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Nothing bad will happen. Basic structure Firstly you're going to want to make a short fuselage. A plane is any craft which flies horizontally in an atmosphere utilizing lift primarily generated by wings, winglets, or control surfaces. Note: The large delta wing will ensure you won't backflip. That said, parachutes are an exceedingly effective means of reducing your stopping distance. Your very own tutorial.). They sometimes coincide with elevators. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. Be warned that if you do not provide sufficient air intakes for the engines you've placed, you may find that some of your engines shut down before others. Check out the following guide for some good info: Your wheel base is the problem. This helped immensely and if you haven't been doing this already, do it. 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. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. my center of lift is always slightly infront of my mass. For this to happen, I'm assuming you're using rocket fuel tanks. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. Upload or insert images from URL. You can even try refueling it before recovering your spaceplane further increasing your recovering value. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. If you forget to put an air intake on your airplane, don't worry! Then at the top, we'll put one tail fin, centred on the end of the fuselage. 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. An aircraft without control surfaces is like a rocket without RCS or reaction wheels - it will hardly turn and will be equally hard to control (perhaps even impossible!). 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. I don't have any mods but sometimes a problem may be a simple bug. 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. 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. 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. If you have an account, sign in now to post with your account. wings, unless they're very well braced). Your plane is almost finished. 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. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. Flying a Space Station through a GAS GIANT! Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. 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. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). I'm making sure that I keep trying to get it up but it just wont go! Temperature tolerance is the primary consideration for fuselage choice. 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. So I have played the game for 200 hours and I love it. Now for the engines. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. Quick context, I am a software engineer. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. 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. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. Place your rear wheels/gear in front of the flaps on your wings. [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . 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. See the tutorial below. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. 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 plane will be able to take off, travel somewhere, perform a crew report, and then land. They all had to use the runway drop to take off. Powered by Invision Community. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. The centre of mass was between the 2 landing gears. I moved the back landing gear to right underneath the COM. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. Firstly you're going to want to make a short fuselage. Powered by Invision Community. 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. 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. Cookie Notice - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). As with everything in KSP, experiment, experiment, experiment. Similar principles apply when finding suitable landing sites away from the KSC. Controllability of a plane is on you. Pasted as rich text. FOX 56 News Video More Videos It Flips Up And Towards The Opposite Direction. 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. (Yes, you personally, you lucky thing! It is due to the spinning up of the engines. 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. 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. All lift-rating means is that the wing section will resist motion perpendicular to its plane. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. Need to move them up. You can deploy your chutes just prior to touchdown for rapid deceleration. 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. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. 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. 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. At around . 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. Notice how the landing gears are placed out on the wings. Depending on which surface you place them on, they might not be parallel to the axis in which case. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. I just thought my planes were too heavy or not enough control surfaces. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. Symmetry placement should give you perfect symmetry, as far as the game is concerned. Upload or insert images from URL. 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. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. The most dangerous part of a spaceplane flight is returning from orbit. 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. A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. Although I usually only need 50 m/s for most planes to wobble out of control. Heavy Cargo Space Plane SSTO Download. They all had landing gear placed at the front and at the back. 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. 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. 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? I scoured the entire web for a solution, but found no working solution or at least dont work every time. 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. http://www.youtube.com/user/Cruzanak?. 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. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. That's over 2x the normal recommended max. This page was last edited on 17 December 2021, at 13:14. 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. Hit the launch button and watch your magnificent bird fly! Re-entry heating can destroy parts of your spaceplane, or destroy it entirely. Either put more engines or reduce the amount of rocket fuel. And above all: have fun! The tutorial below explains everything very well. They could go up to 120 m/s on the runway and still not lift up. That, combined with a Unity joint bug, makes your plane bounce. Please consider starting a new thread rather than reviving this one. Saves a lot of headache in wheels placement. 1. . However, I want to place my wheels where i want to and not only on X parallel surfaces. All trademarks are property of their respective owners in the US and other countries. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. If, instead, all goes well, then once your jet engines have shut down you will need to start the second part of your space mission by switching to rockets. Thank you and happy landings. 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). 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. 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). Another trick is to move the rear landing gear forward, closer to the center of gravity. - Have enough lift, either by a big wing area or high speed. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. The Kerbal Space Program subreddit. So if I start encountering wobble it's time to pull back on the stick and get in the air. I've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. Spaceplanes generally ascend best on a 10-30 degree incline, often leveling out towards higher altitudes to pick up the maximum horizontal velocity before switching to rocket motors. 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. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. KSP Stock Space Shuttle by _ForgeUser18393701. 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). When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. 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. Remember how you want your center of lift/drag to be behind the center of gravity? This thread is archived . 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. Thanks for everyone trying to help! 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. 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. And also place them further apart. The Whiplash's ridiculous fuel efficiency allows a spaceplane to climb high into the atmosphere and gain a lot of speed while barely using any fuel at all. 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. 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? Descending greater than -10 m/s usually makes a mess. After placing wheels I always use the rotate gizmo on snap with absolute orientation. 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. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. Please consider starting a new thread rather than reviving this one. 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. 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. You main problem is your landing gear. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). 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. Paste as plain text instead, 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. 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 canards are somewhat more efficient than horizontal tail fins since canards provide an upward force with upward rotation, and downward force with downward rotation. 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. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! 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. Or maybe launching it in a vertical, Space Shuttle-style config. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. If you have an account, sign in now to post with your account. This is most likely the standard jitterbugging problem. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. 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. All trademarks are property of their respective owners in the US and other countries. 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! 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. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. 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. This page was last edited on 14 April 2021, at 01:04. All rights reserved. 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. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. But, likely guess is your craft is not producing enough lift. 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). "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. The reverse also happens. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. 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 its too far behind plane cannot lift. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. They could go up to 120 m/s on the runway and still not lift up. If there is, I would have found it long ago. How wide is the base. Do you have new pics after you moved the rear wheels forward? 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. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. The plane is clearly unstable. 1. tilt of the plane. And at the extreme, producing down force, which I'm sure would cause more gear issues. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. Tell ya what, I'm gonna try to recreate that thing in my sandbox and see what I get. You cannot paste images directly. 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). 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 that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. Go on, and take the plane capsule which looks like a converted fuel storage device Contents 1 Making a fuselage 2 Understanding Lift 3 Control Surfaces 3.1 Elevator 3.2 Aileron 3.3 Rudder 4 Landing gear Making a fuselage Any plane needs speed - so you need thrust (usually). For myself, it always was the position of landing gear in terms of pitch. 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. 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. In contrast, if you attempt a landing at the KSC runway on a 270 degree bearing, you run the risk of colliding with the upward slope shortly beyond the runway if you can't slow down initially and then can't speed up fast enough. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. I am definitely aware that there are multiple reasons as to why the plane flips. 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. 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. 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 . I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. 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. I just thought my planes were too heavy or not enough control surfaces. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . So I started a new career file after not really playing for a long time and I'm now at the point where I just dropped 45 Science to unlocked Aviation to get some of the plane parts that I need. First try speed over land reached over 210 m/s before flipping in the last second.

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