Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures If you have a very short length of runway remaining and your parachutes can't slow you down fast enough, you'll be forced to cut the chutes and attempt a second landing without them. Why is it doing this? Works well on small craft. All the weight is pushed on the middle and it can't pull up. - Make sure you have enough control authority to lift the nose up. See the tutorial below. It Flips Up And Towards The Opposite Direction. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. I'm trying to do some of the surveying and taxi-ing missions because now that's all the games giving me but flying with a regular rockets just not working for me. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. * Unlock steering and disable brakes on front gear. A plane is any craft which flies horizontally in an atmosphere utilizing lift primarily generated by wings, winglets, or control surfaces. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. Descending greater than -10 m/s usually makes a mess. All rights reserved. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. Note: The large delta wing will ensure you won't backflip. Paste as plain text instead, See if there is still a problem when only travelling slowly, say <20m/s. Tutorial: Basic Plane Design - Kerbal Space Program Wiki First thing you're going to want to do in the SPH is turn on your centre of mass indicator (this is the point that the plane will rotate around when rolling, pitching, or yawing) and your centre of lift indicator (the Aerodynamic Overlay). Plane wobble during takeoff - Kerbal Space Program Forums There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. Or adding a RATO boosters. Second try, speed over land reached over 210 m/s and it didn't flip. These occur at their worst when your center of gravity is far ahead of your rear landing gears and you have a heavy plane at high speeds and a high angle of attack on landing, resulting in your front landing gear rapidly striking the runway after your rear landing gears touchdown. That, combined with a Unity joint bug, makes your plane bounce. They all had to use the runway drop to take off. You've just unlocked "Aviation" tech, you have a bunch of contracts that require you to stay at low altitude, and you want to build your first plane? All rights reserved. Do you have a screenshot of the craft? Easier just to bring the rear wheels closer as well as a in line reacton wheel. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa To avoid wobble, wheels need to be absolutely vertical, and they shouldn't be attached to something that is likely to flex as speed builds up, as this could also affect the vertical alignment. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. Landing also often requires rapid deceleration to avoid running off the end of the runway or crashing into a slope when landing on open terrain. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. You can either go with four "LY-O1 Fixed" or a tricycle of two LY-01 near the back and one "LY-05 Steerable" at the front; either is fine for now. And above all: have fun! Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. Need to move them up. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. You're going to have a bad time. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. As long as you're in space, your spaceplane won't differ from any spacecraft: you will probably want to add batteries and generators to prevent the command pod from running out of power. It can be helpful to use a slightly taller front landing gear and slightly shorter rear landing gears so that your fuselage points slightly upward on the ground, thereby increasing the angle of attack of your wings while on the ground. If you have an account, sign in now to post with your account. Unstable Aircraft: "FAR Firehound" (Stock). Also, try this mod: http://forum.kerbalspaceprogram.com/threads/99660-0-25-Adjustable-Landing-Gear-v1-0-4%28doors-fixed%29-Nov-14 (still works in 0.90 if you get updated firespitter.dll). However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. Maybe ;making the tailwheel less stiff would help, too. They all had to use the runway drop to take off. If your Mk3 design jam-packed full of heavy gear can't seem to survive reentry, one option might be to reduce the payload a bit. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. For more information, please see our if mounted on not struted part). Here is your convenient solution to this problem! Basic structure Firstly you're going to want to make a short fuselage. Note: Your post will require moderator approval before it will be visible. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. Such as not producing lift, which is not what you want with a plane. It doesn't really matter if you angle them or not, there is not a single configuration for the wheels that can work on all plane parts. Try disabling friction control with on the front landing gears. The only drawback to the reduced friction is reduced steering control, so this setting may need to be adjusted when taxiing to/from a runway, but should otherwise be kept minimal for takeoff and landing. With initial passes, you start off with a periapsis at 50-60 km and gradually lower your apoapsis until you're in an almost circularized low orbit and then transition to your usual re-entry approach. Aim to get your speed below 50m/s, and have plenty of water ahead of you; keep the plane level, and pitch up to shed velocity. I dunno why but this picture makes the one side look like it is tipped in but I know they are straight, I believe it just the angle that the picture was taken that is causing it to look like this. https://forum.kerbalspaceprogram.com/index.php?/topic/124380-wing-lift-amp-wing-lift-to-drag-ratio-charts/, https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Spaceplane_basics&oldid=100619. Does your plane never pull up taking off? I have been building - reddit Having landing gears near the front and back of your aircraft can also help to ensure that you won't break your engines or smash your cockpit into the runway. Description: "Originally called the Cockpit-plus-two, the 5 seat "Cockatoo" is a second-generation command pod that provides both safety and comfort It is rumored to have enough room to pack several days of emergency snack rations and board games" Useful stats: As the description states this large command pod holds 5 kerbals An alternative is making sure you have complete control of the craft. Your wings provide the lift, and they cant provide lift if your wheels are too far back because then your base is to stable and the craft wont pivot upwards. An active front brake can cause your aircraft to rapidly and uncontrollably pivot left or right during landing, and high friction from the front wheel can potentially cause your plane to swerve violently both in landing and takeoff. You should be able to navigate fairly readily, and with the superb efficiency of jet engines, you should have plenty of fuel to go anywhere you need to go. They all had landing gear placed at the front and at the back. Thank you and happy landings. Kerbal Space Program 2's early access launch is only for seasoned You can even try refueling it before recovering your spaceplane further increasing your recovering value. Thanks for all the help. Tutorial:Aeris 4A mission - Kerbal Space Program Wiki This page was last edited on 17 December 2021, at 13:14. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. You want to start by attaching a Mk 0 Liquid Fuel Tank under the wings, making sure you're mirrored so it goes under both wings. If you're planning on landing on a somewhat uneven surface, like an open grassland somewhere on Kerbin or an island on Laythe, consider packing some parachutes for deceleration. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. Notice how the landing gears are placed out on the wings. Tutorial: Spaceplane basics - Kerbal Space Program Wiki You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. I see absolutely no need to be traveling that fast down the runway. Plane bouncing on takeoff - Kerbal Space Program Forums Landing is hard. How to Fly a Plane - KSP Beginner's Tutorial - YouTube Enable mirror symmetry to save yourself some alignment effort. Note that as you fly higher the air intakes will become less effective and you may come to a point when the engines will shut down due to the lack of air. Depending on which surface you place them on, they might not be parallel to the axis in which case. Upload or insert images from URL. I shouldn't have placed landing gears on the fuselage, I found that placing landing gears on flat surfaces like wings make landing gears a lot more stable. As such, you will need various control surfaces. Remember how you want your center of lift/drag to be behind the center of gravity? Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. They could go up to 120 m/s on the runway and still not lift up. If you use an Advanced SAS, and raise your front landing wheel so that it is higher than the rear wheels, by just turning the SAS on and going full throttle, due to the 10 degree angle of the plane, it should eventually take off by itself. This is for the same reason that you keep your fuel balanced. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. As you approach 35-50 km, your aircraft will most likely level itself out, at which point you can try aiming about five degrees above the horizon line. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Basic_Plane_Design&oldid=97453, In the front of the plane - In this position, the control surfaces are also known as , In the back of the plane, on the tail - The most usual position; usually, close to the rudder. If you're tired of big rockets that use tons of fuel and disintegrate in the atmosphere when coming back to Kerbin, this tutorial is perfect for you! When I use it for spaceplane guidance it keeps me on the correct heading, but the flight is very busy sine wave of a path. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. I managed to successfully takeoff and land this aircraft at least 20 times in a roll now and I haven't even lost a single pilot flying this. Powered by Invision Community. It is usually placed back because it can be placed further back than it is possible in the front (if it is placed in the front, it can obstruct the view of the pilot, which is undesired) as well as making the plane unstable (by the same effect that you would get if the center of lift (horizontal lifting surfaces) were in front of the center of mass, but with vertical surfaces). They could go up to 120 m/s on the runway and still not lift up. KSP short takeoff plane test | Simple Horten Ho 229 replica You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. 2022 Take-Two Interactive Software, Inc. Besides the good advice others have given, I would also be very careful with that little tailwheel. I made a KSP replica of the Horten Ho 229 while trying to make a short takeoff plane.If you have any questions or suggestions, let me know in the comments.My. The reverse also happens. A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . 1. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). At around . my center of lift is always slightly infront of my mass. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. Please consider starting a new thread rather than reviving this one. However, I want to place my wheels where i want to and not only on X parallel surfaces. As you would expect, spaceplanes need wings: they have various shapes and dimensions, and they differ basically in lift rating: you will want to have enough lift to keep your fuselage approximately prograde during your ascent to orbit. (For test purposes, all aircraft are not pitched up and SAS is turned off. Do agree that the rear wheels either need to be brought closer or or the Nenter of mass needs to be move closer to the rear wheels. Here, the. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). I made this aircraft based on real life commercial jet design. I thought after buying this I would have all the parts I need to build a small plane that can at least get off the ground, but I'm having trouble. For all your gaming related, space exploration needs. The tutorial below explains everything very well. Note: This tutorial was last updated for version 1.7.2. FAR says it would take an Angle of Attack of 24.3 degrees at 119 m/s to generate enough lift to get it to take off. everytime i make a powered plane, it always flips over and points backwards after i take off. Mechjeb Spaceplane Guidance. If your spaceplane is able to fly and land steadily at low speeds but just you're having difficulty slowing down as you approach the runway, try to reach your desired speed first and then approach the runway in almost level flight. This plane will be able to take off, travel somewhere, perform a crew report, and then land. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. I started investigating why this was happening. Everything looks perfectly symmetrical as far as I can tell. This is generally an issue of not spacing your landing gears out far enough apart. Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. Valve Corporation. Nothing bad will happen. So if I start encountering wobble it's time to pull back on the stick and get in the air. Thanks for everyone trying to help! I'm making sure that I keep trying to get it up but it just wont go! For this to happen, I'm assuming you're using rocket fuel tanks. This tutorial will help you with the basics of spaceplane flight, and will help you avoid the most common errors that could ruin your day as a spaceplane pilot! Your previous content has been restored. here are some images and a gif. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. To avoid swerving on takeoff and landing, it is strongly recommended to turn off or reduce the strength of the front brake on your aircraft, as well as to reduce the friction control. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. This would indicate two problems. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. Your link has been automatically embedded. if mounted on not struted part) 2. put your main gear slightly behind center of mass. If you've been able to successfully re-enter on previous low orbit test runs, you should be able to use this method to achieve similar rates of success once you've slowed down sufficiently. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. Pasted as rich text. (Yes, you personally, you lucky thing! When your altitude reaches 35km, start pulling up gently. Espaol - Latinoamrica (Spanish - Latin America), http://steamcommunity.com/sharedfiles/filedetails/?id=484107795, http://steamcommunity.com/sharedfiles/filedetails/?id=484107807, http://steamcommunity.com/sharedfiles/filedetails/?id=484107735, http://steamcommunity.com/sharedfiles/filedetails/?id=484107761, http://steamcommunity.com/sharedfiles/filedetails/?id=484119427, http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures, http://steamcommunity.com/sharedfiles/filedetails/?id=484137556, http://images.akamai.steamusercontent.com/ugc/443953434412162923/42B3BB54A6A524CCC2E5C102AD88C8E521790F55/. I had this one plane, very fast, It would go to 170 m/s on the runway then drop of the end and soar very nicely. Doesnt make sense so just do this: Nope that didn't solve anything, even when the plane is past the runway and gliding on the little bit of space before the ocean it will slowly lower to the ocean, what am I doing wrong? After a successful touchdown, high-speed motion on the runway (let alone uneven ground) can be unstable, causing the aircraft to careen to one side or the other, potentially resulting in loss of a wing and sometimes the entire aircraft. While it's true that jet engines don't work in space, they offer one large advantage over rocket engines while inside the atmosphere: fuel efficiency. Keep in mind that lift rating and control surfaces are not connected: lift rating is basically the capacity of your wings to sustain the weight of your spaceplane, while control surfaces are parts of wing that can be moved to change the flow of the air around the plane and through this change a plane's direction, angle of attack or inclination. This is also the same reason why planes start rolling toward the middle of the runway; because both ends of the runway are further from the center of Kerbin than the middle (because it's totally flat), the runway is a valley from a gravitational frame of reference. Another trick is to move the rear landing gear forward, closer to the center of gravity. If you use an Advanced SAS, and raise your front landing wheel so that it is higher than the rear wheels, by just turning the SAS on and going full throttle, due to the 10 degree angle of the plane, it should eventually take off by itself. Pasted as rich text. The issue is my plane rolls very sharply to the left any time I pitch up. Here is an example of landing gear place on a complex geometric surface: Unstable plane Rear landing gears only seems to work on cylindrical fuselage, if you place them on a fuselage intake or anything other than a cylinder, the wheels can behave strangely. If you plan on either dropping off cargo or picking up cargo and traveling with it, you'll generally want to locate your cargo bay at the middle of your center of gravity. Controllability of a plane is on you. How wide is the base. Plane wobble during takeoff - KSP1 Gameplay Questions and Tutorials - Kerbal Space Program Forums Is there a way to place landing gear so that i can guarantee my plane can remain stable on the runway even at high speed in excess of 200m/s? KSP Quick Guides: Takeoff Troubleshooting Stock v.22 - YouTube KSP Stock Space Shuttle by _ForgeUser18393701. Aircraft in this game is almost unfeasible, especially in career mode, you will lose all your money before you finally design an aircraft that can even takeoff. Also note that shock cone intakes appear to provide the best air supply at all mach speeds, and unlike other air intakes, they do not decline in performance beyond certain mach speeds. To recover the most value from your spaceplane, you should try to land on the runway at the Space Center (this tutorial, although it has been written for spacecraft and not spaceplanes, is a great help). Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. 2. When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. It's a prolem enough I have sever differen gear subassemblies that are stable (un wobbly) I can then position depending on COM. Then this tutorial is for you. After that, you face the challenge of touching down on the ground and coming to a stop safely without rolling and breaking off a wing or taking a nosedive and blowing your aircraft up on touchdown, or rolling off of the runway and into the ocean. (However, it must be noted that it is bad practice to use ailerons as elevators since it makes it hard to control the aircraft), The rudder moves the tip of the plane left and right; it is rarely used, since it is hard to put it both up and down due to the possibility of hitting the ground. That will align with the craft axis. The Kerbal Space Program subreddit. So you want to make a plane but all your contraptions explode on the runway, crash into the runway a few seconds after taking off, crash into the side of the runway, crash into the ocean after doing a tight turn or otherwise fail to do what you intended? Privacy Policy. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. For an example, see the A-10 Warthog's landing gears: link. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. Valve Corporation. While all other cargo bays are fine for making spaceplanes, the Mk3 Cargo Ramp produces obscene amounts of drag, which can easily prevent reaching orbital velocities by itself. The SSTO I took to Laythe recently has only one minor flaw using this design, I have to raise the landing gear and pull back slightly to take off. How do I fix this? Having said all that, these are the issues you must contend with. i have no idea why this happens please help. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. One FL-T100 tank can't power any rocket into space, yet a Shock Cone Intake, a Mk1 Inline Cockpit, a half-filled FL-T100 and a J-X4 "Whiplash" Turbo Ramjet Engine aimed in the general direction of "up" will let you laugh your way past the 70km mark at nearly 1200m/s. (Source). Finally you need to make sure it's all balanced, this means the centre of lift marker needs to be very slightly behind the centre of mass marker. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. Or maybe launching it in a vertical, Space Shuttle-style config. Geometric shape of the body you attach the landing gear to. Reddit and its partners use cookies and similar technologies to provide you with a better experience. The centre of mass was between the 2 landing gears. You main problem is your landing gear. Next you need landing gear. Plane - Kerbal Space Program Wiki I scoured the entire web for a solution, but found no working solution or at least dont work every time. Firstly you're going to want to make a short fuselage. One final point to consider is the mass you're planning to store in the fuselage. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. The problem could be due to several issues. However it's huge size can make it tricky to take off from the runway without destroying the engine. Note: Your post will require moderator approval before it will be visible. Cookie Notice [KSP] - Heavy Seaplane Take-off, Water-landing and Re-take-off! Create an account to follow your favorite communities and start taking part in conversations. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. The default max stress value is just ridiculous, its like flying in hair gel, everything gets torn apart so easily, like that will ever happen in real life. Wing shapes do not appear to have a significant impact on drag or drag-to-lift ratio at this time, but swept wings are still an easy way to help ensure that your center of lift stays behind your center of mass. Hopefully this gets you your first aircraft that can take off and land, which is the biggest hurdle to being able to make KSP aircraft. Tutorial:Basic SSTO Design - Kerbal Space Program Wiki You can resolve the emergency by transferring fuel from rear fuel tanks to forward fuel tanks, but you should alter your design to bring your wings further back to prevent such incidents in the future. http://kerbalspaceprogram.com, Press J to jump to the feed. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. I was wrong. And also place them further apart. This is most likely the standard jitterbugging problem. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! You want an elevon on each set of wings. Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! Those and the fixed main gear are NOTORIOUSLY bouncy.
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