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 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. It doesn't really matter if you angle them or not, there is not a single configuration for the wheels that can work on all plane parts. Here's a quick installment in to the. if mounted on not struted part). Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. Here is your convenient solution to this problem! To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. and our Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. Place your rear wheels/gear in front of the flaps on your wings. 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. 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. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. I'm making sure that I keep trying to get it up but it just wont go! Brakes in the back keep you stable. 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. 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'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? - Make sure you have enough control authority to lift the nose up. 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. 2022 Take-Two Interactive Software, Inc. As lift increases you remove some strain on the gear, however you've just increased the amount of sag. Basic structure Firstly you're going to want to make a short fuselage. However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. Create an account to follow your favorite communities and start taking part in conversations. This page was last edited on 14 April 2021, at 01:04. 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. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. It is also said that a good landing is one you can walk away from. 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. 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. So I have played the game for 200 hours and I love it. For myself, it always was the position of landing gear in terms of pitch. Do you have new pics after you moved the rear wheels forward? 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. Remember how you want your center of lift/drag to be behind the center of gravity? if mounted on not struted part) 2. put your main gear slightly behind center of mass. 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. Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! if its too far behind plane cannot lift. 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. http://www.youtube.com/user/Cruzanak?. I just thought my planes were too heavy or not enough control surfaces. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. All trademarks are property of their respective owners in the US and other countries. The most dangerous part of a spaceplane flight is returning from orbit. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. 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). Plane spins/lurches to the side during takeoff? :: Kerbal Space Program @TheEnvironmentalist There is one more method I'm sure would work in your case, although I didn't write about it because I think it's cheesy and wouldn't solve the root problem. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. Clear editor. Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. Landing is hard. 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. 2022 Take-Two Interactive Software, Inc. 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). 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. . 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. Note that canards are somewhat more efficient than horizontal tail fins since canards provide an upward force with upward rotation, and downward force with downward rotation. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. All lift-rating means is that the wing section will resist motion perpendicular to its plane. 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). Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. Works well on small craft. (For test purposes, all aircraft are not pitched up and SAS is turned off. Cookie Notice Please consider starting a new thread rather than reviving this one. KSP 2 speculation: I believe terraforming will be a feature of the game My spaceplanes keep drifting off runway during takeoff. What am I doing 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. They could go up to 120 m/s on the runway and still not lift up. 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? So I have played the game for 200 hours and I love it. In vanilla KSP, wings have a predefined lift factor. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. 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. Having said all that, these are the issues you must contend with. 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). It is advised to place your control surfaces as far from your center of mass as possible. LV-N has less than 25% of its full power at Kerbin sea level. 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. I just thought my planes were too heavy or not enough control surfaces. 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. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. Then this tutorial is for you. 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. Go on, and take the plane capsule which looks like a converted fuel storage device. Paste as plain text instead, Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Try disabling friction control with on the front landing gears. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. I am definitely aware that there are multiple reasons as to why the plane flips. This is for the same reason that you keep your fuel balanced. 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. I was wrong. 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. 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. 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. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. Why is it doing this? I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. The tutorial below explains everything very well. A good example of this is at the KSC runway when landing on a 90 degree bearing. Depending on which surface you place them on, they might not be parallel to the axis in which case. 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. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. They all had to use the runway drop to take off. Does your plane never pull up taking off? I have been building - reddit 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. Similar principles apply when finding suitable landing sites away from the KSC. Note: Your post will require moderator approval before it will be visible. The same principle applies here. Temperature tolerance is the primary consideration for fuselage choice. 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. Congratulations! Besides the good advice others have given, I would also be very careful with that little tailwheel. Tell ya what, I'm gonna try to recreate that thing in my sandbox and see what I get. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. Control surfaces are heavier than wings. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. 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. Now for the engines. Unstable Aircraft: "FAR Firehound" (Stock). Also, excessive use of the rudder usually causes the plane to spin out of control and crash. 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. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. 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. You're going to have a bad time. Let it get good and clear of the ground before applying any control to it. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. Your previous content has been restored. Hit the launch button and watch your magnificent bird fly! 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. 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). 2. For an example, see the A-10 Warthog's landing gears: link. A Ravenspear Mk3 taking off from the Runway in version 1.0.5. 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. 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. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. 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). Kerbal Space Program 2's early access launch is only for seasoned I have doubled the max stress value for aerodynamics failure in FAR for every category. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. 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. Note: Your post will require moderator approval before it will be visible. Here is your convenient solution to this problem! In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. KSP Quick Guides: Takeoff Troubleshooting Stock v.22 - YouTube 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. Necessary for heavy/long spaceplane. 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. After externsive testing and bloodpressure rise, results: it doesnt matter where you place the wheels, as long as they are not angled on the X (nose-tail) axis. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa 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. Does anybidy have any tips on how to build spaceplanes? This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. Privacy Policy. 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 it's huge size can make it tricky to take off from the runway without destroying the engine. KSP Stock Space Shuttle by _ForgeUser18393701. - Have enough lift, either by a big wing area or high speed. Descending greater than -10 m/s usually makes a mess. . 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. 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. 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. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . 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!). Here, the. (Yes, you personally, you lucky thing! I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. They could go up to 120 m/s on the runway and still not lift up. It's said that takeoffs are optional but landings are mandatory. Flying a Space Station through a GAS GIANT! I was wrong. 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 plane is any craft which flies horizontally in an atmosphere utilizing lift primarily generated by wings, winglets, or control surfaces. Your link has been automatically embedded. An alternative is making sure you have complete control of the craft. It's a prolem enough I have sever differen gear subassemblies that are stable (un wobbly) I can then position depending on COM. 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. One final point to consider is the mass you're planning to store in the fuselage. Some testing is usually required with new designs to determine the best ascent profile. They sometimes coincide with elevators. Any plane needs speed - so you need thrust (usually). Flying a Space Station through a GAS GIANT! - KSP - YouTube 5.whether the body you anchor the landing gears to are firm. 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. 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. Maybe ;making the tailwheel less stiff would help, too. Why does my plane roll left on takeoff : r/KerbalSpaceProgram - reddit Pasted as rich text. 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! This material may not be published, broadcast, rewritten, or redistributed. Reddit and its partners use cookies and similar technologies to provide you with a better experience. The plane is clearly unstable. Powered by Invision Community. Re-entry heating can destroy parts of your spaceplane, or destroy it entirely. Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason.