67K subscribers in the KerbalAcademy community. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. 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? For more information, please see our 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. Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! I started investigating why this was happening. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. I don't have any mods but sometimes a problem may be a simple bug. KSP 2 speculation: I believe terraforming will be a feature of the game. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. 3. make sure your center of mass is slightly in front of center of lift force. You cannot paste images directly. It is also common to add an Inline Clamp-O-Tron, which, unlike all the other docking ports, can be placed in the middle of the spacecraft (a handy solution, since there is not much space at either end of the craft) to allow your plane to dock with space stations or other spacecrafts. 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. Slowly pitch up to avoid overheating. This is starting to get really frustrating. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. ), 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". I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. Then at the top, we'll put one tail fin, centred on the end of the fuselage. I was wrong. That will align with the craft axis. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. This page was last edited on 17 December 2021, at 13:14. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. The plane is clearly unstable. Note: Your post will require moderator approval before it will be visible. For myself, it always was the position of landing gear in terms of pitch. 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. 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. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . 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). Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. 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. You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. wings, unless they're very well braced). Do you have new pics after you moved the rear wheels forward? 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. 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. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. Your previous content has been restored. Symmetry placement should give you perfect symmetry, as far as the game is concerned. Also avoid the basic fin for the same reason. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. All the weight is pushed on the middle and it can't pull up. Display as a link instead, Here's a quick installment in to the. Reddit and its partners use cookies and similar technologies to provide you with a better experience. 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. How wide is the base. Enable mirror symmetry to save yourself some alignment effort. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. To slow down faster, you can increase the braking strength of your rear wheels. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). However, I want to place my wheels where i want to and not only on X parallel surfaces. 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. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. 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. 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. 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. 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. This page was last edited on 14 April 2021, at 01:04. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. 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. My Space Plane Keeps Flipping Backwards On The Runway. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). 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). They all had landing gear placed at the front and at the back. Here, the. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). I have doubled the max stress value for aerodynamics failure in FAR for every category. Control surfaces are heavier than wings. 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. I have found a solution to my problem. I made this aircraft based on real life commercial jet design. Clear editor. 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. Why is it doing this? 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 Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. And also place them further apart. 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. I just built a plane but when i launch it just slides and spins slowly to the right, any ideas on why this is happening? That, combined with a Unity joint bug, makes your plane bounce. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. 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. They all had to use the runway drop to take off. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. 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. Flying a Space Station through a GAS GIANT! 2022 Take-Two Interactive Software, Inc. 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. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. 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). An alternative is making sure you have complete control of the craft. Wow, if you need 200 m\s to take off, you should think about adding more lift. 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. Mechjeb Spaceplane Guidance. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. Or maybe launching it in a vertical, Space Shuttle-style config. (Idea is moot, if you haven't unlocked them yet.) 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. 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). 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. I have built lots of spaceplanes. I also used Intake build aid to balance the intakes. . This helps to keep the performance of your spaceplane stable with any amount of fuel. 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. FOX 56 News Video More Videos Install S5 moon rocket By lightbreaker_64. 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. Temperature tolerance is the primary consideration for fuselage choice. 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. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. You're going to have a bad time. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. 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. 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. Press question mark to learn the rest of the keyboard shortcuts. The FedEx plane pulled back up in time to avoid a collision. Saves a lot of headache in wheels placement. 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. It's strongly recommended to keep your landing gears well-spaced from each other to ensure that the aircraft will be difficult to roll into a collision. 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. 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 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. This would indicate two problems. 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? In vanilla KSP, wings have a predefined lift factor. 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. It Flips Up And Towards The Opposite Direction. Clear editor. For this to happen, I'm assuming you're using rocket fuel tanks. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. For some reason, when the plane is trying to take off and pulling up, the plane begins to bounce on it's front wheels (the back wheel kicks up), whichhinders the plane taking off. Cookie Notice However it's huge size can make it tricky to take off from the runway without destroying the engine. 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. 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. So I have played the game for 200 hours and I love it. 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. Increasing the number of intakes will not allow you to continue using your jet engines at higher altitudes. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. Paste as plain text instead, This page was last edited on 19 February 2020, at 07:08. Basic structure Firstly you're going to want to make a short fuselage. I just thought my planes were too heavy or not enough control surfaces. Your very own tutorial.). To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. 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. 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. How do I fix this? Angled landing gear create rotational force for whatever reason. Notice how the landing gears are placed out on the wings. This thread is archived . If you need to carry more fuel, consider using the Big-S Delta Wing as it provides the same lift-to-drag and lift-to-weight ratio as any other wing of the same mass, yet has the ability to carry fuel as well. everytime i make a powered plane, it always flips over and points backwards after i take off. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa Thanks for all the help. 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. 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). (For test purposes, all aircraft are not pitched up and SAS is turned off. 2022 Take-Two Interactive Software, Inc. Hello, I am having a small problem with a plane I have built. The reverse also happens. 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. Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures 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. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. A good example of this is at the KSC runway when landing on a 90 degree bearing. EDIT: So, I set the front landing gear spring and damper to 0.5, and also set the tail gear spring and damper to 2, and the problem was fixed! 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. If the problem has to do with lift then travelling very slowly, possibly even slower than that, should counteract the effects of lift and you won't drift nearly as much. 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 plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. 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. 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. (Yes, you personally, you lucky thing! They sometimes coincide with elevators. Do you have a screenshot of the craft? If you're planning on landing on a somewhat uneven surface, like an open grassland somewhere on Kerbin or an island on Laythe, consider packing some parachutes for deceleration. Nothing bad will happen. "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. They could go up to 120 m/s on the runway and still not lift up. 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. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. Another trick is to move the rear landing gear forward, closer to the center of gravity. That said, parachutes are an exceedingly effective means of reducing your stopping distance. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. Please consider starting a new thread rather than reviving this one. Real planes do this as well. Valve Corporation. Note: This tutorial was last updated for version 1.7.2. Remember how you want your center of lift/drag to be behind the center of gravity? First try speed over land reached over 210 m/s before flipping in the last second. 1. make sure your main gear is not wobbling (ie. When your altitude reaches 35km, start pulling up gently. All rights reserved. Now imagine what happens like that. One final point to consider is the mass you're planning to store in the fuselage. 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. 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 . My plane usually take off at a little over 120m/s. 1. tilt of the plane. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. It's a prolem enough I have sever differen gear subassemblies that are stable (un wobbly) I can then position depending on COM. 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. They all had to use the runway drop to take off. Display as a link instead, 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. And at the extreme, producing down force, which I'm sure would cause more gear issues. 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. 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. It is advised to place your control surfaces as far from your center of mass as possible. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. Heavy Cargo Space Plane SSTO Download. Landing speed (minimum speed for level flight) can be reduced by adding components to increase maneuverability, by using larger wings, by increasing wing angle of attack on the fuselage (3-5 degrees is the recommended range for a spaceplane to achieve the best lift-to-drag ratio [source]), and by decreasing the weight of the aircraft. At around . Your wheels should now have 0 degree angle between them, meaning they are both. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. Check out the following guide for some good info: Your wheel base is the problem. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Unstable Aircraft: "FAR Firehound" (Stock).
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