They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. * Unlock steering and disable brakes on front gear. 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. Your plane is almost finished. 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. I also used Intake build aid to balance the intakes. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. What causes turbulence? | WOWK 13 News Plane rolls uncontrollably on take-off : r/KerbalSpaceProgram Works well on small craft. 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. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. KSP 2 || First Plane Take-off || Kerbal Space Program 2 Safety note: Disable the brakes on the front landing gear. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. I see absolutely no need to be traveling that fast down the runway. i have no idea why this happens please help. If you have an account, sign in now to post with your account. Control surfaces are heavier than wings. Congratulations! 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. if mounted on not struted part) 2. put your main gear slightly behind center of mass. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). Here is your convenient solution to this problem! The FedEx plane pulled back up in time to avoid a collision. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. 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). 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. However, don't bother going overboard with intakes because your engines will still shut off at high altitudes due to the low air pressure regardless of how many intakes you have. You should have something called an "Elevon 1"; this will be the moving part for your wings. How to Fly a Plane - KSP Beginner's Tutorial - YouTube All rights reserved. Install S5 moon rocket By lightbreaker_64. EDIT: It was the b9 procedural wings. 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. FAA investigating 'close call' between planes at Boston airport Otherwise, you can either shift your wings till it's right (though this may crowd them near the back), or you can very slightly rotate the big wings so they're slightly higher near the front of the plane. 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. This thread is quite old. 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. Tutorial:Aeris 4A mission - Kerbal Space Program Wiki here are some images and a gif. Subscribe! 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. KSP short takeoff plane test | Simple Horten Ho 229 replica Plane bouncing on takeoff - Kerbal Space Program Forums This page was last edited on 17 December 2021, at 13:14. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. 2. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. 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. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. If you can't slow down in time, you can simply flick your engines back on to take off and turn around for another try as you pass over the coast. 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. Paste as plain text instead, Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). They could go up to 120 m/s on the runway and still not lift up. You main problem is your landing gear. Center of Mass and Center of Lift are the usual causes of instability. This plane will be able to take off, travel somewhere, perform a crew report, and then land. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. The most dangerous part of a spaceplane flight is returning from orbit. 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. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. Balanced fuel saves Kerbal lives. Unstable Aircraft: "FAR Firehound" (Stock). Is there a way to rectify this problem. 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. Easier just to bring the rear wheels closer as well as a in line reacton wheel. I made this aircraft based on real life commercial jet design. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. 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. Press question mark to learn the rest of the keyboard shortcuts. This helps to keep the performance of your spaceplane stable with any amount of fuel. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. 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). 3. make sure your center of mass is slightly in front of center of lift force. 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. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). LV-N has less than 25% of its full power at Kerbin sea level. 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). Tutorial: Spaceplane basics - Kerbal Space Program Wiki 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. Need to move them up. if mounted on not struted part). Your link has been automatically embedded. http://kerbalspaceprogram.com, Press J to jump to the feed. Those and the fixed main gear are NOTORIOUSLY bouncy. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. 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. 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. 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. 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. Nothing bad will happen. 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. 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. All of them had one thing in common though. When gear is placed, it has just one point of attachment. 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. 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. Although I usually only need 50 m/s for most planes to wobble out of control. Symmetry placement should give you perfect symmetry, as far as the game is concerned. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. To maximize lift, your aircraft should rest on the ground with the fuselage tilted upward at anywhere up to a 25-27 angle so that the wings will end up tilted back at up to 30. Thanks for everyone trying to help! KSP Stock Space Shuttle by _ForgeUser18393701. Cookie Notice Be aware that while this angle will provide the lowest possible landing speed for your spaceplane, it will create problems if your center of gravity is too far ahead of your rear landing gears (causing a high-speed nose collision on touchdown) or if your rear landing gears are too far ahead of your engines, causing them to strike the runway first. 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. Firstly you're going to want to make a short fuselage. Flying a Space Station through a GAS GIANT! KSP 2 speculation: I believe terraforming will be a feature of the game Also avoid the basic fin for the same reason. If you plan on either dropping off cargo or picking up cargo and traveling with it, you'll generally want to locate your cargo bay at the middle of your center of gravity. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. 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. At around . After placing wheels I always use the rotate gizmo on snap with absolute orientation. A plane is any craft which flies horizontally in an atmosphere utilizing lift primarily generated by wings, winglets, or control surfaces. Please consider starting a new thread rather than reviving this one. - Make sure you have enough control authority to lift the nose up. This helped immensely and if you haven't been doing this already, do it. It is due to the spinning up of the engines. Re-entry heating can destroy parts of your spaceplane, or destroy it entirely. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. 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. Clear editor. This thread is archived . 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. Similar principles apply when finding suitable landing sites away from the KSC. 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. Note: Your post will require moderator approval before it will be visible. 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 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. Thanks for the help guys. Powered by Invision Community. Note: This tutorial was last updated for version 1.7.2. Maybe ;making the tailwheel less stiff would help, too. All trademarks are property of their respective owners in the US and other countries. my center of lift is always slightly infront of my mass. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. If you have an account, sign in now to post with your account. 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. 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. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). 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? Whether you're storing your fuel in fuselage sections, wing sections, or attached inside of cargo bays, it's generally a good idea to keep equal amounts of fuel at equal distances from your center of mass. They all had landing gear placed at the front and at the back. A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. Increasing the number of intakes will not allow you to continue using your jet engines at higher altitudes. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. 5.whether the body you anchor the landing gears to are firm. The default max stress value is just ridiculous, its like flying in hair gel, everything gets torn apart so easily, like that will ever happen in real life. 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! I am definitely aware that there are multiple reasons as to why the plane flips. Valve Corporation. 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. All rights reserved. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. 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. My Space Plane Keeps Flipping Backwards On The - Dive into anything Here is the best aircraft I have created to date: Jet Aircraft. This page was last edited on 14 April 2021, at 01:04. But be careful and don't crash it! 1. make sure your main gear is not wobbling (ie. Pasted as rich text. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. - SF. 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. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. 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. 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. Do you have new pics after you moved the rear wheels forward? 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. That's over 2x the normal recommended max. 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 dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. 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). And also place them further apart. Plane spins/lurches to the side during takeoff? :: Kerbal Space Program