It is advised to place your control surfaces as far from your center of mass as possible. I had this one plane, very fast, It would go to 170 m/s on the runway then drop of the end and soar very nicely. 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. I have found a solution to my problem. Try getting the wings to deflect the air down, either by lifting the front end up using canards or by mounting them at an angle using shift + wasdqe. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. 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. 2. Upload or insert images from URL. 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. Landing is hard. 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. Safety note: Disable the brakes on the front landing gear. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. 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. 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. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. Reddit and its partners use cookies and similar technologies to provide you with a better experience. - SF. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. 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. 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. At around . Place your rear wheels/gear in front of the flaps on your wings. I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. Here's a quick installment in to the. It Flips Up And Towards The Opposite Direction. 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. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. Do you have new pics after you moved the rear wheels forward? While I am not a great plane builder there is a part in the structural (I think it is a pylon?) My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. I scoured the entire web for a solution, but found no working solution or at least dont work every time. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. KSP 2 speculation: I believe terraforming will be a feature of the game. 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. They sometimes coincide with elevators. 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'm making sure that I keep trying to get it up but it just wont go! 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. 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. So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. I started investigating why this was happening. I was wrong. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. So I have played the game for 200 hours and I love it. This is most likely the standard jitterbugging problem. Second try, speed over land reached over 210 m/s and it didn't flip. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. 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? 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? 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. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. (Source). For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. Note: Your post will require moderator approval before it will be visible. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. Clear editor. Temperature tolerance is the primary consideration for fuselage choice. And, of course, try to take off and land as slow as possible. 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. 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. However it's huge size can make it tricky to take off from the runway without destroying the engine. 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. The tutorial below explains everything very well. That will align with the craft axis. 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). If you can give a craft file and a mod list I could take a look. 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. This thread is quite old. KSC's runway is slightly north of Kerbin's equator and perfectly flat. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. 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? Wow, if you need 200 m\s to take off, you should think about adding more lift. This helps to keep the performance of your spaceplane stable with any amount of fuel. Although I usually only need 50 m/s for most planes to wobble out of control. 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. 1. tilt of the plane. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. Here is your convenient solution to this problem! To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. 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. You can also use parachutes on landing, but care must be taken to ensure that an adequate length of runway remains since you'll only get one chance to use them. Keep your nose pointed prograde as you descend through the atmosphere. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. Thanks for the help guys. FAR says it would take an Angle of Attack of 24.3 degrees at 119 m/s to generate enough lift to get it to take off. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. 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. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. I have created planes that have landing gears place right under the wing tips but they still won't work. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. 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. 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. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. Now imagine what happens like that. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). 1. That's over 2x the normal recommended max. As with everything in KSP, experiment, experiment, experiment. You want to start by attaching a Mk 0 Liquid Fuel Tank under the wings, making sure you're mirrored so it goes under both wings. 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. All rights reserved. See the tutorial below. All of them had one thing in common though. Now for the engines. Display as a link instead, Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Basic_Plane_Design&oldid=97453, In the front of the plane - In this position, the control surfaces are also known as , In the back of the plane, on the tail - The most usual position; usually, close to the rudder. I am definitely aware that there are multiple reasons as to why the plane flips. 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. How do I fix this? Hello, I am having a small problem with a plane I have built. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . 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). Note: The large delta wing will ensure you won't backflip. [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . 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. 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. 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. 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. Valve Corporation. This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. Paste as plain text instead, FOX 56 News Video More Videos Works well on small craft. KSP Stock Space Shuttle by _ForgeUser18393701. Controllability of a plane is on you. 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. Thank you and happy landings. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. . 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. I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. I have doubled the max stress value for aerodynamics failure in FAR for every category. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. Because of how small Kerbin is and how high its gravity is, a perfectly flat surface just north of the equator will cause planes taking off to bias to the right of the runway, as if they were rolling downhill. If you'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. That, combined with a Unity joint bug, makes your plane bounce. Pasted as rich text. 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. 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. Your previous content has been restored. ), 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". Descending greater than -10 m/s usually makes a mess. You can post now and register later. The same principle applies here. Powered by Invision Community. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. 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. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! if its too far behind plane cannot lift. 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. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. 5.whether the body you anchor the landing gears to are firm. It is also said that a good landing is one you can walk away from. 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. You main problem is your landing gear. 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. Such as not producing lift, which is not what you want with a plane. My Space Plane Keeps Flipping Backwards On The Runway. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. Notice how the landing gears are placed out on the wings. Easier just to bring the rear wheels closer as well as a in line reacton wheel. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. That said, parachutes are an exceedingly effective means of reducing your stopping distance. 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. And also place them further apart. First try speed over land reached over 210 m/s before flipping in the last second. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. 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. 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. 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.
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