I've found intercoolers to be at their best when making sub-orbital hyper efficient planes like replica SR-71's. Since those'll be in thin atmosphere for the majority of it's flight, the intercooler becomes fundamental in getting air into your engines.
Makes sense, precoolers just allow you to use less intakes than you would otherwise, which improves your efficiency in some cases. If you already only have 1 intake and this intake is enough to feed your engine, what is there to be gained by adding a precooler?
Please continue with these videos. You’re the only person I’ve had that can explain SSTOs and have them make sense. I’m very new to building them and your videos are the only ones that have really helped me.
I tend to use precoolers for just standard atmospheric air craft because they produce less drag when going mach 3+ and it makes the aircraft look more sleek without an intake popping out( like a badass muscle car). So I just tend to use them for hypersonic aircraft as drag becomes a bigger problem the faster you go. Summary use precooler to reduce drag not heat
fairings actually produce very little drag, especially when they're the root part of the craft (idk why exactly, thats just how it is). they only create high drag when you don't have the inside node occluded with a part of same diameter. maybe try that out
Interesting; I will do some experiments of my own varying the inside node attachments. I have a little nuclear spaceplane/crew transport that I lift into vacuum using a reusable/boost backable booster (a la falcon 9 - its all about the timing - you gotta circularise the payload before the booster hits thick atmo, goal being total reusability of all stages and 3k of delta v on the upper stage/spaceplane) that I use for local (kerbin system) tasks and have all the liquid fuel, monoprop and a few other goodies including the nerva engine in cargo bays, as you can fit more fuel in a cargo bay than a liquid fuel segment can accom. If drag is more on the cargo bays I may switch to part clipping monoprop in a liquid fuel mk2 fuselage instead and head canon it as OK (it fits in a cargo bay...). Because... ive been playing for years and straight up SSTOs just dont hit the spot anymore lol. Or maybe I'll totally switch to a new concept and have a pod with a faring that exposes after re-entry and extends subsonic wings and props for the return flight to the space center runway.
@@vaos3712 I'm confused because I remember a meme video about fairings having zero drag. They orbit kerbit at VERY low altitude while the rest of the crafts part burns leaving only dragless parts left.
The function of the intercooler is to keep the whiplash cool on long flights. The intercooler will cool down any engine attached directly to it, and the whiplash heats a lot. Kerbin is small enough, however, to allow most flights to use a whiplash without the intercooler, as you will probably end the flight before the whiplash get hot enough to blow up. Another nice use of the intercooler is to use it as a middle stacked intake, when you don't want to use nose or radial intakes on our design. It will handle a Wheesley, but you will need to keep it as ~90% before starting to roll, as the static intake of the intercooler can't sustain the Wheesley at 100%. But as you start to move, things works fine. A small craft with ~10 parts and ~5.6tons reach easily Mach 1.9 using a intercooler and a wheesley. If you wan to use it as an, well, INTERCOOLER, remember that the engine must be directly attached to it.
I love how comfortable you are getting on camera with the jokes and humor. Your content is getting better and I appreciate it. You earned my sub. Keep at it!
Dare I say I do not play KSP and yet I still call myself one of VAOS’ biggest fans. This is why I love VAOS, he continues to make videos entertaining without me understanding a word that is coming out of his mouth!
After all these years, someone is finally diving into the details of the aerodynamics of ksp on RUclips. Everyone talks about the quirks like we all know what they are already, and never go into detail except the occasional mention of an exploit or wacky use of heart shields etc. There is even the farram aerospace mod which "fixes" the aerodynamics BUT WHAT DOES IT DO!? well done making fresh content for KSP in 2022
Note that the precooler actually carries some fuel, which is dead weight in space. A bit of a more fair comparison would use a smaller fuel tank, which could partially reduce the weight penalty. I dont think it'll be very signifficant, but who knows, with how stupid freaking heavy KSP tanks are...
I never use intercoolers and now I wonder at what point they even become worth it. Say you can run 4 rapiers with 1 shock intake, but that amount is doubled with an intercooler... you could also just use another shock intake (which saves you a tiny bit of weight) and get the same effect. Apparently, the intercooler can help prevent engines from blowing up due to heat, but that hasn't been an issue for me in forever. I guess the intercooler is a very niche part... and frankly, I haven't yet even found that niche.
adding an extra intake adds drag too, a precooler doesnt. do the maths on how much top speed you lose from extra drag VS the extra fuel you would need from the increased weight (lower acceleration) and you have the answer.
@@spawnof200 I guess there's going to be a small difference on paper, but given the margins that you usually have to work with in KSP, I personally doubt that it really has much of an impact for most things. To me, it's also a question of style, operating 8 rapiers with one intake and one precooler just doesn't look right, but that's just personal tastes.
Intercoolers have a high static air flow of 30 compared to the 5 of a shock cone air intake. They excel at providing air to a non moving craft. If you're getting flame outs at take off, an intercooler is the solution for a higher amount of engines.
I get why you didn't start out with an hour long in depth tutorial on SSTOs but that's why with a lot of courses there's beginner, then intermediate, then advanced class. So that first video you did could be introductory/beginners course then next one which would be intermediate could go into more in depth about SSTOs like how the game reads each part, how you build the craft to make it less dragy and/or more fuel efficient, etc. Then more move onto some more tips and tricks in the advanced class. Just like school books, they don't just cram everything in one go, it's done by sections and chapters. You could do the same with your tutorials.
Fairings are the most op thing in the game you can literary put an entire ssto into a fairing so you can have a huge ssto in a tiny fairing with tiny amount of drag. And yes the trick with the rcs engine still works.
Please please PLEASE take me to the bottom of the ocean! U can disclaim at the beginning and link to these simpler videos but there's an audience for the super nuance too
On Mk2 SSTOs (or mini-shuttles) that don't have the Mk2 cockpit nose, I like to just clip a Mk1 cockpit with a nosecon on its back node into the top, so that the cockpit windows are just poking out. You can also put a Mk1 inline docking port behind that cockpit, so you can avoid the passengers having to go to the docking port through a fuel tank, if that is something you care about.
If you want an ssto for water landing and takeoff, I recommend using an airbrake or two at the back of it that you can use to help pitch up on low speeds, so you don't die to water
Regarding the seaplane SSTO you mentioned: A Mk 2 hull with a pair of floats under the wings (made from empty Mk1 LF tanks, with the offset advanced nosecones on each end) works well as a seaplane. Adding horizontally mounted tailfins to the bottom of the floats just forwards of CoM to act as hydrofoils (deploy like flaps in the water, return to undeployed position during flight) works even better. A pair of centreline or wingroot RAPIERs should provide ample thrust, but a tailroot Panther is sometimes useful during takeoff if you're heavily loaded. The floats make for great extended-range LF tanks if you have ISRU and a nuke aboard, but you may need to leave them empty during water operations. Water landing needs to be done fairly gently. Horizontal speed
I've been playing KSP for over 10 years now and am good enough to know how to do everything I 'want' to do; but I've still never properly grocked how good space planes work
No, please, take me to the bottom of the ocean. I want to be dragged into the full discussion of nodes, drags, and the million things I don't know about yet.
This is the scientist in me talking, but to be sure about the difference you should put an equivalent mass fuel tank in the same spot to really narrow down whether it gained something from the precooling or lost from the extra mass Some time ago I made an automatic SSTO program in kOS, so the ships fly pretty much exactly the same each time. I've often considered doing an exhaustive test of ascent profiles with it, varying different parameters to hopefully properly optimise ascent paths. Maybe I should put some time into it
It would be nice to see more on this. How they intake how they add or hurt to air for number of engines. And so on. My curiosity is if you added or removed the liquid fuel in the inter cooler and if that effected the end delta v numbers. Also if you did a weight comparison and replace the cooler with equal weight item if that changes anything. I personally like to use a modular engine assembly consisting of a shock cone, a cooler, a rapier and a whiplash. Then clip the whiplash forward so it is level or almost level with the rapier. I have no idea how the whiplash engine adds or detracts from your estimate of 4 engine per shock cone. But I do have alot more success with getting to space with the 2 engines then just rapier. It also has a ton more power to get to the working speed of the rapier and I tend to be impatient 😅 it makes my trip to space very quick.. and I struggled trying to get rapier only to break Mach 1 at sea level for too long lol. I'll build one of these smaller craft later and see if it works better for me. ( uploading a craft file for the tutorial videos would allow new players to try exactly the same plane and allow you to show how to mod them to experement.) And there are a couple popular mk2 mods on space dock. There is a hypersonic cockpit and there is a inline mk2 cockpit that dosent have a dome. Or basically looks like the crew cabin with different stats. There are some funny shaped ones as well but aside from the final iteration of the stock game and dlc mods are where it's at until ksp 2 drops... maybe sometime before the internet dies in 50 years 😆
For style, I like to clip the Mk1 inline cockpit into either of the Mk1-Mk2 adapters. It looks pretty cool. I take out half or all of the liquids to ease my conscience.
I really want to see you do the advanced long videos, it is perfect becouse it is before the secand ksp game and ot will always stay in the history where anyone can learn from. I am ready to see the deep dive lesson in the ocean if necessary!!! Good luck
Agree! I never hurts to have a few neat videos to explain new KSP players how to do stuff. As I said in the last video, even such fundamental stuff like doing a rendezvous in orbit is very hard for new players. And as great as Scott Manley's content is, it is rather old and it never hurts to update it to the current version.
@@h.a.9880 It's also good to have explanations from different people available. Maybe the way one person explains it doesn't quite click, but the other does. It can make a huge difference.
i would love a video or video series on the indepth way ksp works and calculates things, cause i have no idea, i just treat it like real life aerodynamics and such and most of the time that works, but i find ksp does odd things sometimes so a more indepth understanding of ksp could help me avoid that.
I would have liked to see a test with only the precooler and an aerodynamic nosecone instead of the shock cone as the precooler has a built in intake and I belive the shock cone is a pretty draggy part compared to the nosecone
This video was recommended to me recently. At 11:30, did you know that aerodynamic fairings have a drag value that changes based on how pointy you make them? It’s not just based on their diameter.
I've just started a new pure stock career based on SSTOs after your last SSTO video, now I need a low tech SSTO guide (like with MK-1 part) sorry to be annoying: no rapier, not even whiplash!
i would like to see u test a SSTO like a plane, but using only lifting bodies parts "no wings" and "no controls surfaces" and land like a plane ;p the real thought would be, what parts are better for (LB) lifting bodies.... over others?
I only remember the Mk2 spaceplane parts having any lifting body properties, but that was something like 7 or 8 years ago and A LOT has changed since then.
Damn, I just figured that I should always use an intercoller because it had more intake air and I always gave to intakes per engine. I’m guessing then that they wouldn’t help for building fighter jets and bombers
Synergistic Air Breathing Rocket Engines or Liquid Air Cycle are excellent for diborane fuels going back to Alan Bond of reaction engines Ltd. HOTOL so my MIT work based on Prior Art dealt with cryogenic deuterium fuel.
could you do a LONG LONG video on ssto like a mix of vids youve already made and also new shit to have a comprehensive guide thats like forever long (I wouldnt mind less uploads for a while or whatever you need to do to accomplish that and I understand that you have to work and such, I am willing to wait for however long it needs, I would do it myself but I am asking for it so I'm probably not qualified to make such a video)
You're wrong about protective shell (1,25m) I put all my craft inside the shell and drag is 0 for all tanks and shit. You make the shell above the craft and merge using move tool, otherwise game won't let you build a slick shell. Also you have so many red drag lines climbing up the sphere
I think that intercooler makes NO difference, you get the delta V difference becuase you drag more weight to LKO, and then your craft is heavier so you would get less delta V even from same fuel left over ... so all in all as per most ssto's: if you don't need it, ditch it.
Hey Vaos. I sent you a few pictures to the gmail you provided. Idk if you got it or not Edit: also I would record it but I still can’t figure o it screen recorder for the life of me
It is important to note that the engines usually cut out at just under 20km when running max engines Edit again: changed my name cuz I’ve grown as a person I guess (no I haven’t but whatever lol)
2:00 The unenlightened masses They cannot make the judgement call Give up free will forever their voices won’t be heard at all Display obedience While never stepping out of line And blindly swear allegiance Let your country control your mind 2:02 I’ve carved my own path You followed your wrath But maybe we’re both the same
uhhh am i the only one who understands that the precoolers are for within the atmosphere ONLY at hypersonic speeds? it's got nothing to do with mileage, and everything to do with COOLING THE ENGINES WHEN YOU'RE GOING SO FAST THEY LIKE TO BURN. the reason why you lost deltav when using the precooler is because YOU INCREASED THE MASS, THUS NEEDED MORE DELTAV TO ACHIEVE ORBIT. geeze, it's not rocket science or anything.
Vaos you are completely wrong with your idea about precoolers. They are only inline air intakes nothing more. You always want to use shock cone intakes only at a ratio of roughly 1 to 4 rapier engines. If you dont believe me look into the game files or at the sstos that break records.
I've found intercoolers to be at their best when making sub-orbital hyper efficient planes like replica SR-71's. Since those'll be in thin atmosphere for the majority of it's flight, the intercooler becomes fundamental in getting air into your engines.
Now I want to take my SR-71 and make variants to test this with.
Also for realism mods with a larger planet that needs you to build more speed in the atmo
Makes sense, precoolers just allow you to use less intakes than you would otherwise, which improves your efficiency in some cases. If you already only have 1 intake and this intake is enough to feed your engine, what is there to be gained by adding a precooler?
Ok
weight ;)
Engine heat dissipation
@@freevbucks8019 but... PREcooler?
@@GRDL. Yes it cools the engine, it's like people don't read the tooltips
Please continue with these videos. You’re the only person I’ve had that can explain SSTOs and have them make sense. I’m very new to building them and your videos are the only ones that have really helped me.
I tend to use precoolers for just standard atmospheric air craft because they produce less drag when going mach 3+ and it makes the aircraft look more sleek without an intake popping out( like a badass muscle car). So I just tend to use them for hypersonic aircraft as drag becomes a bigger problem the faster you go. Summary use precooler to reduce drag not heat
And there I thought it was used to put additional air in the engine 😅
(Don't mind me, I'm used to model cars, not space engineers)
fairings actually produce very little drag, especially when they're the root part of the craft (idk why exactly, thats just how it is). they only create high drag when you don't have the inside node occluded with a part of same diameter. maybe try that out
I tested it. Other then offer heat protection, it adds more weight and hurts overall delta V.
You do have to ensure that the fairing is directly prograde, otherwise drag gets insane.
Interesting; I will do some experiments of my own varying the inside node attachments.
I have a little nuclear spaceplane/crew transport that I lift into vacuum using a reusable/boost backable booster (a la falcon 9 - its all about the timing - you gotta circularise the payload before the booster hits thick atmo, goal being total reusability of all stages and 3k of delta v on the upper stage/spaceplane) that I use for local (kerbin system) tasks and have all the liquid fuel, monoprop and a few other goodies including the nerva engine in cargo bays, as you can fit more fuel in a cargo bay than a liquid fuel segment can accom. If drag is more on the cargo bays I may switch to part clipping monoprop in a liquid fuel mk2 fuselage instead and head canon it as OK (it fits in a cargo bay...). Because... ive been playing for years and straight up SSTOs just dont hit the spot anymore lol.
Or maybe I'll totally switch to a new concept and have a pod with a faring that exposes after re-entry and extends subsonic wings and props for the return flight to the space center runway.
@@vaos3712 I'm confused because I remember a meme video about fairings having zero drag. They orbit kerbit at VERY low altitude while the rest of the crafts part burns leaving only dragless parts left.
Drop a like to this comment if you also want to see a 4 hour A D V A N C E D guide for SSTOs video from VAOS!
The function of the intercooler is to keep the whiplash cool on long flights. The intercooler will cool down any engine attached directly to it, and the whiplash heats a lot.
Kerbin is small enough, however, to allow most flights to use a whiplash without the intercooler, as you will probably end the flight before the whiplash get hot enough to blow up.
Another nice use of the intercooler is to use it as a middle stacked intake, when you don't want to use nose or radial intakes on our design. It will handle a Wheesley, but you will need to keep it as ~90% before starting to roll, as the static intake of the intercooler can't sustain the Wheesley at 100%. But as you start to move, things works fine. A small craft with ~10 parts and ~5.6tons reach easily Mach 1.9 using a intercooler and a wheesley.
If you wan to use it as an, well, INTERCOOLER, remember that the engine must be directly attached to it.
I love how comfortable you are getting on camera with the jokes and humor. Your content is getting better and I appreciate it. You earned my sub. Keep at it!
Dare I say I do not play KSP and yet I still call myself one of VAOS’ biggest fans. This is why I love VAOS, he continues to make videos entertaining without me understanding a word that is coming out of his mouth!
@@xafecx3727 I did play SFS but nothing works anymore cuz I don’t have dlc and all my engines are clipped so they just blow up!
Look at you VAOS!! The RUclips gods just recommended this video to me. It's from three years ago... you made it bro!!
After all these years, someone is finally diving into the details of the aerodynamics of ksp on RUclips.
Everyone talks about the quirks like we all know what they are already, and never go into detail except the occasional mention of an exploit or wacky use of heart shields etc. There is even the farram aerospace mod which "fixes" the aerodynamics BUT WHAT DOES IT DO!?
well done making fresh content for KSP in 2022
Note that the precooler actually carries some fuel, which is dead weight in space. A bit of a more fair comparison would use a smaller fuel tank, which could partially reduce the weight penalty. I dont think it'll be very signifficant, but who knows, with how stupid freaking heavy KSP tanks are...
I never use intercoolers and now I wonder at what point they even become worth it.
Say you can run 4 rapiers with 1 shock intake, but that amount is doubled with an intercooler... you could also just use another shock intake (which saves you a tiny bit of weight) and get the same effect.
Apparently, the intercooler can help prevent engines from blowing up due to heat, but that hasn't been an issue for me in forever.
I guess the intercooler is a very niche part... and frankly, I haven't yet even found that niche.
adding an extra intake adds drag too, a precooler doesnt.
do the maths on how much top speed you lose from extra drag VS the extra fuel you would need from the increased weight (lower acceleration) and you have the answer.
@@spawnof200 I guess there's going to be a small difference on paper, but given the margins that you usually have to work with in KSP, I personally doubt that it really has much of an impact for most things.
To me, it's also a question of style, operating 8 rapiers with one intake and one precooler just doesn't look right, but that's just personal tastes.
style is a good enough reason for anything :P
I've found it most useful as an inline intake, for when you don't have a place for the shock cone
Intercoolers have a high static air flow of 30 compared to the 5 of a shock cone air intake. They excel at providing air to a non moving craft. If you're getting flame outs at take off, an intercooler is the solution for a higher amount of engines.
make full in-depth SSTO tutorial, with drag and everything, we need to know EVERYTHING
Hmm. This seems like air hogging in reverse. Smh. You know, I miss those old intakes with the blue glow. They always looked so cool on spacecraft.
Love the kinda chaotic energy you had in this vid.
I get why you didn't start out with an hour long in depth tutorial on SSTOs but that's why with a lot of courses there's beginner, then intermediate, then advanced class. So that first video you did could be introductory/beginners course then next one which would be intermediate could go into more in depth about SSTOs like how the game reads each part, how you build the craft to make it less dragy and/or more fuel efficient, etc. Then more move onto some more tips and tricks in the advanced class. Just like school books, they don't just cram everything in one go, it's done by sections and chapters. You could do the same with your tutorials.
wow I never even thought about using a preecooler.
I guess thats a reason why my big ssto's fail.
Its nice to learn somthing new like that.
Fairings are the most op thing in the game you can literary put an entire ssto into a fairing so you can have a huge ssto in a tiny fairing with tiny amount of drag. And yes the trick with the rcs engine still works.
Please please PLEASE take me to the bottom of the ocean! U can disclaim at the beginning and link to these simpler videos but there's an audience for the super nuance too
On Mk2 SSTOs (or mini-shuttles) that don't have the Mk2 cockpit nose, I like to just clip a Mk1 cockpit with a nosecon on its back node into the top, so that the cockpit windows are just poking out. You can also put a Mk1 inline docking port behind that cockpit, so you can avoid the passengers having to go to the docking port through a fuel tank, if that is something you care about.
The 10 rapiers thing is that the plane needs the maximum length of the flats around the ksc for the flame outs to start up again.
Thanks for the video!
If you want an ssto for water landing and takeoff, I recommend using an airbrake or two at the back of it that you can use to help pitch up on low speeds, so you don't die to water
Regarding the seaplane SSTO you mentioned:
A Mk 2 hull with a pair of floats under the wings (made from empty Mk1 LF tanks, with the offset advanced nosecones on each end) works well as a seaplane. Adding horizontally mounted tailfins to the bottom of the floats just forwards of CoM to act as hydrofoils (deploy like flaps in the water, return to undeployed position during flight) works even better.
A pair of centreline or wingroot RAPIERs should provide ample thrust, but a tailroot Panther is sometimes useful during takeoff if you're heavily loaded. The floats make for great extended-range LF tanks if you have ISRU and a nuke aboard, but you may need to leave them empty during water operations.
Water landing needs to be done fairly gently. Horizontal speed
I've been playing KSP for over 10 years now and am good enough to know how to do everything I 'want' to do; but I've still never properly grocked how good space planes work
No, please, take me to the bottom of the ocean. I want to be dragged into the full discussion of nodes, drags, and the million things I don't know about yet.
I loved the simple ssto guide mentioned, thx for the tips.
This is the scientist in me talking, but to be sure about the difference you should put an equivalent mass fuel tank in the same spot to really narrow down whether it gained something from the precooling or lost from the extra mass
Some time ago I made an automatic SSTO program in kOS, so the ships fly pretty much exactly the same each time. I've often considered doing an exhaustive test of ascent profiles with it, varying different parameters to hopefully properly optimise ascent paths. Maybe I should put some time into it
I'd watch that video.
12:55 The clouds looked trippy AF in a time-lapse.
It would be nice to see more on this. How they intake how they add or hurt to air for number of engines. And so on. My curiosity is if you added or removed the liquid fuel in the inter cooler and if that effected the end delta v numbers. Also if you did a weight comparison and replace the cooler with equal weight item if that changes anything.
I personally like to use a modular engine assembly consisting of a shock cone, a cooler, a rapier and a whiplash. Then clip the whiplash forward so it is level or almost level with the rapier. I have no idea how the whiplash engine adds or detracts from your estimate of 4 engine per shock cone. But I do have alot more success with getting to space with the 2 engines then just rapier. It also has a ton more power to get to the working speed of the rapier and I tend to be impatient 😅 it makes my trip to space very quick.. and I struggled trying to get rapier only to break Mach 1 at sea level for too long lol. I'll build one of these smaller craft later and see if it works better for me. ( uploading a craft file for the tutorial videos would allow new players to try exactly the same plane and allow you to show how to mod them to experement.) And there are a couple popular mk2 mods on space dock. There is a hypersonic cockpit and there is a inline mk2 cockpit that dosent have a dome. Or basically looks like the crew cabin with different stats. There are some funny shaped ones as well but aside from the final iteration of the stock game and dlc mods are where it's at until ksp 2 drops... maybe sometime before the internet dies in 50 years 😆
For style, I like to clip the Mk1 inline cockpit into either of the Mk1-Mk2 adapters. It looks pretty cool. I take out half or all of the liquids to ease my conscience.
14:11 hey I'm a Casini too lol
btw nice vid I really don't use that much the intercooler but I'll try it for my big SSTOs
I really want to see you do the advanced long videos, it is perfect becouse it is before the secand ksp game and ot will always stay in the history where anyone can learn from. I am ready to see the deep dive lesson in the ocean if necessary!!! Good luck
Agree! I never hurts to have a few neat videos to explain new KSP players how to do stuff. As I said in the last video, even such fundamental stuff like doing a rendezvous in orbit is very hard for new players.
And as great as Scott Manley's content is, it is rather old and it never hurts to update it to the current version.
Same, ⵊ want the most nitty gitty video ever on all ksp topics
@@h.a.9880 I could not agree more, thanks for the reply 😁🚀❤
@@caleb8495 and you too, I want to see all topics being explained, never hurts to recap and learn about them 😁🚀❤
@@h.a.9880 It's also good to have explanations from different people available. Maybe the way one person explains it doesn't quite click, but the other does. It can make a huge difference.
Love Ur vids so much btw
Always make my day
Nice and fun polished video vaos! Definetly one of your best yet :D
i would love a video or video series on the indepth way ksp works and calculates things, cause i have no idea, i just treat it like real life aerodynamics and such and most of the time that works, but i find ksp does odd things sometimes so a more indepth understanding of ksp could help me avoid that.
I would have liked to see a test with only the precooler and an aerodynamic nosecone instead of the shock cone as the precooler has a built in intake and I belive the shock cone is a pretty draggy part compared to the nosecone
Tested it. It was even worse.
Don't forget that the intercoolers are also radiators for the attached parts (node attach only)
Nice....
This video was recommended to me recently. At 11:30, did you know that aerodynamic fairings have a drag value that changes based on how pointy you make them? It’s not just based on their diameter.
could you make a space station toturial
Damn dude you've got a good sounding voice
Take us to the bottom of the ocean, Vaos. :P
Also, you could try the precooler plus the regular nosecone.
still wonder how to toogle the various vector and heat zone ...
F10-F12
That is the question
I've just started a new pure stock career based on SSTOs after your last SSTO video, now I need a low tech SSTO guide (like with MK-1 part) sorry to be annoying: no rapier, not even whiplash!
No jets? No problem. You don’t need one. Build an SSRT . I have videos of them .
@@vaos3712 Just saw your MINI SSTO video, this is exactly what I was looking for; no, even better! Thank you dear VAOS!
can we use the simple ssto that you showed us in your orbital rendezvous video
i would like to see u test a SSTO like a plane, but using only lifting bodies parts "no wings" and "no controls surfaces" and land like a plane ;p
the real thought would be, what parts are better for (LB) lifting bodies.... over others?
I only remember the Mk2 spaceplane parts having any lifting body properties, but that was something like 7 or 8 years ago and A LOT has changed since then.
@@WhitzWolf92 well then if its that old what was the point of the reply haha
@@GizmoMagui Mostly an invitation for someone to correct me. :D
I use them when they look appropriate. Not using one here looks... odd... and the efficiency loss is pretty negligible it seems too.
I would a interesting compilation where the intercooler paired with a nuclear engine is keeping the nuclear engine cooler in space for long burns
Just to let you know more back wings you build more Controllable lift of YOU can Have fun(Warning:I don't mean the wings next to the Liquid fuel)
Damn, I just figured that I should always use an intercoller because it had more intake air and I always gave to intakes per engine. I’m guessing then that they wouldn’t help for building fighter jets and bombers
I once made a large and heavy SSTO with better low speed handling than many of my prop driven planes, so good in fact it could land at about 75m/s
Honestly I didn't even know what intercoolers did until watching this...
simple is what i want
My God man, are you playing this on a smart watch?!
No … Gameboy.
so cool, huh
be blessed of not having to work anymore
why not size independent
Synergistic Air Breathing Rocket Engines or Liquid Air Cycle are excellent for diborane fuels going back to Alan Bond of reaction engines Ltd. HOTOL so my MIT work based on Prior Art dealt with cryogenic deuterium fuel.
Can u do interplanetary SSTO please
Already did a video of that. But , I have another in the works.
@@vaos3712 thank you I really struggle on them
thing is the clampotron is really really draggy
Why didn't you just put the shock cone at the nose of the craft? Is there some KSP mechanic at play here?
Shielded docking port. Higher temperature capability when ascending. Also putting a in-line docking port would’ve just made the thing way heavier.
14:00 Thank you for your infinite wisdom lmao
Is it me or everyone forgot the main use case of the part that's literally on the name?
cool
see what I did there
Be dum tsh
could you do a LONG LONG video on ssto like a mix of vids youve already made and also new shit to have a comprehensive guide thats like forever long (I wouldnt mind less uploads for a while or whatever you need to do to accomplish that and I understand that you have to work and such, I am willing to wait for however long it needs, I would do it myself but I am asking for it so I'm probably not qualified to make such a video)
is there any video how to make that mini ssto?
Intercooler, No shock cone. Test.
Tried it. Was even worse.
precooler to boost other jet engines ?
Maybe
You're wrong about protective shell (1,25m) I put all my craft inside the shell and drag is 0 for all tanks and shit. You make the shell above the craft and merge using move tool, otherwise game won't let you build a slick shell.
Also you have so many red drag lines climbing up the sphere
Wait, Intercooler is just intake?
I think that intercooler makes NO difference, you get the delta V difference becuase you drag more weight to LKO, and then your craft is heavier so you would get less delta V even from same fuel left over ... so all in all as per most ssto's: if you don't need it, ditch it.
Do you wanna try with an empty intercooler?
Intercooler is emptied out within the first five seconds of flight so I don’t think it would matter lol
@@vaos3712 but still it is more comparable to the control design!
KSP gives you 5 cockpits appropriate for spaceplanes. You didn't use any of them.
moi-da
SSTO is not my stuff... That said, I watch all your SSTO videos 🤔
Hey Vaos. I sent you a few pictures to the gmail you provided. Idk if you got it or not
Edit: also I would record it but I still can’t figure o it screen recorder for the life of me
It is important to note that the engines usually cut out at just under 20km when running max engines
Edit again: changed my name cuz I’ve grown as a person I guess (no I haven’t but whatever lol)
I’ll take a look
@@vaos3712 ok :)
2:00
The unenlightened masses
They cannot make the judgement call
Give up free will forever their voices won’t be heard at all
Display obedience
While never stepping out of line
And blindly swear allegiance
Let your country control your mind
2:02
I’ve carved my own path
You followed your wrath
But maybe we’re both the same
Now.. hear me out.. what if you use an enter-color and NO shock-kone? And just put a radar or somethiung on the nose.
What are those two balls in the cargo bay for 16:17
he cute :)
Aaaaaayyyyye
Why i am i watching this even though i dont know wtf is an intercooler shit.meh
uhhh am i the only one who understands that the precoolers are for within the atmosphere ONLY at hypersonic speeds?
it's got nothing to do with mileage, and everything to do with COOLING THE ENGINES WHEN YOU'RE GOING SO FAST THEY LIKE TO BURN.
the reason why you lost deltav when using the precooler is because YOU INCREASED THE MASS, THUS NEEDED MORE DELTAV TO ACHIEVE ORBIT.
geeze, it's not rocket science or anything.
🤯 THE FORCE IS STRONG WITH THIS ONE.
@@vaos3712 btw im not yelling, caps is just easier to put emphasis on things.
but i am a loud person irl lol
Vaos you are completely wrong with your idea about precoolers. They are only inline air intakes nothing more. You always want to use shock cone intakes only at a ratio of roughly 1 to 4 rapier engines. If you dont believe me look into the game files or at the sstos that break records.
i watch this on 1.5 speed and its still too much. TOO MUCH TALK. man. Unsubscribed.