http://kerbalspaceprogram.com, Press J to jump to the feed. * Unlock steering and disable brakes on front gear. 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. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). Angled landing gear create rotational force for whatever reason. 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. Ideally, you ought to test landing the spaceplane with full fuel tanks and with nearly empty fuel tanks prior to taking your spaceplane to orbit. Take the large delta wings and place them on the aircraft. as Shkeec said check gear check gear check gear. Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. To slow down faster, you can increase the braking strength of your rear wheels. Controllability of a plane is on you. Upload or insert images from URL. 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. All you need to do is add landing gear (one right before the cockpit, and two on the tips or middle of the wings), and you're done! They sometimes coincide with ailerons on some, more space-economical, aircraft. They all had landing gear placed at the front and at the back. Slowly pitch up to avoid overheating. 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!). 2022 Take-Two Interactive Software, Inc. Thanks for the help guys. 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 can deploy your chutes just prior to touchdown for rapid deceleration. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. 2022 Take-Two Interactive Software, Inc. 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! Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. 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. (Source). This helped immensely and if you haven't been doing this already, do it. Do you have new pics after you moved the rear wheels forward? You want an elevon on each set of wings. 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. For all your gaming related, space exploration needs. Hit the launch button and watch your magnificent bird fly! 2022 Take-Two Interactive Software, Inc. http://forum.kerbalspaceprogram.com/threads/99660-0-25-Adjustable-Landing-Gear-v1-0-4%28doors-fixed%29-Nov-14. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. 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. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. 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. If there is, I would have found it long ago. Does anybidy have any tips on how to build spaceplanes? Real planes do this as well. 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. 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: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. - Make sure you have enough control authority to lift the nose up. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. . Another trick is to move the rear landing gear forward, closer to the center of gravity. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. All of them had one thing in common though. 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. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. Let it get good and clear of the ground before applying any control to it. Firstly you're going to want to make a short fuselage. Display as a link instead, 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. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. Please consider starting a new thread rather than reviving this one. S5 moon rocket by lightbreaker_64. When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. Keep your nose pointed prograde as you descend through the atmosphere. With initial passes, you start off with a periapsis at 50-60 km and gradually lower your apoapsis until you're in an almost circularized low orbit and then transition to your usual re-entry approach. This is starting to get really frustrating. I started investigating why this was happening. 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. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). Your wheels should now have 0 degree angle between them, meaning they are both. Also avoid the basic fin for the same reason. 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. KSP Stock Space Shuttle by _ForgeUser18393701. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. here are some images and a gif. 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. Any plane needs speed - so you need thrust (usually). 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. 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. You cannot paste images directly. i have no idea why this happens please help. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. Upload or insert images from URL. 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. However it's huge size can make it tricky to take off from the runway without destroying the engine. 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. The same principle applies here. Those and the fixed main gear are NOTORIOUSLY bouncy. Enable mirror symmetry to save yourself some alignment effort. 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). I just thought my planes were too heavy or not enough control surfaces. The centre of mass was between the 2 landing gears. 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. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. 67K subscribers in the KerbalAcademy community. In vanilla KSP, wings have a predefined lift factor. An alternative is making sure you have complete control of the craft. Here is your convenient solution to this problem! I have also thought about a wider base. Is there a way to rectify this problem. KSP 2 speculation: I believe terraforming will be a feature of the game. This page was last edited on 17 December 2021, at 13:14. 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 . Powered by Invision Community. But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. 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. KSC's runway is slightly north of Kerbin's equator and perfectly flat. You can post now and register later. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. 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. * Gear not mounted to parts that will flex (e.g. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. Clear editor. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. If you can give a craft file and a mod list I could take a look. 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. Easier just to bring the rear wheels closer as well as a in line reacton wheel. Thanks for all the help. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. Quick context, I am a software engineer. That, combined with a Unity joint bug, makes your plane bounce. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. This plane will be able to take off, travel somewhere, perform a crew report, and then land. My plane usually take off at a little over 120m/s. 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. 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. For an example, see the A-10 Warthog's landing gears: link. And above all: have fun! Powered by Invision Community. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. My Space Plane Keeps Flipping Backwards On The Runway. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. LV-N has less than 25% of its full power at Kerbin sea level. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. 4. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. 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. 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? Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. Bit late i know, but i had the same problem. Cure: Draw a mental axis from the nose to the tail of the plane and use the rotate tool (summetry on), on one of the wheels. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). Install S5 moon rocket By lightbreaker_64. 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 I removed them and it works fine now. 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. Safety note: Disable the brakes on the front landing gear. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. While it's true that jet engines don't work in space, they offer one large advantage over rocket engines while inside the atmosphere: fuel efficiency. 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. All of them had one thing in common though. Temperature tolerance is the primary consideration for fuselage choice. Check out the following guide for some good info: Your wheel base is the problem. 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. . I have built lots of spaceplanes. Conversely, if you keep all of the fuel in the back, you may find that your center of mass gradually drifts so far in front of your center of lift that you can't keep your nose up anymore, also potentially resulting in a fatal scenario. if its too far behind plane cannot lift. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa 3. make sure your center of mass is slightly in front of center of lift force. 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. I thought after buying this I would have all the parts I need to build a small plane that can at least get off the ground, but I'm having trouble. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. (For test purposes, all aircraft are not pitched up and SAS is turned off. 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. Any ideas? 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. Wow, if you need 200 m\s to take off, you should think about adding more lift. You've just unlocked "Aviation" tech, you have a bunch of contracts that require you to stay at low altitude, and you want to build your first plane? Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures FOX 56 News Video More Videos Your link has been automatically embedded. When landing, you can achieve the highest lift for a given speed by raising the total angle of attack of your wings to 30 degrees (although this induces a great deal of drag). 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. 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. It Flips Up And Towards The Opposite Direction. KSP v.22 Takeoff Troubleshooting Guide/Tutorial Lots of info to help get your plane off the runway! 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. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. 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. I have built lots of spaceplanes. Thank you and happy landings. Privacy Policy. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. So I have played the game for 200 hours and I love it. This is most likely the standard jitterbugging problem. And also place them further apart. The Whiplash's ridiculous fuel efficiency allows a spaceplane to climb high into the atmosphere and gain a lot of speed while barely using any fuel at all. Symmetry placement should give you perfect symmetry, as far as the game is concerned. 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. Works well on small craft. 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 have doubled the max stress value for aerodynamics failure in FAR for every category. 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). T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. 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. Basic structure Firstly you're going to want to make a short fuselage. Now for the engines. Remember how you want your center of lift/drag to be behind the center of gravity? The issue is my plane rolls very sharply to the left any time I pitch up. - SF. 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. Geometric shape of the body you attach the landing gear to. Not sure why you would want that stability for speeds in excess of 200 m/s though, as most planes will take off and land at far slower speeds. First of all, since the launch happens horizontally, you will have to include landing gears, and you will most likely want to include jet engines for the first stage for excellent fuel and cost efficiency. Your wings provide the lift, and they cant provide lift if your wheels are too far back because then your base is to stable and the craft wont pivot upwards. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. See the tutorial below. 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. Display as a link instead, Here is the best aircraft I have created to date: Jet Aircraft. "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. Here's a quick installment in to the. I have done everything imaginable to try to remedy this problem. 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.