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. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. 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. DO NOT ANGLE THEM! The most dangerous part of a spaceplane flight is returning from orbit. 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. If you have an account, sign in now to post with your account. For myself, it always was the position of landing gear in terms of pitch. This plane will be able to take off, travel somewhere, perform a crew report, and then land. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. 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. Control surfaces are heavier than wings. I scoured the entire web for a solution, but found no working solution or at least dont work every time. Tutorial:Aeris 4A mission - Kerbal Space Program Wiki Kerbal Space Program 2's early access launch is only for seasoned Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. Let it get good and clear of the ground before applying any control to it. How to keep an airplane stable on the runway in Kerbal Space - Arqade 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. Unstable Aircraft: "FAR Firehound" (Stock). Pasted as rich text. 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. Take the large delta wings and place them on the aircraft. EDIT: It was the b9 procedural wings. Your link has been automatically embedded. 1. make sure your main gear is not wobbling (ie. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. Next you need landing gear. Subscribe! Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. Here, the. Thank you and happy landings. Install S5 moon rocket By lightbreaker_64. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. For an example, see the A-10 Warthog's landing gears: link. The same principle applies here. This helped immensely and if you haven't been doing this already, do it. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. Another trick is to move the rear landing gear forward, closer to the center of gravity. 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. Or maybe launching it in a vertical, Space Shuttle-style config. http://www.youtube.com/user/Cruzanak?. Then at the top, we'll put one tail fin, centred on the end of the fuselage. Although I usually only need 50 m/s for most planes to wobble out of control. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. Create an account to follow your favorite communities and start taking part in conversations. For this to happen, I'm assuming you're using rocket fuel tanks. 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. How do I fix this? 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. My spaceplanes keep drifting off runway during takeoff. What am I doing By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. 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 need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. 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. A plane is any craft which flies horizontally in an atmosphere utilizing lift primarily generated by wings, winglets, or control surfaces. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. What causes turbulence? | WOWK 13 News All of them had one thing in common though. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. The plane is clearly unstable. Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. When your altitude reaches 35km, start pulling up gently. When I use it for spaceplane guidance it keeps me on the correct heading, but the flight is very busy sine wave of a path. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. You want an elevon on each set of wings. mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 . This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. I see absolutely no need to be traveling that fast down the runway. Paste as plain text instead, Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. That will align with the craft axis. 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. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. 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. Either put more engines or reduce the amount of rocket fuel. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. 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. 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. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. Notice how the landing gears are placed out on the wings. Controllability of a plane is on you. 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. (Source). [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . Your wheels should now have 0 degree angle between them, meaning they are both. KSP 2 speculation: I believe terraforming will be a feature of the game. 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. As lift increases you remove some strain on the gear, however you've just increased the amount of sag. When gear is placed, it has just one point of attachment. 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). Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. It is usually placed back because it can be placed further back than it is possible in the front (if it is placed in the front, it can obstruct the view of the pilot, which is undesired) as well as making the plane unstable (by the same effect that you would get if the center of lift (horizontal lifting surfaces) were in front of the center of mass, but with vertical surfaces). If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. Your link has been automatically embedded. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. 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. Similar principles apply when finding suitable landing sites away from the KSC. 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. 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. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Valve Corporation. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. 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 is also said that a good landing is one you can walk away from. 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. Works well on small craft. i have no idea why this happens please help. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. KSC's runway is slightly north of Kerbin's equator and perfectly flat. 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). Such as not producing lift, which is not what you want with a plane. Nothing bad will happen. That, combined with a Unity joint bug, makes your plane bounce. Elevators are usually places in the front or back of an aircraft, and their function, as the name implies, is to change the pitch of the nose up and down. That's over 2x the normal recommended max. As such, you will need various control surfaces. Your previous content has been restored. 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. 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. 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. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. Upload or insert images from URL. 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. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. 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. All lift-rating means is that the wing section will resist motion perpendicular to its plane. You want to get up to get the gear tucked away and reduce drag. 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. Reddit and its partners use cookies and similar technologies to provide you with a better experience. 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. 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. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. everytime i make a powered plane, it always flips over and points backwards after i take off. 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. However it's huge size can make it tricky to take off from the runway without destroying the engine. This thread is quite old. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. Hello, I am having a small problem with a plane I have built. Plane wobble during takeoff - Kerbal Space Program Forums 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. 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. Symmetry placement should give you perfect symmetry, as far as the game is concerned. This can easily cause you to crash on landing. I made this aircraft based on real life commercial jet design. Descending greater than -10 m/s usually makes a mess. (Yes, you personally, you lucky thing! Tutorial:Basic SSTO Design - Kerbal Space Program Wiki ), 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". 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. Necessary for heavy/long spaceplane. 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. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) Valve Corporation. 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. That said, parachutes are an exceedingly effective means of reducing your stopping distance. . and our (Idea is moot, if you haven't unlocked them yet.) 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). 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 just thought my planes were too heavy or not enough control surfaces. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. A Ravenspear Mk3 taking off from the Runway in version 1.0.5. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. Need to move them up. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. 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. 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. 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. 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'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! Then this tutorial is for you. Quick context, I am a software engineer. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. This is generally an issue of not spacing your landing gears out far enough apart. Landing is hard. 3. angle of the wheels. Does your plane never pull up taking off? I have been building - reddit All of them had one thing in common though. My Space Plane Keeps Flipping Backwards On The Runway. Hit the launch button and watch your magnificent bird fly! KSP Stock Space Shuttle by _ForgeUser18393701. 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. 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. Note: This tutorial was last updated for version 1.7.2. Do you have a screenshot of the craft? Depending on which surface you place them on, they might not be parallel to the axis in which case. And above all: have fun! Do you have new pics after you moved the rear wheels forward? 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 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. if its too far behind plane cannot lift. I have also thought about a wider base. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. Real planes do this as well. Temperature tolerance is the primary consideration for fuselage choice. All trademarks are property of their respective owners in the US and other countries. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. I moved the back landing gear to right underneath the COM. How to Fly a Plane - KSP Beginner's Tutorial - YouTube If there is, I would have found it long ago. You can even try refueling it before recovering your spaceplane further increasing your recovering value. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. 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.
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