Dickens Funeral Home, Does A Piezo Igniter Need To Be Grounded, Itchy Bumps That Look Like Mosquito Bites But Aren't, Articles K

Subscribe! The only drawback to the reduced friction is reduced steering control, so this setting may need to be adjusted when taxiing to/from a runway, but should otherwise be kept minimal for takeoff and landing. 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. 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). Pasted as rich text. Nothing bad will happen. Install S5 moon rocket By lightbreaker_64. 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. In vanilla KSP, wings have a predefined lift factor. 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. The SSTO I took to Laythe recently has only one minor flaw using this design, I have to raise the landing gear and pull back slightly to take off. Either put more engines or reduce the amount of rocket fuel. The same principle applies here. Hot ground causes air to rise, cooling as it moves away from the heat, which leads to increased density and a resulting fall back down. 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. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. 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. Besides the good advice others have given, I would also be very careful with that little tailwheel. I took off and at 60 m/s I was in the air! Beyond that, you're going to get some wobble once you get close to take off speed. Balanced fuel saves Kerbal lives. 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. Safety note: Disable the brakes on the front landing gear. Your plane is almost finished. 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. 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). - Have enough lift, either by a big wing area or high speed. 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. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. 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. They could go up to 120 m/s on the runway and still not lift up. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. An alternative is making sure you have complete control of the craft. Depending on which surface you place them on, they might not be parallel to the axis in which case. @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. Please consider starting a new thread rather than reviving this one. 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. Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures 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. Landing can be trickier for spaceplanes since they are designed for higher speeds than other aircraft and may not be able to fly level at speeds low enough for an easy landing (<50 m/s). If you forget to put an air intake on your airplane, don't worry! This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. Note: Your post will require moderator approval before it will be visible. I see absolutely no need to be traveling that fast down the runway. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. 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. 1. tilt of the plane. 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. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. 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. Flying a Space Station through a GAS GIANT! Such as not producing lift, which is not what you want with a plane. 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. 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. 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. Try disabling friction control with on the front landing gears. After placing wheels I always use the rotate gizmo on snap with absolute orientation. Note that a Wheesley or Goliath engine can reverse its thrust to allow rapid deceleration during landing, but these are not recommended for a spaceplane due to being unreasonably heavy and inducing excessive drag when attempting to transition to orbital velocities. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. 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. 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 reverse also happens. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. Here is your convenient solution to this problem! 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. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). Kerbal Space Program 2 - Overview and Tutorial for All the New Parts Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. This thread is archived . When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). 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. 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). 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. My Space Plane Keeps Flipping Backwards On The Runway. 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. Clear editor. Keep in mind that as your altitude increases, your control surfaces and winglets will become increasingly ineffective and will no longer work at all once you leave the atmosphere, so you may need to add alternative control systems like reaction wheels or RCS thrusters. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. 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. I feel tat it is either due to the symmetry placement in this game being inaccurate or certain parts where i anchor my landing gears on are not perfectly symmetrical and the physics calculation is just too sensitive about even the slightest misalignment. This is most likely the standard jitterbugging problem. They all had to use the runway drop to take off. 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. 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. I also used Intake build aid to balance the intakes. Planes and Ships - Shareables - Kerbal Space Program - CurseForge 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. 3. angle of the wheels. here are some images and a gif. One FL-T100 tank can't power any rocket into space, yet a Shock Cone Intake, a Mk1 Inline Cockpit, a half-filled FL-T100 and a J-X4 "Whiplash" Turbo Ramjet Engine aimed in the general direction of "up" will let you laugh your way past the 70km mark at nearly 1200m/s. Try getting the wings to deflect the air down, either by lifting the front end up using canards or by mounting them at an angle using shift + wasdqe. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. 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:_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 have created planes that have landing gears place right under the wing tips but they still won't work. So I have played the game for 200 hours and I love it. 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 . Thanks for all the help. Note: Your post will require moderator approval before it will be visible. Plane bouncing on takeoff - Kerbal Space Program Forums Do you have a screenshot of the craft? 1. make sure your main gear is not wobbling (ie. EDIT: It was the b9 procedural wings. The issue is my plane rolls very sharply to the left any time I pitch up. Thank you and happy landings. 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. I removed them and it works fine now. You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. If there is, I would have found it long ago. 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!). However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. This material may not be published, broadcast, rewritten, or redistributed. It is due to the spinning up of the engines. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. I am definitely aware that there are multiple reasons as to why the plane flips. My plane usually take off at a little over 120m/s. (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. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. As lift increases you remove some strain on the gear, however you've just increased the amount of sag. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. Symmetry placement should give you perfect symmetry, as far as the game is concerned. You can even try refueling it before recovering your spaceplane further increasing your recovering value. I was wrong. (Source). Angled landing gear create rotational force for whatever reason. 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. * Unlock steering and disable brakes on front gear. The most dangerous part of a spaceplane flight is returning from orbit. Your very own tutorial.). The default max stress value is just ridiculous, its like flying in hair gel, everything gets torn apart so easily, like that will ever happen in real life. 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. 2. All the weight is pushed on the middle and it can't pull up. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. 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 page was last edited on 19 February 2020, at 07:08. Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. Mechjeb Spaceplane Guidance. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. 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. That's over 2x the normal recommended max. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. Geometric shape of the body you attach the landing gear to. How do I fix this? This thread is quite old. 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! Tutorial: Basic Plane Design - Kerbal Space Program Wiki That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. * Gear not mounted to parts that will flex (e.g. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! This helps to keep the performance of your spaceplane stable with any amount of fuel. At around . When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. 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. 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 can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. 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 Kerbal Space Program 2's early access launch is only for seasoned [KSP] - Heavy Seaplane Take-off, Water-landing and Re-take-off! 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. Descending greater than -10 m/s usually makes a mess. First try speed over land reached over 210 m/s before flipping in the last second. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. More mass will mean it takes more drag to slow down on reentry, which will mean you go faster at lower altitudes and experience more reentry heating. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . Valve Corporation. It's said that takeoffs are optional but landings are mandatory. 3. make sure your center of mass is slightly in front of center of lift force. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. And, of course, try to take off and land as slow as possible. KSP Quick Guides: Takeoff Troubleshooting Stock v.22 - YouTube Does your plane never pull up taking off? I have been building - reddit 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. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. For all your gaming related, space exploration needs. Need to move them up. Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! My Space Plane Keeps Flipping Backwards On The - Dive into anything 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. everytime i make a powered plane, it always flips over and points backwards after i take off. All trademarks are property of their respective owners in the US and other countries. Some testing is usually required with new designs to determine the best ascent profile. When your altitude reaches 35km, start pulling up gently. But be careful and don't crash it! If you can give a craft file and a mod list I could take a look. KSP short takeoff plane test | Simple Horten Ho 229 replica I have also thought about a wider base. 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. You cannot paste images directly. 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. Although I usually only need 50 m/s for most planes to wobble out of control. Another trick is to move the rear landing gear forward, closer to the center of gravity. Here's a quick installment in to the. Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. 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. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. 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. If you have an account, sign in now to post with your account. 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. Unfortunately, with only these basic parts, landing on the runway won't be easy; a viable alternative is to throttle down to nothing, then belly-flop in the ocean. Hit the launch button and watch your magnificent bird fly! Reddit and its partners use cookies and similar technologies to provide you with a better experience. Note that when your jet engines shut down simultaneously while climbing in otherwise normal flight, it is generally due to a lack of pressure from the altitude you're flying at. I 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. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). For more information, please see our Display as a link instead, My plane won't take off :: Kerbal Space Program - Steam Community They could go up to 120 m/s on the runway and still not lift up. 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. 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? When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. That will align with the craft axis. You should have something called an "Elevon 1"; this will be the moving part for your wings. 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. Wow, if you need 200 m\s to take off, you should think about adding more lift. 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. You want an elevon on each set of wings. All rights reserved. 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. This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. If your aircraft is burning up during this stage, you may need larger wings to slow you down faster, radiator panels to carry away the heat more effectively, parts with a higher temperature tolerance (like the Mk2 liquid fuel fuselage instead of the Mk1 liquid fuel fuselage), or parts to increase your maneuverability, like RCS thrusters, reaction wheels, or canards and elevons. Brakes in the back keep you stable. 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. 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.