KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . 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. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. Subscribe! You should have something called an "Elevon 1"; this will be the moving part for your wings. 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. 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. 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 You're going to have a bad time. There are multiple ways to place them: Ailerons control the roll of the aircraft, and are (almost) always placed on the wings, as far out as possible and as centered (compared to the center of mass) as could be. 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. This plane will be able to take off, travel somewhere, perform a crew report, and then land. Thanks for everyone trying to help! Mechjeb Spaceplane Guidance. This thread is quite old. I moved the back landing gear to right underneath the COM. LV-N has less than 25% of its full power at Kerbin sea level. Hit the launch button and watch your magnificent bird fly! You can even try refueling it before recovering your spaceplane further increasing your recovering value. See the tutorial below. 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. 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. 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. For all your gaming related, space exploration needs. For more information, please see our 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. I see absolutely no need to be traveling that fast down the runway. 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. Temperature tolerance is the primary consideration for fuselage choice. 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. Nothing bad will happen. ), 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". Note: This tutorial was last updated for version 1.7.2. 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. Why is it doing this? How to Fly a Plane - KSP Beginner's Tutorial - YouTube 0:00 / 25:53 How to Fly a Plane - KSP Beginner's Tutorial Mike Aben 30.6K subscribers 78K views 2 years ago KSP - Absolute Beginner's. I wanted to develop a plane to check how are the aerodynamics physics working, and went back to the KSC VAB to design a little plane. 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. So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. For an example, see the A-10 Warthog's landing gears: link. 67K subscribers in the KerbalAcademy community. Pasted as rich text. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. Control surfaces are heavier than wings. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. This is all right if their high efficiency saves enough fuel, but that may not be the case in small spaceplanes with limited fuel capacity. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. 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. Necessary for heavy/long spaceplane. Or maybe launching it in a vertical, Space Shuttle-style config. 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. You main problem is your landing gear. This is for the same reason that you keep your fuel balanced. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. Keep your spaceplane pointed about 90 degrees above prograde so that the wings and body of your aircraft slow you down as much as possible. 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). This page was last edited on 17 December 2021, at 13:14. Thank you and happy landings. 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. 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 . When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. Create an account to follow your favorite communities and start taking part in conversations. Then you want to put something called a "Small Circular Intake" on the front of the tank, and a "J-20 Juno" engine on the back of the tank. I have also thought about a wider base. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. - Have enough lift, either by a big wing area or high speed. 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. I have found a solution to my problem. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. Cookie Notice This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. Try disabling friction control with on the front landing gears. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. 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. Either put more engines or reduce the amount of rocket fuel. here are some images and a gif. Depending on which surface you place them on, they might not be parallel to the axis in which case. So I have played the game for 200 hours and I love it. 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. I have built lots of spaceplanes. They sometimes coincide with elevators. Controllability of a plane is on you. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. (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. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. 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). Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. I found biggest cause of this as well as not being able to possibly correct is having sas on during takeoff, make sure that is off during take off and should find problem is less likely to occur, but I too struggle to make working space planes even when center of lift, mass, thrust are all as needed. 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. Symmetry placement should give you perfect symmetry, as far as the game is concerned. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. If you pull up and cause the tailwheel etiher to hit the ground if it was already up or push it into the ground if it was still in contact, you will create bounciness. 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. 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. Here is the best aircraft I have created to date: Jet Aircraft. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. Similar principles apply when finding suitable landing sites away from the KSC. 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. 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. I started investigating why this was happening. Your wheels should now have 0 degree angle between them, meaning they are both. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . Powered by Invision Community. Whether you're storing your fuel in fuselage sections, wing sections, or attached inside of cargo bays, it's generally a good idea to keep equal amounts of fuel at equal distances from your center of mass. Wow, if you need 200 m\s to take off, you should think about adding more lift. 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. You can slow down either by deploying landing gears (and airbrakes if you have them) or by repeatedly pitching up and then back down to increase your drag. It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. Some testing is usually required with new designs to determine the best ascent profile. 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. However, don't bother going overboard with intakes because your engines will still shut off at high altitudes due to the low air pressure regardless of how many intakes you have. 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. Increasing the number of intakes will not allow you to continue using your jet engines at higher altitudes. 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. wings, unless they're very well braced). 4. Then this tutorial is for you. 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. Maybe ;making the tailwheel less stiff would help, too. if mounted on not struted part). While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. Easier just to bring the rear wheels closer as well as a in line reacton wheel. 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. First try speed over land reached over 210 m/s before flipping in the last second. All of them had one thing in common though. http://www.youtube.com/user/Cruzanak?. Angled landing gear create rotational force for whatever reason. Your link has been automatically embedded. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. 2022 Take-Two Interactive Software, Inc. I don't have any mods but sometimes a problem may be a simple bug. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. Drive gently off the runway and use the huge grassy field to take off, without care in the world about the plane veering to a side. i have no idea why this happens please help. All rights reserved. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). Go on, and take the plane capsule which looks like a converted fuel storage device. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. Here is your convenient solution to this problem! They all had to use the runway drop to take off. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. I am definitely aware that there are multiple reasons as to why the plane flips. Consider placing your rear landing gears close to the spaceplane's center of mass, but be careful to avoid an engine collision with the runway. 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. 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? Do you have a screenshot of the craft? This page was last edited on 14 April 2021, at 01:04. Slowly pitch up to avoid overheating. 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. 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. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. 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. This material may not be published, broadcast, rewritten, or redistributed. 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? For this to happen, I'm assuming you're using rocket fuel tanks. Install S5 moon rocket By lightbreaker_64. This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. 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. 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. I have doubled the max stress value for aerodynamics failure in FAR for every category. Conversely, if you keep all of the fuel in the back, you may find that your center of mass gradually drifts so far in front of your center of lift that you can't keep your nose up anymore, also potentially resulting in a fatal scenario. The design I used is similar to what I normally used for planes but I had to swap out parts and make it smaller to compensate for Career mode changes. This helped immensely and if you haven't been doing this already, do it. But be careful and don't crash it! It is also said that a good landing is one you can walk away from. You want an elevon on each set of wings. Any plane needs speed - so you need thrust (usually). 1. make sure your main gear is not wobbling (ie. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. But, likely guess is your craft is not producing enough lift. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. This is starting to get really frustrating. I made this aircraft based on real life commercial jet design. EDIT: It was the b9 procedural wings. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. My plane usually take off at a little over 120m/s. 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. You can post now and register later. They all had to use the runway drop to take off. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. Check out the following guide for some good info: Your wheel base is the problem. If you can give a craft file and a mod list I could take a look. Firstly you're going to want to make a short fuselage. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! All I have are the parts from the Aerodynamics tech and the gear bay (wheels). Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. KSP Stock Space Shuttle by _ForgeUser18393701. 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/. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. I just thought my planes were too heavy or not enough control surfaces. everytime i make a powered plane, it always flips over and points backwards after i take off. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. Is there a way to rectify this problem. This helps to keep the performance of your spaceplane stable with any amount of fuel. 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. Powered by Invision Community. How wide is the base. For some reason, when the plane is trying to take off and pulling up, the plane begins to bounce on it's front wheels (the back wheel kicks up), whichhinders the plane taking off. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. * Unlock steering and disable brakes on front gear. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. Also note that for maximum efficiency, you should make sure that your horizontal control surfaces are rotated to exactly the same pitch that you've rotated your wings. 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. It's a prolem enough I have sever differen gear subassemblies that are stable (un wobbly) I can then position depending on COM. Now for wings, the "Wing Connector Type B" is the largest you have so far; connect a set of those where the centre of mass is. 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. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). They sometimes coincide with ailerons on some, more space-economical, aircraft. That's over 2x the normal recommended max. Now stick a jet engine on the back, and don't forget to put an air intake or other air-sucking device (you can find them in aerodynamics) on the airplane. Please consider starting a new thread rather than reviving this one. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. Need to move them up. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. 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. Besides the good advice others have given, I would also be very careful with that little tailwheel. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). 1. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. I also used Intake build aid to balance the intakes. Display as a link instead, Upload or insert images from URL. Powered by Invision Community. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) 1. tilt of the plane. For some reason, when the plane is trying to take off and pulling up, the plane begins to bounce on it's front wheels (the back wheel kicks up), which hinders the plane taking off. When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. I can not get any aircraft-style spaceplane take off from the runway, they will stay on until the end, where the engines crash into the ground and explode. Does anybidy have any tips on how to build spaceplanes? Privacy Policy. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. Do you have new pics after you moved the rear wheels forward? Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. Flying a Space Station through a GAS GIANT! Any ideas? If you can't slow down in time, you can simply flick your engines back on to take off and turn around for another try as you pass over the coast. 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. mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 . Geometric shape of the body you attach the landing gear to. Pasted as rich text. Clear editor. All of them had one thing in common though. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. I removed them and it works fine now. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. Basic structure Firstly you're going to want to make a short fuselage. 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.