ksp plane takeoff

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. 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. Second try, speed over land reached over 210 m/s and it didn't flip. I was wrong. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. Brakes in the back keep you stable. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. Thanks for the help guys. They could go up to 120 m/s on the runway and still not lift up. Maybe ;making the tailwheel less stiff would help, too. This page was last edited on 14 April 2021, at 01:04. Display as a link instead, Check out the following guide for some good info: Your wheel base is the problem. And at the extreme, producing down force, which I'm sure would cause more gear issues. Bit late i know, but i had the same problem. 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). 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. 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. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. Valve Corporation. 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 . Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. 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. 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). It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). I have created planes that have landing gears place right under the wing tips but they still won't work. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Having said all that, these are the issues you must contend with. 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. Those and the fixed main gear are NOTORIOUSLY bouncy. Here is an example of landing gear place on a complex geometric surface: Unstable plane Rear landing gears only seems to work on cylindrical fuselage, if you place them on a fuselage intake or anything other than a cylinder, the wheels can behave strangely. Drive gently off the runway and use the huge grassy field to take off, without care in the world about the plane veering to a side. 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've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. Descending greater than -10 m/s usually makes a mess. 1. make sure your main gear is not wobbling (ie. ), 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". 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. Keep your nose pointed prograde as you descend through the atmosphere. - Have enough lift, either by a big wing area or high speed. 2022 Take-Two Interactive Software, Inc. If you forget to put an air intake on your airplane, don't worry! 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. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. 3. make sure your center of mass is slightly in front of center of lift force. "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. All rights reserved. 67K subscribers in the KerbalAcademy community. 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. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. The issue is my plane rolls very sharply to the left any time I pitch up. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . Note that as you fly higher the air intakes will become less effective and you may come to a point when the engines will shut down due to the lack of air. I made this aircraft based on real life commercial jet design. Any plane needs speed - so you need thrust (usually). Depending on which surface you place them on, they might not be parallel to the axis in which case. But, likely guess is your craft is not producing enough lift. 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. mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 . You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. So I have played the game for 200 hours and I love it. 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. 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. Your link has been automatically embedded. 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. I removed them and it works fine now. If there is, I would have found it long ago. * Unlock steering and disable brakes on front gear. This helped immensely and if you haven't been doing this already, do it. To slow down faster, you can increase the braking strength of your rear wheels. Try disabling friction control with on the front landing gears. See the tutorial below. 1. make sure your main gear is not wobbling (ie. All the weight is pushed on the middle and it can't pull up. You can even try refueling it before recovering your spaceplane further increasing your recovering value. All of them had one thing in common though. They all had to use the runway drop to take off. Need to move them up. 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. Your link has been automatically embedded. The plane is clearly unstable. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. You cannot paste images directly. Remember how you want your center of lift/drag to be behind the center of gravity? if its too far behind plane cannot lift. Upload or insert images from URL. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. Please consider starting a new thread rather than reviving this one. (Source). 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. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. 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. my planes keep flipping backwards on take off . This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. 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. (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. 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. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. 2022 Take-Two Interactive Software, Inc. Is there a way to rectify this problem. 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. Your previous content has been restored. These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. LV-N has less than 25% of its full power at Kerbin sea level. Your very own tutorial.). Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. as Shkeec said check gear check gear check gear. 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. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. They all had landing gear placed at the front and at the back. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. However, make sure to use struts when placing landing gears on the far edges of a multi-part wing because they may sag enough to cause a fuselage collision with the runway during landing. 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. Or adding a RATO boosters. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. Safety note: Disable the brakes on the front landing gear. 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? 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. Congratulations! Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. 1. tilt of the plane. Clear editor. 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. 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. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. Notice how the landing gears are placed out on the wings. 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. Subscribe! When your altitude reaches 35km, start pulling up gently. Slowly pitch up to avoid overheating. 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. 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. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. Everything looks perfectly symmetrical as far as I can tell. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). How do I fix this? Upload or insert images from URL. 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. I just thought my planes were too heavy or not enough control surfaces. 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. It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. I have done everything imaginable to try to remedy this problem. Or maybe launching it in a vertical, Space Shuttle-style config. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. 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. Another trick is to move the rear landing gear forward, closer to the center of gravity. This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. 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. 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). As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. At around . 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. This thread is archived . 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. EDIT: It was the b9 procedural wings. This tutorial will help you with the basics of spaceplane flight, and will help you avoid the most common errors that could ruin your day as a spaceplane pilot! If you have an account, sign in now to post with your account. Here is your convenient solution to this problem! Go on, and take the plane capsule which looks like a converted fuel storage device. The issue is my plane rolls very sharply to the left any time I pitch up. 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. Espaol - Latinoamrica (Spanish - Latin America), http://steamcommunity.com/sharedfiles/filedetails/?id=484107795, http://steamcommunity.com/sharedfiles/filedetails/?id=484107807, http://steamcommunity.com/sharedfiles/filedetails/?id=484107735, http://steamcommunity.com/sharedfiles/filedetails/?id=484107761, http://steamcommunity.com/sharedfiles/filedetails/?id=484119427, http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures, http://steamcommunity.com/sharedfiles/filedetails/?id=484137556, http://images.akamai.steamusercontent.com/ugc/443953434412162923/42B3BB54A6A524CCC2E5C102AD88C8E521790F55/. Here, the. 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. It is also said that a good landing is one you can walk away from. Besides the good advice others have given, I would also be very careful with that little tailwheel. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! Your plane is almost finished. 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. 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. You cannot paste images directly. 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. All trademarks are property of their respective owners in the US and other countries. But be careful and don't crash it! If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. 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. 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. S5 moon rocket by lightbreaker_64. I don't have any mods but sometimes a problem may be a simple bug. 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. Place your rear wheels/gear in front of the flaps on your wings. 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. 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'm making sure that I keep trying to get it up but it just wont go! 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. I took off and at 60 m/s I was in the air! Nothing bad will happen. Paste as plain text instead, Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. 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. Although I usually only need 50 m/s for most planes to wobble out of control. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. I wanted to develop a plane to check how are the aerodynamics physics working, and went back to the KSC VAB to design a little plane. I dont really need 200m/s for take off. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. Hello, I am having a small problem with a plane I have built. 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. Do you have new pics after you moved the rear wheels forward? 2. But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. This is just a general briefing section with lots of "to do" or "not to do" things: when you think you've got it, check the Aeris 4A tutorial mission to learn how to get into space easily. 4. This would indicate two problems. 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). 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. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. Note: Your post will require moderator approval before it will be visible. 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. I have found a solution to my problem. 5.whether the body you anchor the landing gears to are firm. 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.

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