Difference between revisions of "Runway"

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{{stub}}
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{{:Runway/Box|West end's location}}
{{Infobox/Location
 
|file=Runway and KSC.png
 
|latitude=-0.0405816849745605
 
|longitude=-74.6913027972574
 
|altitude=~65.75
 
|since=0.15
 
|coord note=West end's location
 
}}
 
  
The '''runway''' is the facility at the [[Kerbal Space Center]] that vehicles like [[plane]]s created in the [[Space Plane Hangar]] take off and land on. Introduced in 0.15, the Runway is approximately 1.8 kilometers long going from east to west. Vehicles start out on the west end of the runway, facing east.
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The '''Runway''' is the facility at the [[Kerbal Space Center]] that vehicles like [[plane]]s created in the [[Space Plane Hangar]] take off from. Introduced in {{version|0.15}}, it is approximately 2.5 kilometers long going from east to west, and approximately 70 m wide. Vehicles start out on the Runway's west end facing east.  
  
Prior to the redesign in {{version|0.19}} of the [[launch pad]] the runway was also used to launch large rockets which would otherwise collide with the launch tower on the pad. This is no longer necessary as the tower has been removed and the launchpad can now accommodate rockets of any size.
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== Uses ==
 +
Despite in-game text about not being cleared to be on the Runway, there is no traffic to worry about. In addition to aircraft, it is frequently more convenient to start ground vehicles from the Runway than from the [[Launch pad]].
  
[[File:Runway end lights.png|thumb|left|One end light]]
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[[File:Runway tilt.svg|thumb|Explanation why craft start to roll (dimensions exaggerated)]]
Although there are lights on each side and end they are barely visible, if at all. One way to make targeting the runway easier is to place little dummy crafts at each corner.
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If a wheeled vehicle is parked but its brakes are not engaged, it may be observed to very slowly roll east or west towards the halfway mark.
 +
This occurs because the Runway is perfectly flat but the surface of [[Kerbin]] is spherical; this causes its ends to be slightly elevated, resulting in a slope where the force of gravity deviates from perfectly perpendicular to the tarmac.
 +
* The ends of the runway is observed to be roughly 71m in elevation while the center is 69.
 +
* The Navigation waypoint to KSC will lead you to somewhere around the halfway mark. This might be because it's the start of building blocks (e.g. mission control)
 +
=== Takeoff ===
 +
As in real-life, taking off is less complex than landing. Having brakes engaged at the same time jet engines are started will hold the craft in place until the jets have spun up to nearly full thrust; rocket engines, however, wait for no one. Speed aids lift, but successful takeoffs depend essentially on having an aerodynamically sound vehicle.  
  
[[File:Runway tilt.svg|thumb|Possible explanation why craft start to roll (dimensions exaggerated)]]
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=== Landing ===
If a wheeled vehicle is parked on the runway but its brakes are not engaged, it may be observed to very slowly roll towards the center. It has been theorized that this occurs because the runway is perfectly flat but the surface of [[Kerbin]] is spherical, which causes the runway's ends to be slightly elevated and form an effective slope where the force of gravity deviates from perfectly perpendicular to the tarmac.
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[[File:Runway end lights.png|thumb|right|One end light]]
 +
Craft can land anywhere the player's skill allows (in one or more pieces). The [[Recovery]] option can then return a craft and surviving crew to KSC. But players may prefer landing on the Runway as "more legit".
 +
 
 +
KSC's lighter colored ground is visible in Map View, but is otherwise unmarked. Targeting can be aided by placing flags or dummy craft at each corner of the Runway just off its grassy slopes; icons for them appear in Map View and targeting beacons display in Camera View automatically when close enough (anything left on any part of the Runway must be cleared before launching a new vehicle).
 +
 
 +
In daylight, landing involves sighting the tarmac and lining up on an east-west approach. At night, the Runway is illuminated and sighting is made of the lights parallel to it.
 +
 
 +
== Levels ==
 +
*'''Level 1''': Free
 +
**Maximum vessel size: 20.0 m, 15.0 m, 15.0 m
 +
**Maximum vessel mass: 18.0 t
 +
*'''Level 2''': {{mark|fund}}75,000
 +
**Maximum vessel size: 36.0 m, 28.0 m, 28.0 m
 +
**Maximum vessel mass: 140.0 t
 +
*'''Level 3''': {{mark|fund}}282,000
 +
**Unlimited vessel size
 +
**Unlimited vessel mass
 +
 
 +
== Changes ==
 +
;[[0.90]]
 +
* Levels added
 +
;[[0.25]]
 +
*Now destructible
 +
;[[0.22]]
 +
* Redesigned and added illumination
 +
In {{version|0.22}} the Runway gained better illumination. Although there were lights before, they were barely visible. Along with added illumination, it was redesigned so that the painting looked worn.
 +
;[[0.19]]
 +
*New mesh and textures. The sides sloped, allowing vehicles to drive on and off of it.
 +
Prior to the redesign in {{version|0.19}} of the [[Launch pad]], players used the Runway to launch large rockets which would otherwise collide with the launch tower on the pad. This is no longer necessary as the tower has been removed and the launch pad can now accommodate rockets of any size.
 +
;[[0.15]]
 +
*Initial release
  
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
File:SPH Runway and Ravenspear Mk1.png|The runway after a [[Ravenspear Mk1]] took off
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File:SPH Runway and Ravenspear Mk1.png|The runway after a [[Ravenspear Mk1]] took off in [[1.0.5]]
File:KSCOverhead.png|The runway on the left viewed from south west
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File:KSCOverhead.png|The runway on the left viewed from south west in 0.21.1
File:Runway lights.png|The layout of the lights
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File:Runway lights.png|The layout of the lights in 0.21.1
File:Runway side lights.png|One side light
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File:Runway side lights.png|One side light in 0.21.1
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File:Runway illumination.png|Illuminated runway
 
</gallery>
 
</gallery>
  
== Changes ==
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{{Kerbal Space Center}}
 
 
;{{Version|0.19|}}
 
*New mesh and textures. The sides now are sloped, and allow vehicles to drive on and off of it.
 
 
 
;{{Version|0.15|}}
 
*Initial Release
 
 
 
[[Category:Space Center Buildings]]
 

Latest revision as of 03:09, 20 October 2020

Runway
KSC building
Runway
Level 3
Level 1
Level 2
Level 1 Level 2
Location TinyKerbin.png Kerbin
TinyKSC.png Kerbal Space Center
Coordinates
Map [Note 1]
0° 2′ 26″ S
74° 41′ 28″ W
Altitude 68 m
Since version 0.15

  1. West end's location

The Runway is the facility at the Kerbal Space Center that vehicles like planes created in the Space Plane Hangar take off from. Introduced in version 0.15, it is approximately 2.5 kilometers long going from east to west, and approximately 70 m wide. Vehicles start out on the Runway's west end facing east.

Uses

Despite in-game text about not being cleared to be on the Runway, there is no traffic to worry about. In addition to aircraft, it is frequently more convenient to start ground vehicles from the Runway than from the Launch pad.

Explanation why craft start to roll (dimensions exaggerated)

If a wheeled vehicle is parked but its brakes are not engaged, it may be observed to very slowly roll east or west towards the halfway mark. This occurs because the Runway is perfectly flat but the surface of Kerbin is spherical; this causes its ends to be slightly elevated, resulting in a slope where the force of gravity deviates from perfectly perpendicular to the tarmac.

  • The ends of the runway is observed to be roughly 71m in elevation while the center is 69.
  • The Navigation waypoint to KSC will lead you to somewhere around the halfway mark. This might be because it's the start of building blocks (e.g. mission control)

Takeoff

As in real-life, taking off is less complex than landing. Having brakes engaged at the same time jet engines are started will hold the craft in place until the jets have spun up to nearly full thrust; rocket engines, however, wait for no one. Speed aids lift, but successful takeoffs depend essentially on having an aerodynamically sound vehicle.

Landing

One end light

Craft can land anywhere the player's skill allows (in one or more pieces). The Recovery option can then return a craft and surviving crew to KSC. But players may prefer landing on the Runway as "more legit".

KSC's lighter colored ground is visible in Map View, but is otherwise unmarked. Targeting can be aided by placing flags or dummy craft at each corner of the Runway just off its grassy slopes; icons for them appear in Map View and targeting beacons display in Camera View automatically when close enough (anything left on any part of the Runway must be cleared before launching a new vehicle).

In daylight, landing involves sighting the tarmac and lining up on an east-west approach. At night, the Runway is illuminated and sighting is made of the lights parallel to it.

Levels

  • Level 1: Free
    • Maximum vessel size: 20.0 m, 15.0 m, 15.0 m
    • Maximum vessel mass: 18.0 t
  • Level 2: Funds75,000
    • Maximum vessel size: 36.0 m, 28.0 m, 28.0 m
    • Maximum vessel mass: 140.0 t
  • Level 3: Funds282,000
    • Unlimited vessel size
    • Unlimited vessel mass

Changes

0.90
  • Levels added
0.25
  • Now destructible
0.22
  • Redesigned and added illumination

In version 0.22 the Runway gained better illumination. Although there were lights before, they were barely visible. Along with added illumination, it was redesigned so that the painting looked worn.

0.19
  • New mesh and textures. The sides sloped, allowing vehicles to drive on and off of it.

Prior to the redesign in version 0.19 of the Launch pad, players used the Runway to launch large rockets which would otherwise collide with the launch tower on the pad. This is no longer necessary as the tower has been removed and the launch pad can now accommodate rockets of any size.

0.15
  • Initial release

Gallery