing edge root extension, a lifting body extension and a RAM intake. Hybrid high-bypass turbofan/ramjet 2.5m engine - Much like Mk2 spaceplanes use the 1.25 jet-engines, it seems only natural that Mk3 spaceplanes could rely on proportionally large jet engines. This engine is just that. A 2.5m shock cone intake. Following the same logic, 2.5m intakes are needed for larger spaceplanes. A 2.5 switchable LF/LFO 10m long tank - There's plenty of 2.5m tanks, but this one allows for fuel selection, very useful for spaceplanes. Radial attachment scramjet engine - This is a rather large scramjet with its own intake. Like real life scramjets it will not produce thrust until it's going at high speeds. New ones: Mk3 Hypersonic Drone Core. A sleek drone core designed for super high speeds Mk3 Hybrid high-bypass turbofan/ramjet. A larger version of the size 2 engine with moar thrust. Mk3 Ram Intake. A big jet engine is gooing to need lots of air. Mk3 Aerospike rocket. Because this parts pack is geared toward making spaceplanes, it makes sense to have a rocket engine suitable for the purpose. Promo video: Included Plugins: Module Manager v2.6.21 by Sarbian - http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-2-1-0-%28May-04%29-please-read-the-orange-text-in-first-post Firespitter v7.1 by Snjo http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v7-1-%28May-5th%29-for-KSP-1-0 CrossFeedEnabler v3.3 by NathanKell http://forum.kerbalspaceprogram.com/threads/76499-1-0-CrossFeedEnabler-v3-3-May-11 RasterPropMonitor v0.25 by MOARdv http://forum.kerbalspaceprogram.com/index.php?/topic/105821-110-rasterpropmonitor-still-putting-the-a-in-iva-v0250-19-april-2016/ Also, if you like this one you might also want to look at Mk3 Expansion from Suicidal Insanity. It also adds a lot of new Mk3 parts. http://forum.kerbalspaceprogram.com/index.php?/topic/109401-mk2mk3-expansion-dev-thread-m3x-108-update-11715-m2x-17-prerelease/ There are two other aerospikes over there, but they're different in terms of performance, so there's room for all!
  3. A shadow company that's been developing spaceplanes that run the razor's edge, and the edge of the presence of IntakeAir and possibly give even Jebediah the heebie keebies has finally shown its face. Its philosophy is to stretch the usability of IntakeAir like no one else ever can and spare every feasible design from carrying the unsavory bulk weight of Oxidizer, therefore NOX means No Oxidizer. To qualify to wear the Fort NOX flag, if you so desire (I'm not trying to make this a challenge thread but it's just turning out that way. The firm does have its rules.) :: The firm is quite intimate with the parts from, and has a very healthy partnership with the pre-existing brands, Orbit Portal Technologies, Insanity Aerospace, and N5 Aerodynamics and Space. The associated mods are known to possess true scramjet engines: OPT Spaceplane Parts, Mk2 Stockalike Expansion, Mk3 Stockalike Expansion, Mk3 Hypersonic Systems. The craft must have adequate thermal protection at the front-most part(s) and its pilot must be prepared to avoid asymmetric flameouts which can mean insta-death for the crew. A craft must be able to effectively blow holes in Kerbin's sky and reach high orbit to complete its mission. Not every craft actually needs to be hypersonic or to contain mods. Any stock craft that can get into space, preferably fast, and with the use of fuels other than Oxidizer are eligible. Now if only I had an example for a SolidFuel Hypersonic... That'd be great for Vanilla design. Craft Gallery.
  4. Since supersonic commercial aircraft are clearly possible (see: Concorde) what would be the obstacles to the construction and operation of a new one? Obstacles I see: Noise pollution Dubious economy of operation Low public interest Lack of obvious use in which they would significantly outperform existing subsonic aircraft Additionally, how impractical are theoretical hypersonic large aircraft that "skip" across the thicker layer of the atmosphere?
  5. Currently working on updating my mod Mk3 Hypersonic Systems for the release of KSP 1.1. I'm doing some work on retexturing a lot of the parts to give them more detail and better match stock textures, and also adding brand-new parts. For now I'm working on this Mk3 size Aerospike engine. It's supposed to be a kind of what the T-1 is to the Swivel, but in this case to the Rhino. In that sense, it has somewhat similar performance, but geared toward spaceplanes rather than rockets. It has somewhat reduced thrust and better Isp, both in the atmosphere and in vacuum. Here's a little video of the progress so far, mainly a showcase of the effects
  6. Welcome to Alex J Derpert's Kerbal Space Program Ship Pack!!! NOTICE: Some of the ships are not shown in the video. SHIPS INCLUDED: 1st Spaceplane (My first spaceplane(Supersonic)) Albatross 72 Heavy Troop Dropper (Heavy Troop Dropper) Cargo Jet Plane (Cargo Plane) Falcon 25 Troop Dropper (Light Troop Dropper) Hypersonic Plane (Hypersonic) Kart Racer Mark I (Miscellaneous) Ravenspear Mk5 (Hypersonic) Stearwing A300 with Rocket (Manned Rocket(Manned) Dropper) Stearwing SRB Dropper A750 (Missile(Unmanned) Launcher) Supersonic Spy Jet (Supersonic) DOWNLOAD: http://www.mediafire.com/download/ssvwas7qe87hiop/AJD%27s+KSP+Ship+Pack.rar https://www.dropbox.com/s/9y0z3c1k1i7ily4/AJD%27s%20KSP%20Ship%20Pack.rar?dl=0 Some of the planes have bay doors. These can be toggled using the Light button near the altitude meter. BE WARNED!!! Some of the planes(Ravenspear Mk5 for example) can go up to 1500m/s! Be careful and use low speed when landing. Please let me know if anything faulty with the ships happen and i will solve it. See you in the skies!
  7. I present to you my newest mod, an SR-71 cockpit that fits MK2 and has an IVA! ATM the IVA still doesen't have props but i'l fix that as soon as I can! In my opinion the model is still a bit rough both inside and outside so expect improvements and TOTAL remodelling in the future! Enjoy! Kerbalstuff DOWNLOAD