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. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. To avoid swerving on takeoff and landing, it is strongly recommended to turn off or reduce the strength of the front brake on your aircraft, as well as to reduce the friction control. Flying a Space Station through a GAS GIANT! That will align with the craft axis. 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. Then at the top, we'll put one tail fin, centred on the end of the fuselage. The most dangerous part of a spaceplane flight is returning from orbit. Any ideas? Similar principles apply when finding suitable landing sites away from the KSC. A good example of this is at the KSC runway when landing on a 90 degree bearing. Install S5 moon rocket By lightbreaker_64. You can post now and register later. All trademarks are property of their respective owners in the US and other countries. - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. 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. 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? 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. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa 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. Then this tutorial is for you. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). If you forget to put an air intake on your airplane, don't worry! 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. 2022 Take-Two Interactive Software, Inc. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. 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. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. 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. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. 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. 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). At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. For all your gaming related, space exploration needs. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. Do agree that the rear wheels either need to be brought closer or or the Nenter of mass needs to be move closer to the rear wheels. 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. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. Check out the following guide for some good info: Your wheel base is the problem. Tips aplenty in this thread: http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane It taught me everything I know, except for the stuff I learned elsewhere. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. 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. All rights reserved. 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. But, likely guess is your craft is not producing enough lift. 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. 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. They all had to use the runway drop to take off. Control surfaces are heavier than wings. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 spaceplane parts for the engines. All rights reserved. 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. 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. 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. 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. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. 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. 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. 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. . This is for the same reason that you keep your fuel balanced. Now right click each elevon and the tail fin and set what movement each controls; the ones on the large wings control roll only, the ones on the back wings control pitch only, and the tail fin controls yaw only. I removed them and it works fine now. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). 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. Clear editor. Keep your nose pointed prograde as you descend through the atmosphere. However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. 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. 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. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. Maybe ;making the tailwheel less stiff would help, too. 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. Take the large delta wings and place them on the aircraft. 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? 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. You main problem is your landing gear. Center of Mass and Center of Lift are the usual causes of instability. Now imagine what happens like that. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . Your wheels should now have 0 degree angle between them, meaning they are both. 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. Notice how the landing gears are placed out on the wings. All the weight is pushed on the middle and it can't pull up. If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. These have an ISP of 800 in a vacuum which is significantly better than all other rocket motors except the very weak IX-6315 ion rocket. - Make sure you have enough control authority to lift the nose up. If you can give a craft file and a mod list I could take a look. It is advised to place your control surfaces as far from your center of mass as possible. Basic structure Firstly you're going to want to make a short fuselage. Clear editor. Display as a link instead, symmetry building makes them face slightly towards (or away from) each other, with wobbly results. Reddit and its partners use cookies and similar technologies to provide you with a better experience. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. All lift-rating means is that the wing section will resist motion perpendicular to its plane. Although I usually only need 50 m/s for most planes to wobble out of control. In vanilla KSP, wings have a predefined lift factor. Note: This tutorial was last updated for version 1.7.2. mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 . here are some images and a gif. These should be in the bottom left next to the display of the cost of the aircraft. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. All of them had one thing in common though. wings, unless they're very well braced). 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. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). 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. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. 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. 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). I started investigating why this was happening. 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. 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. Here is your convenient solution to this problem! - SF. 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? 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. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. They all had landing gear placed at the front and at the back. 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. You want to get up to get the gear tucked away and reduce drag. 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. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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. 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. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. 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. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! Your link has been automatically embedded. 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. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. 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. You can deploy your chutes just prior to touchdown for rapid deceleration. Pasted as rich text. Thank you and happy landings. This helps to keep the performance of your spaceplane stable with any amount of fuel. They sometimes coincide with elevators. If you have an account, sign in now to post with your account. So if I start encountering wobble it's time to pull back on the stick and get in the air. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. The issue is my plane rolls very sharply to the left any time I pitch up. 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. 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 takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. If there is, I would have found it long ago. I don't have any mods but sometimes a problem may be a simple bug. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. 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! Note: The large delta wing will ensure you won't backflip. Enable mirror symmetry to save yourself some alignment effort. 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. http://www.youtube.com/user/Cruzanak?. 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 problem could be due to several issues. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. Hello, I am having a small problem with a plane I have built. So I have played the game for 200 hours and I love it. 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. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. They all had to use the runway drop to take off. Next you need landing gear. Then you want to put something called a "Small Circular Intake" on the front of the tank, and a "J-20 Juno" engine on the back of the tank. Firstly you're going to want to make a short fuselage. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. 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. When gear is placed, it has just one point of attachment. 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. Saves a lot of headache in wheels placement. (Yes, you personally, you lucky thing! 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. . The FedEx plane pulled back up in time to avoid a collision. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. It's a prolem enough I have sever differen gear subassemblies that are stable (un wobbly) I can then position depending on COM. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. I have built lots of spaceplanes. For an example, see the A-10 Warthog's landing gears: link. * Gear not mounted to parts that will flex (e.g. 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). Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. I have also thought about a wider base. 1. tilt of the plane. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. 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. I was wrong. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. if its too far behind plane cannot lift. 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. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. Vice versa a plane with lots of control surfaces will be perfectly controllable (maybe even too much) but may have big difficulties with taking off and landing at reasonable speeds. This makes them a very effective choice for SSTOs since they do a good job of getting maximum velocity out of air-breathing mode, and then allow you to use oxidizer without needing the added weight and drag of a separate rocket engine.
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