I have built lots of spaceplanes. Beyond that, you're going to get some wobble once you get close to take off speed. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. 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. 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). However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . A Ravenspear Mk3 taking off from the Runway in version 1.0.5. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. 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. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. This is most likely the standard jitterbugging problem. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. Then this tutorial is for you. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. I dont really need 200m/s for take off. Necessary for heavy/long spaceplane. I have created planes that have landing gears place right under the wing tips but they still won't work. Heavy Cargo Space Plane SSTO Download. Throttle up to full, activate SAS, stage to start the engine (you'll only have one stage here), and start rolling (or sliding) down the runway! Similar principles apply when finding suitable landing sites away from the KSC. 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. "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. 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. 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. Why does my plane roll left on takeoff : r/KerbalSpaceProgram - reddit All of them had one thing in common though. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. 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. 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). Keep in mind that lift rating and control surfaces are not connected: lift rating is basically the capacity of your wings to sustain the weight of your spaceplane, while control surfaces are parts of wing that can be moved to change the flow of the air around the plane and through this change a plane's direction, angle of attack or inclination. I am definitely aware that there are multiple reasons as to why the plane flips. Having said all that, these are the issues you must contend with. 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. Safety note: Disable the brakes on the front landing gear. Espaol - Latinoamrica (Spanish - Latin America), http://steamcommunity.com/sharedfiles/filedetails/?id=484107795, http://steamcommunity.com/sharedfiles/filedetails/?id=484107807, http://steamcommunity.com/sharedfiles/filedetails/?id=484107735, http://steamcommunity.com/sharedfiles/filedetails/?id=484107761, http://steamcommunity.com/sharedfiles/filedetails/?id=484119427, http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures, http://steamcommunity.com/sharedfiles/filedetails/?id=484137556, http://images.akamai.steamusercontent.com/ugc/443953434412162923/42B3BB54A6A524CCC2E5C102AD88C8E521790F55/. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. I just thought my planes were too heavy or not enough control surfaces. 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 ailerons on some, more space-economical, aircraft. I am accelerating it to over 200m/s on the runway just to test the stability of those wheels since the faster you go, the more likely the plane will wobble and flip on the runway. Enable mirror symmetry to save yourself some alignment effort. - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). You can post now and register later. They all had landing gear placed at the front and at the back. I was wrong. Why is it doing this? That said, parachutes are an exceedingly effective means of reducing your stopping distance. 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. 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. Sometimes taking things off and re-attaching them does it, or you may have to go so far as to scrap the design and rebuild. Paste as plain text instead, 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. 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. All the weight is pushed on the middle and it can't pull up. 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. To slow down faster, you can increase the braking strength of your rear wheels. Basic structure Firstly you're going to want to make a short fuselage. 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. Thanks for the help guys. 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. I scoured the entire web for a solution, but found no working solution or at least dont work every time. Upload or insert images from URL. For an example, see the A-10 Warthog's landing gears: link. Here's a quick installment in to the. 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). 1. tilt of the plane. 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. Those and the fixed main gear are NOTORIOUSLY bouncy. 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. Easier just to bring the rear wheels closer as well as a in line reacton wheel. If you can give a craft file and a mod list I could take a look. Bit late i know, but i had the same problem. Your link has been automatically embedded. Now imagine what happens like that. This thread is quite old. Tutorial:Aeris 4A mission - Kerbal Space Program Wiki 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. 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. I removed them and it works fine now. This is for the same reason that you keep your fuel balanced. The reverse also happens. 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? 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. Do you have a screenshot of the craft? KSP short takeoff plane test | Simple Horten Ho 229 replica Privacy Policy. As you approach 35-50 km, your aircraft will most likely level itself out, at which point you can try aiming about five degrees above the horizon line. * Gear not mounted to parts that will flex (e.g. 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. Upload or insert images from URL. 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. 2022 Take-Two Interactive Software, Inc. I see absolutely no need to be traveling that fast down the runway. For myself, it always was the position of landing gear in terms of pitch. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . So I have played the game for 200 hours and I love it. 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. You can even try refueling it before recovering your spaceplane further increasing your recovering value. [KSP] - Heavy Seaplane Take-off, Water-landing and Re-take-off! 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. Such as not producing lift, which is not what you want with a plane. 1. They could go up to 120 m/s on the runway and still not lift up. Hello, I am having a small problem with a plane I have built. 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 you have an account, sign in now to post with your account. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. This thread is quite old. 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. And at the extreme, producing down force, which I'm sure would cause more gear issues. 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. 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. One final point to consider is the mass you're planning to store in the fuselage. So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. 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. if its too far behind plane cannot lift. Next you need landing gear. 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. FOX 56 News Video More Videos Note: Your post will require moderator approval before it will be visible. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. 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. Tutorial: Basic Plane Design - Kerbal Space Program Wiki Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. 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. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. 3. make sure your center of mass is slightly in front of center of lift force. Your previous content has been restored. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. This plane will be able to take off, travel somewhere, perform a crew report, and then land. Let it get good and clear of the ground before applying any control to it. I have built lots of spaceplanes. 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! here are some images and a gif. 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. 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. 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. - Have enough lift, either by a big wing area or high speed. KSP Quick Guides: Takeoff Troubleshooting Stock v.22 - YouTube Everything looks perfectly symmetrical as far as I can tell. How to keep an airplane stable on the runway in Kerbal Space - Arqade Plane spins/lurches to the side during takeoff? :: Kerbal Space Program FAA investigating 'close call' between planes at Boston airport At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. A plane is any craft which flies horizontally in an atmosphere utilizing lift primarily generated by wings, winglets, or control surfaces. 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. To recover the most value from your spaceplane, you should try to land on the runway at the Space Center (this tutorial, although it has been written for spacecraft and not spaceplanes, is a great help). If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. 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. You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. 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. 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. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. Planes and Ships - Shareables - Kerbal Space Program - CurseForge If you have an account, sign in now to post with your account. 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. Spaceplanes generally ascend best on a 10-30 degree incline, often leveling out towards higher altitudes to pick up the maximum horizontal velocity before switching to rocket motors. 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. I don't have any mods but sometimes a problem may be a simple bug. Center of Mass and Center of Lift are the usual causes of instability. Descending greater than -10 m/s usually makes a mess. 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. 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. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. 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. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. 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. . As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. Now for the engines. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. KSP 2 speculation: I believe terraforming will be a feature of the game 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. Your plane is almost finished. Depending on which surface you place them on, they might not be parallel to the axis in which case. 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. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). 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. and our Maybe ;making the tailwheel less stiff would help, too. 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. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. 2. 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. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively.

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