ksp plane takeoff
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. The reverse also happens. All of them had one thing in common though. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. A Mk1 Cockpit, two Mk 1 Liquid Fuel Tanks, and then cap the back with a round nose cone (use the A/D keys to rotate it as necessary). 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. Be aware that while this angle will provide the lowest possible landing speed for your spaceplane, it will create problems if your center of gravity is too far ahead of your rear landing gears (causing a high-speed nose collision on touchdown) or if your rear landing gears are too far ahead of your engines, causing them to strike the runway first. I was wrong. Though, I use the FAR mod which will change things, so I can't guarantee the results will be useful, but it might be interesting. This page was last edited on 17 December 2021, at 13:14. Otherwise, you can either shift your wings till it's right (though this may crowd them near the back), or you can very slightly rotate the big wings so they're slightly higher near the front of the plane. I've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. If the front landing gear touches down first and has its brakes on, it's going to make the rest of your aircraft pivot around it as it's pressed into the ground. . This helped immensely and if you haven't been doing this already, do it. Control surfaces are heavier than wings. I see absolutely no need to be traveling that fast down the runway. To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. If your spaceplane is difficult to land when full of fuel but easy to land when empty, then it may be helpful to burn off or transfer out most of the excess fuel before landing to make the aircraft lighter. Need to move them up. 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. After placing wheels I always use the rotate gizmo on snap with absolute orientation. Note: Your post will require moderator approval before it will be visible. I just thought my planes were too heavy or not enough control surfaces. 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. Those and the fixed main gear are NOTORIOUSLY bouncy. Does anybidy have any tips on how to build spaceplanes? When gear is placed, it has just one point of attachment. As such, you will need various control surfaces. here are some images and a gif. Or maybe launching it in a vertical, Space Shuttle-style config. * Gear not mounted to parts that will flex (e.g. 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. Here, the. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. I have done everything imaginable to try to remedy this problem. the I place on the wing and attach landing gear on those, it sometimes takes a few tries to find the right spot but well worth it. 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. 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. The Kerbal Space Program subreddit. 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. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. Thanks for everyone trying to help! To slow down faster, you can increase the braking strength of your rear wheels. 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. 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. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. It is also common to add an Inline Clamp-O-Tron, which, unlike all the other docking ports, can be placed in the middle of the spacecraft (a handy solution, since there is not much space at either end of the craft) to allow your plane to dock with space stations or other spacecrafts. 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. You can also use parachutes on landing, but care must be taken to ensure that an adequate length of runway remains since you'll only get one chance to use them. Center of Mass and Center of Lift are the usual causes of instability. Let it get good and clear of the ground before applying any control to it. 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. KSP 2 speculation: I believe terraforming will be a feature of the game. Subscribe! 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. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. I made this aircraft based on real life commercial jet design. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. Mechjeb Spaceplane Guidance. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. Why is it doing this? When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. 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. You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) Angled landing gear create rotational force for whatever reason. Note: This tutorial was last updated for version 1.7.2. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. . Geometric shape of the body you attach the landing gear to. 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. 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. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. Safety note: Disable the brakes on the front landing gear. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. Do you have a screenshot of the craft? Maybe ;making the tailwheel less stiff would help, too. Powered by Invision Community. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. How wide is the base. 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 tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. * Unlock steering and disable brakes on front gear. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. Note: The large delta wing will ensure you won't backflip. However, they do take a conventional mix of fuel and oxidizer, and thus require much more fuel mass than jet engines or LV-N Nerv. Second try, speed over land reached over 210 m/s and it didn't flip. The FedEx plane pulled back up in time to avoid a collision. In an aircraft with two or more engines, this can potentially cause you to enter a flat spin which can be unrecoverable if your center of mass is behind your center of lift. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. This allows you to avoid the extra weight and mass of additional fuselage parts, so you only have to deal with the extra weight of the fuel itself. Hello, I am having a small problem with a plane I have built. This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. 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. The problem could be due to several issues. 1. make sure your main gear is not wobbling (ie. - Make sure you have enough control authority to lift the nose up. You want an elevon on each set of wings. (Yes, you personally, you lucky thing! Or adding a RATO boosters. 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. Bit late i know, but i had the same problem. 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. At around . This page was last edited on 19 February 2020, at 07:08. This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. I have also thought about a wider base. Clear editor. 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. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. 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 have doubled the max stress value for aerodynamics failure in FAR for every category. Note that canards are somewhat more efficient than horizontal tail fins since canards provide an upward force with upward rotation, and downward force with downward rotation. S5 moon rocket by lightbreaker_64. if its too far behind plane cannot lift. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). 2022 Take-Two Interactive Software, Inc. The centre of mass was between the 2 landing gears. Tips aplenty in this thread: http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane It taught me everything I know, except for the stuff I learned elsewhere. Here's a quick installment in to the. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. 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. Symmetry placement should give you perfect symmetry, as far as the game is concerned. 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. For example, having your landing gears located near the ends of the wings is an easy way to ensure that you don't roll and shred your wings when landing or taking off. This is either a collider or design issue, if the craft doesn't have enough lift initially to get off the ground it will bounce a bit before taking off. ), 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". 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. This is starting to get really frustrating. Press question mark to learn the rest of the keyboard shortcuts. Basic structure Firstly you're going to want to make a short fuselage. Some testing is usually required with new designs to determine the best ascent profile. Hit the launch button and watch your magnificent bird fly! In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. Landing speed (minimum speed for level flight) can be reduced by adding components to increase maneuverability, by using larger wings, by increasing wing angle of attack on the fuselage (3-5 degrees is the recommended range for a spaceplane to achieve the best lift-to-drag ratio [source]), and by decreasing the weight of the aircraft. 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. Landing is hard. All the weight is pushed on the middle and it can't pull up. http://kerbalspaceprogram.com, Press J to jump to the feed. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). This is most likely the standard jitterbugging problem. I scoured the entire web for a solution, but found no working solution or at least dont work every time. The same principle applies here. See the tutorial below. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. @TheEnvironmentalist There is one more method I'm sure would work in your case, although I didn't write about it because I think it's cheesy and wouldn't solve the root problem. This plane will be able to take off, travel somewhere, perform a crew report, and then land. everytime i make a powered plane, it always flips over and points backwards after i take off. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. 4. Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures 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. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. 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. Another trick is to move the rear landing gear forward, closer to the center of gravity. You're going to have a bad time. 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! 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. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. Wow, if you need 200 m\s to take off, you should think about adding more lift. Enable mirror symmetry to save yourself some alignment effort. Please consider starting a new thread rather than reviving this one. 2022 Take-Two Interactive Software, Inc. KSC's runway is slightly north of Kerbin's equator and perfectly flat. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. You can post now and register later. If you have seen the examples above, I have planes that have angled landing gear and they work perfectly, yet some planes with straight landing gears don't. 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? 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. As the title says, my plane dips and turns to the side, clips its wing on the runway and loses it, does the same on the other side, then crashes and explodes, without even getting airborne. Powered by Invision Community. Unstable Aircraft: "FAR Firehound" (Stock). My Space Plane Keeps Flipping Backwards On The Runway. my center of lift is always slightly infront of my mass. 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! 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. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. All of them had one thing in common though. Upload or insert images from URL. I have built lots of spaceplanes. Edit: I made a simple easy plane in career mode that is both stable and cheap: A trick i've used before is to put modular girders on the sides of the fuselage and putting the gear on the bottom of the girders. Temperature tolerance is the primary consideration for fuselage choice. So if I start encountering wobble it's time to pull back on the stick and get in the air. This material may not be published, broadcast, rewritten, or redistributed. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. Make sure that all of your landing gears are pointing in exactly the same direction. This can easily cause you to crash on landing. I have created planes that have landing gears place right under the wing tips but they still won't work. Controllability of a plane is on you. If you forget to put an air intake on your airplane, don't worry! 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . 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. 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. Now for the engines. This thread is quite old. 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. Next you need landing gear. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. Paste as plain text instead, Thanks for all the help. 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. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. http://www.youtube.com/user/Cruzanak?. This is generally an issue of not spacing your landing gears out far enough apart. (For test purposes, all aircraft are not pitched up and SAS is turned off. if mounted on not struted part) 2. put your main gear slightly behind center of mass. Your wheels should now have 0 degree angle between them, meaning they are both. Any ideas? EDIT: So, I set the front landing gear spring and damper to 0.5, and also set the tail gear spring and damper to 2, and the problem was fixed! Please consider starting a new thread rather than reviving this one.
ksp plane takeoff