Can't remember where I saw/read about it - Scott Manley maybe? What altitude and speed should I go? That annoys me but I can't seem to get a design to make it work. As has been said, ISP is nothing to worry about. Imagine that first plane but with the bubble cockpit and the old style round intakes. Basically you just need to fiddle with it and try some test flights. How to know if you've nailed it perfectly: when you're cruising in level flight, you want the marker to be precisely centered in your navball cross-hairs. Highest and fastest possible is best. Are you using Stock or NEAR/FAR? A temple in the desert (6 29 47 S 141 40 3 W) known as Tut-Un Jeb-Ahn, although this name can only be seen when a vessel crashes into it. Arqade is a question and answer site for passionate videogamers on all platforms. Paste as plain text instead, Rockets aren t the only way to get to space. In my case, it brought me to 20km up at a 45-degree angle, but it is probably not optimal. It may work with stock too, I just don't know. These are the building blocks of solid spaceplane design!Subscribe! Don't worry about Isp. Clear editor. You will find that when you're flying around, will always be slightly below the crosshairs on the navball. *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. 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. It is designed to aid in player-controlled flight on generic (space)plane, providing a soft layer between user joystick\keyboard input and control surface outputs. Air Intake: Air Intake shows the amount of force your engine uses to suck air into the turbine. - "In Space Low" means your craft is inside the "Space Border" altitude and in an orbital path. i dont know what kind of range youre looking for but i would make a significantly smaller plane. It may take some practice to hit your target area this way, because you'll be picking up additional horizontal speed, and thus it's possible to under or overshoot. So the faster you go the higher you can fly where there is less drag. If it's above the cross-hairs, you need a little less. 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. It seems to be based on the General Electric F-404 Afterburning Turbofan, which shares the same name and maximum thrust (85 kN dry). A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. i recently used a single whiplash plane and was able to maintain a stable 21-22k meter altitude. I currently have a contract where I'm asked to take crew reports at certain spots on Kerbal at an altitude of 18,000m. Check out the website and try the game out for yourself :Dhttps://kerbalspaceprogram.com/ 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. 1 Pod outside the level 3 VAB. This thread is quite old. You can post now and register later. Its an approximation missing someelements. 2022 Take-Two Interactive Software, Inc. The benefits should be obvious. Delta-V is the velocity change necessary to perform orbital maneuvers. rev2023.3.3.43278. Now lets combine these two indicators: The best performance your engine can achieve is when you have an optimal amount of Air Flow (obviously) but also the MAXIMUM amount of Air Intake. Ok, the panther engine is still not good enough. So if you want to make a plane go as fast as possible, you want to minimise both angle of attack and angle of incidence necessary to sustain level flight at your target speed and altitude. A little while back I spent a long time trying to circumnavigate Kerbin on the least liquid fuel possible (i posted the record to the sub: 254 units of fuel. They always seem to lose power at about 15km, but I'm wondering if there's something I can do to fix that. However, I've failed to build a vehicle to achieve this (without a hundred retries). So Pvt. With some fins to keep you stable and careful aim, you can hit your desired location and altitude and will have 5-10 seconds to collect data before you hurtle past it and pull your chute. I should perhaps start trying out NEAR to get ready of 0.90, though. Immediately starting rocket engines at full throttle turned out to make most of my aircrafts totally unstable, turning them up gradually worked way better. Note: Your post will require moderator approval before it will be visible. Running the 60U engine at about 40U seems to give me a good balance between reduced drag and air intake. 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. surface of jool. This causes the body of your plane to generate additional drag. If you have an account, sign in now to post with your account. So I'm pretty darn new to KSP, and my career has barely gotten started, and the jobs for crew observations seem to dominate The main body is a fuel tank with a Swivel engine at the end. Let me. 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. To reach the initial low Earth orbit of the International Space Stationof 300 km (now 400 km), the delta-v is over six times higher, about 9.4 km/s. When I say ", You know you've nailed it correctly if, when you're in level flight, your. AoA and G-force moderation. 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 I'm near or in the target area, I set the throttle to 0 and start the Swivel. Knowing how to design these types of planes make jumping in to SSTO design very easy as there are only a few minor changes that need to be made.Music Credits:1st Song: \"Elephants\" - YouTube Audio Library2nd Song: \"Hot Heat\" - YouTube Audio Library3rd Song: \"Echoes\" - Kasbo - https://soundcloud.com/k-sboWhat game is this? EDIT: Essentially, make like an SR-71, if an SR-71 didn't have cooling problems limiting it to Mach 3.4. 1.) Press J to jump to the feed. You could try combining the two. Display as a link instead, So now to come to an end: from my experience I'd say for a medium sized aircraft it is best to fly between 12-13 km. You can go above 20km with the J-404 Panther. I've been finding it difficult to build a jet that can fly over 15km alt. You can do that by right-clicking the engine and clicking "Toggle Mode." - "In Space High" means your craft is inside the given Sphere of Influence and above the "Space Border" altitude listed in the Celestial Body Multiplier Matrix. 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. So long as there's only one high-altitude measurement to take, you should be able to complete a whole set of 3-4 in one flight. 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). If you nudge your wing's angle up slightly with rotate tool then it'll move your prograde closer to your direction of flight and significantly reduce drag. As you found out, it basically konks out at 15km. Planes in Space. Air Intake) and how fast your aircraft ultimately flies (air resistance/altitude)! It only takes a minute to sign up. Pasted as rich text. Building a High Altitude Jet | Stream pt. The Inland Kerbal Space Center itself, being in effect the old Kerbal Space Center from 0.2. I wasn't expecting so many excellent answers! Air Flow + max. That will unlock: Or is it the same for all celestial bodies? Your previous content has been restored. Since gravity is effectively lower, they don't need as much wing area to maintain altitude-- which, in turn, means less drag, which makes for more efficient flight. For example, the RAPIER engine doesn't seem as the first choice as the "best" high altitude air-breathing engine but in long-distance and high-altitude challenges it is. Another approach, which I was managing with some success before I figured out jets, is to build a rocket and catapult yourself towards the measurement point. Yes. The stratospheric region, where temperature rises as altitude increases, spans the region between the altitudes of 10 km and 22 km. Have you checked out the wiki yet? This means it is better to have excessive amounts of oxygen than not to. What am I doing wrong here in the PlotLegends specification. I was generally under the impression that basic jets were mostly deadweight on high-performance aircraft: while they are superior for low-speed, low-altitude operations, they become deadweight at hypersonic velocities. 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. For all your gaming related, space exploration needs. Thanks. Been a while since I've flown stock*, but I've heard that, for maximum efficiency, you want one turbojet for every 7.5 tons, and about four ram intakes for each turbojet. As said above, the Wheesley is specifically designed as a low altitude engine. The U-2 is probably the highest altitude aircraft still flying. Most SSTO space planes would be able to accomplish this easily. Make sure you have lots of control surfaces because at very high in the atmosphere, there's not much air for the wings to control the craft with. I don't have the numbers handy, but you can expect something like 400m/s at 15km. So that means that even if you are inside the atmosphere but still orbital (such as during aerobraking), your science will not count as "Inside the atmosphere", For example, orbiting Kerbin above 250km altitude, your science is counted as "In Space High over Kerbin." First is thrust; the higher you get, the lower the thrust your engines deliver. Welcome to the forums, ZDW. General Electric F-404 Afterburning Turbofan, Stratus-V Cylindrified Monopropellant Tank, Kerbodyne KR-2L+ "Rhino" Liquid Fuel Engine, LFB KR-1x2 "Twin-Boar" Liquid Fuel Engine, T-1 Toroidal Aerospike "Dart" Liquid Fuel Engine, S1 SRB-KD25k "Kickback" Solid Fuel Booster, IX-6315 "Dawn" Electric Propulsion System, AE-FF1 Airstream Protective Shell (1.25m), AE-FF3 Airstream Protective Shell (3.75m), PB-NUK Radioisotope Thermoelectric Generator, https://wiki.kerbalspaceprogram.com/index.php?title=J-404_%22Panther%22_Afterburning_Turbofan&oldid=95515. Watch out for your SAS if you're running batteries without a jet for a long time. Ideally, you'll want to avoid these contracts until you get the High-Altitude Flight tech node and the improved jet engine that comes with it. Each stage of the rocket has a delta-v that depends on the stage fuel mass and the engine specific impulse. From my observations I can say that "Efficiency" is not a good indicator of how well your engine performs. If you upgrade to the panther (or get one on a contract) that engine can get you much higher. Also, Valley and Theomon fly to different corners of Kerbin and three mapping satellites are launched. Subscribe - http://www.youtube.com/c/MikeAben?sub-confirmation=1 Patreon - https://www.patreon.com/MikeAbenPatreon supporters receive early, ad-free, access to videos, kOS and craft files, and more. Discord - https://discord.gg/HTvT7dZ Making Space Home Playlist - https://www.youtube.com/playlist?list=PLB3Ia8aQsDKhqoFyoZ4d33MG7rS9KmDm_0:00 - Designing the Dudley Mk16:42 - Test Flights \u0026 Iterating13:45 - Col. Valley take the Seaplane to the Northern Ice Shelf19:30 - Launch \u0026 Insertion of the Maxwell Vb21:04 - Col. Theomon \u0026 Orlin Visit the Badlands in the Panther24:20 - Launch \u0026 Ejection of the Maxwell VI26:34 - Designing the SENTINEL 129:47 - Launch \u0026 Insertion of the Maxwell VIIFull List of Mods: Aviation Lights Chatterer Community Tech Tree Crew R\u0026R Croud Sourced Science Contract Configurator Contract Packs: Bases and Stations Reborn CommNet Relays Exploration Plus Field Research Kerbal Academy Tourism Plus Contracts Window+ Decoupler Shroud Easy Vessel Switch Kerbal Alarm Clock Kerbal Attachment System Kerbal Construction Time Kerbal Engineer Redux Kerbal Inventory System Kerbalism kOS KRASH Maneuver Node Evolved Navball Alignment Indicator Near Future Aeronautics Near Future Construction Near Future Electrical Near Future Propulsion Near Future Solar Near Future Spacecraft Persistent Rotation Rational Resources RCS Build Aid Continued Restock Restock+ SCANsat Scrapyard SMART Parts Stage Recovery Stockalike Station Parts Expansion Redux TAC Fuel Balancer Texture Replacer Trajectories Transfer Window Planner Universal Storage 2 Unkerballed Start Waypoint Manager For comparison, the second most maneuverable engine is the CR-7 R.A.P.I.E.R. Your link has been automatically embedded. Originally posted by lord bird: yep thats right jool has a surface. The Panther engine can hold 19,000 steady and oscillates around 20,000. You can halve the drag by climbing a bit less than 3500m. I'd almost expect it to work better in stock since infini-gliders can be done. How do you get out of a corner when plotting yourself into a corner. Note that keeping the plane weight low is critical, only carry a very small amount of fuel. A well-designed jet with this engine and with the afterburner lit, flown properly, can momentarily climb to 30,000 m altitude. In the game, players direct a nascent space program, staffed and crewed by green humanoid aliens known as "Kerbals". If it's below the cross-hairs, you need a little more AoA. Evidence. Download (104.45 MiB) License: CC BY-NC-SA 4.0 Game Version: 1.8.1 Downloads: 371,115 Author: blackheart612 Mod Website: Forum Thread Support this mod: Donate Followers: 626 Outdated Mod This mod is not known to work with the latest version of Kerbal Space Program. I looked into the .cfg files and there are no special properties allocated to them. Grichman's answer got me in the right direction. Under some circumstances, you may want to reduce the engine gimbal range or disable it altogether, particularly when flying at high speeds (e.g. - but they were talking about having two intakes/engine. The easiest "default" way to build a plane in KSP-- i.e. In addition to the traditional giant tube of explosions that flings things up high approach, Kerbal Space Program includes a very useful piece of equipment that became quite popular in the 20th century: wings.. All other versions are slower and lower and unstable in turns. Strictly speaking this optimisation is unnecessary, but it can win you a bit of range. Basically there are two things that limit your maximum speed: thrust and speed of sound and with that your maximum altitude. This thread is quite old. You are just about at maximum speed and at the same time very close to stall speed. Along with rockets, planes are one of KSP's most commonly referenced kinds of vessel, and are a vessel type . Kerbal Space Program 2 . This makes jets built using this engine considerably more maneuverable. Air Flow: Air Flow represents with how much force air passes the turbine (notice: different amounts of air at the same speed equals in different amounts of force!). I am currently designing a mission that will involve several very long distance plane flights. If not, please explain why, which I know you have no problem doing! 1Altitude requirement 2Orbit 3Speed, range, and altitude 4Flight duration 5Flight profiles 5.1Ballistic missiles 5.2Tourist flights 5.3Scientific experiments 5.4Sub-orbital transportation 6Notable uncrewed sub-orbital spaceflights 7Crewed sub-orbital spaceflights 8Future of crewed sub-orbital spaceflight 9See also 10References 600+ m/s) and low altitudes (e.g. Use the reaction wheel to hold your attitude slightly nose down as you float down and you can guide yourself like a paraglider. Because when your engine has to take in air forcefully it automatically means there isn't enough surrounding your engine and that again means that air density and therefor air resistance must be pretty low too. I decided to look into that two intakes thing, and it turns out to make 11-12 m/s difference at 19,000m with my plane. Additionally please know that .16 will feature new code that will change the way space planes work in every aspect. Third, which I haven't given a good try, would be a carefully-timed deorbit maneuver so you come down through your desired location as you fall from space. Sideslip handling. As long a you can fly faster, the lower density at altitude can be compensated for. Content titles and body; Content titles only principle. You may be correct and that 3 engine plane is a lemon. This way control surface max deflection can be programmed by an aircraft designer to make . 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. The longest flight got them down to a little more than half full. Once it's in the air, it's stable and easy to fly and manages to fly at altitudes between 11k 12k without problems. I would like to know which altitude I have to maintain for my experiments. High altitude flight is efficient because the air is thinner, and therefore aircraft experience less parasitic drag. http://www.youtube.com/user/Cruzanak?sub_confirmation=1Quicklinks to topics in this videoJet Engine Concepts: 0:30Air Intakes: 1:13Flameouts: 2:22Control Surfaces: 5:08Flying Tips: 5:57This video will go over everything that you need to know about to design a capable plane that can fly in the thinnest of atmospheres. Be aware that heat buildup can gradually become a problem when the afterburners are used in sustained flight. Well, this game isn't a perfect flight simulator yet, so it will be difficult to figure out. You can post now and register later. Pasted as rich text. The more successful the flights, the more successful the space program is. You cannot paste images directly. Or it can supercruise at three times the speed of an equivalent Wheesley jet (with nearly equal fuel efficiency) at 15,000 m altitude. Best way to get down into thicker air and land is to perform what dogfighters called a 'Split-S'. In this chapter, you ll learn about the Space Plane Hangar, a building that forms part of the Kerbal . Building a rocket to fly vertical seems to be nearly impossible, in the atmosphere they tend to become unstable (or maybe I missed a trick?). You'll notice that usually your prograde marker is slightly below your pitch. at the very least, you'd need the panther, that'll get you over 16k easily, well to 25k. . - "In Space High" means your craft is inside the given Sphere of Influence and above the "Space Border" altitude listed in the Celestial Body Multiplier Matrix. How do I install mods for Kerbal Space Program 1.1? Connect and share knowledge within a single location that is structured and easy to search. First off as of .15.1 intakes don't do anything. The most efficient way is, of course, to make a high altitude (or space) plane. It's also worth noting that this engine has the widest thrust vectoring range of all of the jet engines, with a full 10-degree range in all directions. Grichmann's answer has been the most reliable way I've found to complete these missions. You are simply running out of atmosphere (i.e. EDIT: Didn't notice you were using FAR. With the tanks disconnected that way, the rockets don't leach from the jets. 2022 Take-Two Interactive Software, Inc. Keep in mind that wheesley engine's performance decreases significantly as the altitude increases. However, it seems as if your delta wing has has more area, might that be it? They will someday, but they don't now. You can spin around the whole world on just fumes. Here's Mr. Manley using it in his tutorial: @Pvt.Grichmann: I think it's at specific locations on Kerbin, not just anywhere above 18km. 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 -. My question is really about controllability. 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. Range with this method is pretty short due to drag. Very cool. Is it suspicious or odd to stand by the gate of a GA airport watching the planes? As long as the engine gets enough air it will work at proper efficiency. Aircraft can be very temperamental to fly, especially on the keyboard. Mounting a time-limited rescue mission for kerbal inbound to Kerbin. I didn't try for 20000m as it probably wouldn't do well. Hello there. Jets drop thrust at higher altitude and speed, but also drop . 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. So if you replace the turbos with basic jets, you will have more thrust from the ground up, and your vessel will weigh slightly less. 2022 Take-Two Interactive Software, Inc. Thanks, I'll go try to stuff a few extra turbojets and intakes on my plane Do you know how many intakes/turbojet are needed to run in the regime you described? Approximately 12km up the main engines stop providing enough thrust to maintain the climb, so it's time to switch to rocket mode. How to make a loop for linear actuator in Kerbal Space Program, Breaking Ground. Unfortunately I won't be able to test it today, but @SaintWacko's proposal sounds promising. It is somewhat slow but very steady in flight. Make sure you've angled your wings up slightly so that you provide enough lift for a 0 angle of attack at top speed. Something that I think has become less clear since someone updated the wiki. Hopefully this will be helpful to you. Yes, you can get into that range with the high end stuff (whiplash engines and ram or shock cone air intakes). Be sure to have enough intakes (I think maximum efficiency in stock is 1 ramjet intake per ~2 tons of plane, though that is aesthetically ridiculous), and if you're still running short of intake air, you can dip down a bit to speed up and get to denser air. One problem is i'm running stock on career mode and only have 30 part to spare, so large planes are out of the question. Now I have a plane that will fly around the world at an altitude of the low-20s. To get higher with the low tech jet engines, you need rocket assist. At that point your engines will be running about .7-.8 efficiency and you will be out of the thicker atmo which will allow you to go faster. Your decreased flight time means you probably won't make it to your location. Pasted as rich text. Turbojets are so ridiculously efficient that it doesn't really matter. You can post now and register later. You cannot paste images directly. I don't recall if they model aspect ratio, but either way, the struts are murder and the delta wing has so much more wing that it'll still have more lift. But you'll need to unlock: High Altitude Flight Which cost 300 science. The best answers are voted up and rise to the top, Not the answer you're looking for? Thats my problem right now. Due to the lower air pressure at higher altitudes its thrust output decreases accordingly. probably the easiest place to land in the system as terminal velocity is survivable for a craft less kerman. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. high-2 A Screenshot of Kerbal Space Program Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. The flight time won't be as long, but you'll be able to fly a "plane" above 18km. I don't have that other stuff yet. Reddit and its partners use cookies and similar technologies to provide you with a better experience. It was meant for low altitude flight. When added to a plane it allows tuning of the controls vs speed/altitude/G load/other factors. Your link has been automatically embedded. I also added a parachute and decoupler since I find it too hard to correctly land this thing yet ;-) I managed to land in the water once, though. Stack Exchange network consists of 181 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers. The most efficient way is, of course, to make a high altitude (or space) plane. Will post my results. In the stock atmosphere, the benefits of moving faster outweigh almost everything else. Sustained flight at over 20km requires at a minimum the Panther in Afterburning mode. 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. Thanks for asking this, I've been struggling with the same problem in career mode. 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. Listen to this guy, don't go much farther above 15000 with high altitude engines. http://kerbalspaceprogram.com, Press J to jump to the feed. 3x06: I design a new, high altitude, jet to collect high. The Boeing X-37, also known as the Orbital Test Vehicle (OTV), is a reusable robotic spacecraft. At the equator, sea level temperatures vary between a nighttime low of 9 C and a daytime high of 15 C. Dedicated to the growth and advancement of amateur rocket scientists! Please consider starting a new thread rather than reviving this one. Once you're at that regime, you should be able to cover huge distances on tiny amounts of fuel. That's just a guess, though-- perhaps someone more familiar with FAR could weigh in.). Secondly don't think of engines working better at different altitudes, think of them working better with different air intake quantities. Should i add a larger wing area for higher lift? 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. Personally, I don't enjoy survey contracts on Kerbin. From my experience using a panther it starts to lose speed after 15-16 kms, a more suitable cruising height is 9-13km. This works, but it's not optimal. My 'plane science' is more advanced than my 'rocket science' (career mode) because I got tired of seeing all the high-altitude missions I had on the books and wanted to finish them. Which lets you go faster, which lets you climb higher. Your airspeed is mostly limited by terminal velocity; you can go much faster if you climb a little higher. Incidentally, for these speeds and altitudes, ordinary jets are the better choice. Alternatively, you can assign the afterburner toggle (labelled "switch mode") to an action group if you wish to activate it with a hotkey. Upload or insert images from URL. That's because wings need to have some AoA to the airstream in order to generate much lift. Why do small African island nations perform better than African continental nations, considering democracy and human development? Information Changelog Stats So I've created those two planes, both with weasley turbofan engine: This is your problem-- as folks have pointed out, it's not a high-altitude engine. How do I align things in the following tabular environment? 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. I was hoping that the new intakes would give it the added altitude. Isn't that backwards snark? FBW uses three controllers - pitch, roll and yaw. Note: Your post will require moderator approval before it will be visible. Chapter 4. . Yes, although they have only been flown with nearly full tanks. 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. That would oscillate slowly between 16000m and 17000m but was otherwise fully controllable. Here's my example of dealing with the situation. @SaintWacko's advice is probably the most practical. If released at a speed of 700 or more m/s and an altitude of 20 or more km, the satellite will achieve orbit with its second stage mostly full, leaving it with approximately 1600 m/s of delta-V -- enough to achieve lunar or interplanetary orbits and, on small bodies, landings. 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. lost birth certificate near berlin; ksp high altitude plane. This is the first version. Slap that behind a plane you'll be able to go beyond 20km without any trouble. The thrust of jets (turbo or otherwise) depends on airspeed: basics deliver more thrust at low speeds, while turbojets only really come into their own when you fly very fast (which also means flying very high, 20km and over).