* Gear not mounted to parts that will flex (e.g. Having said all that, these are the issues you must contend with. This material may not be published, broadcast, rewritten, or redistributed. Managed to fix it with some different wings; idk what was going on with the other ones but I was just thr FAT aeroplane wings. Ideally, you ought to test landing the spaceplane with full fuel tanks and with nearly empty fuel tanks prior to taking your spaceplane to orbit. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. Plane bouncing on takeoff - Gameplay Questions and Tutorials - Kerbal Space Program Forums Hello, I am having a small problem with a plane I have built. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. 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. Upload or insert images from URL. 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. 1. tilt of the plane. Now put on center of mass and center of lift view, and move the delta wings until the center of lift is slightly behind of the center of mass - not in front, otherwise your aircraft will be able to easily flip out of control. Even with a stable landing, you may find that you don't have enough room on your desired landing area to come to a stop before you reach the end. Alternatively, you can try landing at higher speeds with your nose pointed further down, but this increases challenges with stability and deceleration while on the runway. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. Then this tutorial is for you. KSP Stock Space Shuttle by _ForgeUser18393701. Paste as plain text instead, Unstable Aircraft: "FAR Firehound" (Stock). After placing wheels I always use the rotate gizmo on snap with absolute orientation. Flying a Space Station through a GAS GIANT! 1. The plane is clearly unstable. So the answer is: in the SPH, click on your front gear, set the spring to .5 and set the damper to .5 -- then save it and give it another shot at launching. KSC's runway is slightly north of Kerbin's equator and perfectly flat. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. Symmetry placement should give you perfect symmetry, as far as the game is concerned. I removed them and it works fine now. everytime i make a powered plane, it always flips over and points backwards after i take off. This makes them a very effective choice for SSTOs since they do a good job of getting maximum velocity out of air-breathing mode, and then allow you to use oxidizer without needing the added weight and drag of a separate rocket engine. Now right click each elevon and the tail fin and set what movement each controls; the ones on the large wings control roll only, the ones on the back wings control pitch only, and the tail fin controls yaw only. So if I start encountering wobble it's time to pull back on the stick and get in the air. 67K subscribers in the KerbalAcademy community. However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. 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? 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. Not sure why you would want that stability for speeds in excess of 200 m/s though, as most planes will take off and land at far slower speeds. Here is your convenient solution to this problem! Landing can be trickier for spaceplanes since they are designed for higher speeds than other aircraft and may not be able to fly level at speeds low enough for an easy landing (<50 m/s). 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. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. Secondly, it would suggest that your spaceplane's center of lift is too far forward compared to its center of gravity (causing the uncontrollable spin). Thanks for all the help. This thread is archived . Maybe ;making the tailwheel less stiff would help, too. 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. 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. - SF. This page was last edited on 14 April 2021, at 01:04. These should be in the bottom left next to the display of the cost of the aircraft. ), Stable aircraft: "Untitled" (lost the file upon loading after aircraft), Stable jet car: "Untitled" (Lost the file), Speed over land > 350 m/s before veering off the runway, Sometimes Stable Spaceplane: "Hypersonic Experimental". 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? The FedEx plane pulled back up in time to avoid a collision. 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. Your very own tutorial.). Display as a link instead, 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. When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. I am accelerating it to over 200m/s on the runway just to test the stability of those wheels since the faster you go, the more likely the plane will wobble and flip on the runway. I started investigating why this was happening. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. After externsive testing and bloodpressure rise, results: it doesnt matter where you place the wheels, as long as they are not angled on the X (nose-tail) axis. When landing, you can achieve the highest lift for a given speed by raising the total angle of attack of your wings to 30 degrees (although this induces a great deal of drag). Vice versa a plane with lots of control surfaces will be perfectly controllable (maybe even too much) but may have big difficulties with taking off and landing at reasonable speeds. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. if its too far behind plane cannot lift. All trademarks are property of their respective owners in the US and other countries. Try disabling friction control with on the front landing gears. Center of Mass and Center of Lift are the usual causes of instability. With a tail-dragger, the plane is already angled up just sitting on its wheels so once the speed is high enough, it should just float up by itself. I made this aircraft based on real life commercial jet design. Cookie Notice Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. If there is, I would have found it long ago. If you have trouble pitching up enough to land at a reasonable speed, you can increase your maneuverability by toggling your flaps, canards and ailerons to greater than 100% control authority. It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. Plane spins/lurches to the side during takeoff? This thread is quite old. I have created planes that have landing gears place right under the wing tips but they still won't work. my center of lift is always slightly infront of my mass. 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. Note that when your jet engines shut down simultaneously while climbing in otherwise normal flight, it is generally due to a lack of pressure from the altitude you're flying at. I'm making sure that I keep trying to get it up but it just wont go! To maximize lift, your aircraft should rest on the ground with the fuselage tilted upward at anywhere up to a 25-27 angle so that the wings will end up tilted back at up to 30. 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). Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. Alright, it's late where I live so I'm gonna hit the hay and come back to it tommorrow, I read on the guide someone sent me and I think it is taht it doesn't have any way of pointing the up, so I'll tinker with some of the wings and see what I can do. Go on, and take the plane capsule which looks like a converted fuel storage device. 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. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. If the problem has to do with lift then travelling very slowly, possibly even slower than that, should counteract the effects of lift and you won't drift nearly as much. Beyond that, you're going to get some wobble once you get close to take off speed. For an example, see the A-10 Warthog's landing gears: link. Your wheels should now have 0 degree angle between them, meaning they are both. Saves a lot of headache in wheels placement. Powered by Invision Community. "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. They all had to use the runway drop to take off. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. First of all, since the launch happens horizontally, you will have to include landing gears, and you will most likely want to include jet engines for the first stage for excellent fuel and cost efficiency. Besides the good advice others have given, I would also be very careful with that little tailwheel. First try speed over land reached over 210 m/s before flipping in the last second. It is also advisable to add some control surfaces to your plane to have some control in the atmosphere: you can manually add them to the wings or choose winglets with effective control surfaces, like the Standard Canard. But, likely guess is your craft is not producing enough lift. And at the extreme, producing down force, which I'm sure would cause more gear issues. Kerbal Space Program 2's simulation is a lot more in-depth than its predecessor, where it was feasible for any wannabe Goddard to punch through the atmosphere with overwhelming thrust. - Have enough lift, either by a big wing area or high speed. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. . I believe the issue is there is not enough control surfaces to offset this issue, but it comes up very easy so it is not a very big deal. Place your rear wheels/gear in front of the flaps on your wings. Tell ya what, I'm gonna try to recreate that thing in my sandbox and see what I get. 5.whether the body you anchor the landing gears to are firm. They all had landing gear placed at the front and at the back. All you need to do is add landing gear (one right before the cockpit, and two on the tips or middle of the wings), and you're done! 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. If you have an account, sign in now to post with your account. Sometimes taking things off and re-attaching them does it, or you may have to go so far as to scrap the design and rebuild. I have also thought about a wider base. 3. angle of the wheels. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). 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. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. A plane is any craft which flies horizontally in an atmosphere utilizing lift primarily generated by wings, winglets, or control surfaces. (Source). Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. All of them had one thing in common though. Congratulations! Such as not producing lift, which is not what you want with a plane. Now for the engines. However, I want to place my wheels where i want to and not only on X parallel surfaces. See the tutorial below. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. The issue is my plane rolls very sharply to the left any time I pitch up. 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. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. Similar principles apply when finding suitable landing sites away from the KSC. You want an elevon on each set of wings. Powered by Invision Community. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. For myself, it always was the position of landing gear in terms of pitch. As such, you will need various control surfaces. Some testing is usually required with new designs to determine the best ascent profile. Angled landing gear create rotational force for whatever reason. All rights reserved. Control surfaces are heavier than wings. 2022 Take-Two Interactive Software, Inc. http://forum.kerbalspaceprogram.com/threads/99660-0-25-Adjustable-Landing-Gear-v1-0-4%28doors-fixed%29-Nov-14. Display as a link instead, Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! These have an ISP of 800 in a vacuum which is significantly better than all other rocket motors except the very weak IX-6315 ion rocket. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. 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. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! This thread is quite old. Here's a quick installment in to the. I also used Intake build aid to balance the intakes. 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. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. You should have something called an "Elevon 1"; this will be the moving part for your wings. Another trick is to move the rear landing gear forward, closer to the center of gravity. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. Because of how small Kerbin is and how high its gravity is, a perfectly flat surface just north of the equator will cause planes taking off to bias to the right of the runway, as if they were rolling downhill. You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. Re-entry heating can destroy parts of your spaceplane, or destroy it entirely. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa Your link has been automatically embedded. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. Thanks for everyone trying to help! Is there a way to rectify this problem. One final point to consider is the mass you're planning to store in the fuselage. This is generally an issue of not spacing your landing gears out far enough apart. 1. make sure your main gear is not wobbling (ie. LV-N has less than 25% of its full power at Kerbin sea level. 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. This page was last edited on 17 December 2021, at 13:14. I just thought my planes were too heavy or not enough control surfaces. 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. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. Note: The large delta wing will ensure you won't backflip. I have built lots of spaceplanes. They sometimes coincide with elevators. Privacy Policy. 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. This is just a general briefing section with lots of "to do" or "not to do" things: when you think you've got it, check the Aeris 4A tutorial mission to learn how to get into space easily. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. 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! Remember how you want your center of lift/drag to be behind the center of gravity? All trademarks are property of their respective owners in the US and other countries. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. Note: Your post will require moderator approval before it will be visible. I just built a plane but when i launch it just slides and spins slowly to the right, any ideas on why this is happening? I have done everything imaginable to try to remedy this problem. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. 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. Clear editor. mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 . To slow down faster, you can increase the braking strength of your rear wheels. 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. 2022 Take-Two Interactive Software, Inc. 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? It's a prolem enough I have sever differen gear subassemblies that are stable (un wobbly) I can then position depending on COM. I checked my planes and I found the problem. To survive re-entry, it's recommended to start your approach back into the atmosphere at a shallow angle, ideally with a periapsis of around 30-35 km. I dont really need 200m/s for take off. 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. All lift-rating means is that the wing section will resist motion perpendicular to its plane. 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. But I am still not sure if there are more reasons or perhaps it is just a physics bug which I am wasting my time on.
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ksp plane takeoff