Hodo Posted May 22, 2015 Share Posted May 22, 2015 KCS123 is right, if it is to hot go higher. I on the otherhand dont use big ugly tails. I go for a smaller streamlined look. But I still achieve very good stability at all speed ranges with my craft. This craft has gone through a few revisions since this picture but it is still pretty much the same. The only big difference is the placement of the intakes. But dont be afraid to think outside the box.....This was done in 20min of messing around. Quote Link to comment Share on other sites More sharing options...
luckyhendrix Posted May 22, 2015 Share Posted May 22, 2015 So with these plane equipped with SABRE. What is typically the maximum altitude/speed you go before switching to closed cycle mode ? Do you you level off flight at high altitude to gain a maximum of speed in breathing mode ? or do you always climb, and simply switch to slosed cycle when there is no air left ?Alos , how do you know how much intake you need ? Quote Link to comment Share on other sites More sharing options...
kcs123 Posted May 22, 2015 Share Posted May 22, 2015 Well, I created something compleatly different today. Wanted to build something for Level II runway, small, simple and stil capable to reach orbit.Always researching different aproach to solve some problem. Still, haven't idea how to name this craft Quote Link to comment Share on other sites More sharing options...
Wanderfound Posted May 23, 2015 Share Posted May 23, 2015 (edited) So with these plane equipped with SABRE. What is typically the maximum altitude/speed you go before switching to closed cycle mode ? Do you you level off flight at high altitude to gain a maximum of speed in breathing mode ? or do you always climb, and simply switch to slosed cycle when there is no air left ?Alos , how do you know how much intake you need ?I normally switch modes just below 30,000m. The jets are down to about 10kN each by then.About 1.5 shock cone equivalents per engine (i.e. one shock cone plus a nacelle or a few structurals) normally does me for intakes. Edited May 23, 2015 by Wanderfound Quote Link to comment Share on other sites More sharing options...
Cinocal Posted May 23, 2015 Share Posted May 23, 2015 Quote Link to comment Share on other sites More sharing options...
eddiew Posted May 23, 2015 Share Posted May 23, 2015 The Admiral A lives! Took four days to get this thing balanced to fly right But gosh darn it I made a butterfly carry an orange tank to orbit under nuFAR, and it doesn't flip, roll, wobble, or disintegrate, how can that not be a good thing?.craft"].craft file for the brave Quote Link to comment Share on other sites More sharing options...
Wanderfound Posted May 23, 2015 Share Posted May 23, 2015 Single stage to anywhere.Javascript is disabled. View full albumCraft file at https://www.dropbox.com/s/mpz8mki8qj2rktz/Kerbodyne%20Krokodil.craft?dl=0 Quote Link to comment Share on other sites More sharing options...
taniwha Posted May 23, 2015 Share Posted May 23, 2015 Wanderfound: is that a plane, or a flying fish? Quote Link to comment Share on other sites More sharing options...
Wanderfound Posted May 23, 2015 Share Posted May 23, 2015 Wanderfound: is that a plane, or a flying fish?Evolutionary design. Quote Link to comment Share on other sites More sharing options...
luckyhendrix Posted May 23, 2015 Share Posted May 23, 2015 I normally switch modes just below 30,000m. The jets are down to about 10kN each by then.About 1.5 shock cone equivalents per engine (i.e. one shock cone plus a nacelle or a few structurals) normally does me for intakes.It amazes me that you manage to reach Mach4.5 before switching, if I stay at Mach3 at 22km for more than 30sec, my craft burns up :/ Quote Link to comment Share on other sites More sharing options...
Wanderfound Posted May 23, 2015 Share Posted May 23, 2015 (edited) It amazes me that you manage to reach Mach4.5 before switching, if I stay at Mach3 at 22km for more than 30sec, my craft burns up :/Kerbal Flight Data is very useful for this. Moderate climb when the yellow heat warnings appear, emergency climb if they go red. I normally climb to 13,000m, level off and accelerate until the heat warnings appear, then climb as steeply as necessary to avoid exploding from then on.Get it right with a fast enough ship and you'll see better than 4.5:See http://forum.kerbalspaceprogram.com/threads/90747-Kerbodyne-SSTO-Division-Omnibus-Thread?p=1931585&viewfull=1#post1931585 if you want to play with that one, BTW. Edited May 23, 2015 by Wanderfound Quote Link to comment Share on other sites More sharing options...
eddiew Posted May 23, 2015 Share Posted May 23, 2015 (edited) Get it right with a fast enough ship and you'll see better than 4.5Well that's a challenge if I ever saw one... dammit, now I can't sleep until I manage that *edit* Thankfully it wasn't hard. But my intakes blew up at mach 4.6 and 17km so it was a short lived speed run Edited May 23, 2015 by eddiew Quote Link to comment Share on other sites More sharing options...
jrandom Posted May 23, 2015 Share Posted May 23, 2015 Well that's a challenge if I ever saw one... dammit, now I can't sleep until I manage that *edit* Thankfully it wasn't hard. But my intakes blew up at mach 4.6 and 17km so it was a short lived speed run With Deadly Reentry installed, it's even trickier. I finally got a plane to not blow up at Mach 3, but I had to fly at 22km to do it. Quote Link to comment Share on other sites More sharing options...
Kagame Posted May 24, 2015 Share Posted May 24, 2015 Hello, does anyone have a SSTO mk2 size plane that can reenter without burning up ?? my craft here cannot reenter anyway I try ... I've tried very shallow reentries and more aggressive, but even with the very shallow one my carft burns up at 35km even before the flammes effect appear with just 3kPa of dyn pressure :/The only way I managed to reenter this was by pointing it backwards ! Once it hit 40km it started stalling and doing flips, but it finally reentered without burning up .../Easy. Airbrakes. If you're having a particularly hard time slowing it down, drogue 'chutes work too, but wait until the flames have at least abated a bit. Quote Link to comment Share on other sites More sharing options...
Kagame Posted May 24, 2015 Share Posted May 24, 2015 May I present: the "Silly Small". Supersonic at sea level... sideways? No problem for this guy. Changing course? That, admittedly, is a problem. (I had no idea the little J-33s had this much in them...)Javascript is disabled. View full album Quote Link to comment Share on other sites More sharing options...
gilflo Posted May 24, 2015 Share Posted May 24, 2015 How do you manage to have Kerbal flight data working? Last version is for 1.0 and is not working for me. Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 24, 2015 Share Posted May 24, 2015 How do you manage to have Kerbal flight data working? Last version is for 1.0 and is not working for me.Seems to be working fine for most people. Try reinstalling it and if that doesn't work post an output log in the Kerbal Flight Data thread. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted May 24, 2015 Share Posted May 24, 2015 Something different, but still balanced for FAR.SETIctt KAX Heli V1.00 - craft filesContains few variations of same craft. Meant to be used with SETIctt mod, DMagic orbital science, SCANsat and KAX.There is empty variant that does not contain any scientific stuff inside service bay, allowing easier customization."KAX Heli" craft is tested and fly stable, while "KAX Heli 2" cause strange camera bug, described in SETIctt mod thread. To make this craft more functional, I altered KAX rotor configuration files, as described in KAX thread.Javascript is disabled. View full album Quote Link to comment Share on other sites More sharing options...
gilflo Posted May 24, 2015 Share Posted May 24, 2015 HiCan somebody explain the Far Debug option menu settings?What about difficulties on Transonic drag settings and Voxel details settings ?What about Atm composition, as I don't see nothing on Celestial body atmospheric properties when I select Kerbin or Eve or whatever....? Just see constant values for Gaz viscosity and Ref Temp for viscosity.....What is important here to set properly? Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted May 24, 2015 Share Posted May 24, 2015 You can find some very useful info some pages back. Quote Link to comment Share on other sites More sharing options...
eddiew Posted May 24, 2015 Share Posted May 24, 2015 Something different, but still balanced for FAR.I totally approve of anything non-standard that works in FAR Dat nose dough... poor thing has brewer's droop xD Quote Link to comment Share on other sites More sharing options...
gilflo Posted May 25, 2015 Share Posted May 25, 2015 You can find some very useful info some pages back.Yes, from Wanderfound, Far Graph in SPH, but nothing about settings on the main page where are all the buildings. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted May 26, 2015 Share Posted May 26, 2015 Yes, from Wanderfound, Far Graph in SPH, but nothing about settings on the main page where are all the buildings.Don't touch those. It was for debuging purposes only. Ferram already mentioned that he might compleatly hide out that setting from users in future releases.Only thing of interest for you there is to assign action groups for raising/lowering flaps. Even those can be done later in SPH if you haven't checked it. Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 26, 2015 Share Posted May 26, 2015 You're fine to modify things on the first page of the main menu settings - but maybe stay away from the other pages. Quote Link to comment Share on other sites More sharing options...
bartekkru99 Posted May 26, 2015 Share Posted May 26, 2015 https://www.dropbox.com/s/6v5mue1ddpoiulg/F-15E%20Strike%20Eagle.craft?dl=0Here it is just check it... Quote Link to comment Share on other sites More sharing options...
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