ksp plane takeoffksp plane takeoff

This would indicate two problems. Is there a way to rectify this problem. Controllability of a plane is on you. Remember how you want your center of lift/drag to be behind the center of gravity? 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. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. . LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. In contrast, if you attempt a landing at the KSC runway on a 270 degree bearing, you run the risk of colliding with the upward slope shortly beyond the runway if you can't slow down initially and then can't speed up fast enough. I just thought my planes were too heavy or not enough control surfaces. 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. 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. Congratulations! 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. 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. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. 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? At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. If there is, I would have found it long ago. 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). For more information, please see our 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. 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. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. KSC's runway is slightly north of Kerbin's equator and perfectly flat. 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 is the best aircraft I have created to date: Jet Aircraft. 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. This plane will be able to take off, travel somewhere, perform a crew report, and then land. 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. 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. You cannot paste images directly. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. 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. Hello, I am having a small problem with a plane I have built. 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. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. 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. Clear editor. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. Do you have a screenshot of the craft? 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. I am definitely aware that there are multiple reasons as to why the plane flips. 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! Thank you and happy landings. 2022 Take-Two Interactive Software, Inc. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. This helped immensely and if you haven't been doing this already, do it. But, likely guess is your craft is not producing enough lift. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. When your altitude reaches 35km, start pulling up gently. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. 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. 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. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. When gear is placed, it has just one point of attachment. That will align with the craft axis. . After placing wheels I always use the rotate gizmo on snap with absolute orientation. Here's a quick installment in to the. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. Similar principles apply when finding suitable landing sites away from the KSC. Geometric shape of the body you attach the landing gear to. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. 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. Brakes in the back keep you stable. 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. http://www.youtube.com/user/Cruzanak?. Saves a lot of headache in wheels placement. However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. 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. 1. make sure your main gear is not wobbling (ie. First try speed over land reached over 210 m/s before flipping in the last second. Also note that shock cone intakes appear to provide the best air supply at all mach speeds, and unlike other air intakes, they do not decline in performance beyond certain mach speeds. 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). Valve Corporation. However, I want to place my wheels where i want to and not only on X parallel surfaces. 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. @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. Such as not producing lift, which is not what you want with a plane. Flying a Space Station through a GAS GIANT! Though, I use the FAR mod which will change things, so I can't guarantee the results will be useful, but it might be interesting. 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 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. Enable mirror symmetry to save yourself some alignment effort. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. Pasted as rich text. One final point to consider is the mass you're planning to store in the fuselage. i have no idea why this happens please help. I removed them and it works fine now. KSP 2 speculation: I believe terraforming will be a feature of the game. This page was last edited on 14 April 2021, at 01:04. I have found a solution to my problem. DO NOT ANGLE THEM! 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. For all your gaming related, space exploration needs. The FedEx plane pulled back up in time to avoid a collision. Temperature tolerance is the primary consideration for fuselage choice. Privacy Policy. Your plane is almost finished. This thread is archived . Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. 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. These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. Or maybe launching it in a vertical, Space Shuttle-style config. The Kerbal Space Program subreddit. Landing is hard. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! 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. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. Then at the top, we'll put one tail fin, centred on the end of the fuselage. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. I'm making sure that I keep trying to get it up but it just wont go! 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! Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. 3. angle of the wheels. 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. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). 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. (However, it must be noted that it is bad practice to use ailerons as elevators since it makes it hard to control the aircraft), The rudder moves the tip of the plane left and right; it is rarely used, since it is hard to put it both up and down due to the possibility of hitting the ground. Pasted as rich text. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. 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. Place your rear wheels/gear in front of the flaps on your wings. if its too far behind plane cannot lift. Upload or insert images from URL. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. A plane is any craft which flies horizontally in an atmosphere utilizing lift primarily generated by wings, winglets, or control surfaces. 4. Consider placing your rear landing gears close to the spaceplane's center of mass, but be careful to avoid an engine collision with the runway. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. 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. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). 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. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. Press question mark to learn the rest of the keyboard shortcuts. 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. Cookie Notice Notice how the landing gears are placed out on the wings. Also avoid the basic fin for the same reason. Beyond that, you're going to get some wobble once you get close to take off speed. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. 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 . Control surfaces are heavier than wings. 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. Try disabling friction control with on the front landing gears. 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. 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. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. Note: Your post will require moderator approval before it will be visible. FOX 56 News Video More Videos 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. 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/. Then this tutorial is for you. 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. Any plane needs speed - so you need thrust (usually). See the tutorial below. All you need to do is add landing gear (one right before the cockpit, and two on the tips or middle of the wings), and you're done! 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. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . 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. In vanilla KSP, wings have a predefined lift factor. You can post now and register later. 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. I have doubled the max stress value for aerodynamics failure in FAR for every category. 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. Real planes do this as well. Easier just to bring the rear wheels closer as well as a in line reacton wheel. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. This page was last edited on 17 December 2021, at 13:14. Keep your nose pointed prograde as you descend through the atmosphere. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. 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. Mechjeb Spaceplane Guidance. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. My plane usually take off at a little over 120m/s. This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. Edit: I made a simple easy plane in career mode that is both stable and cheap: A trick i've used before is to put modular girders on the sides of the fuselage and putting the gear on the bottom of the girders. mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 . To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. Now for the engines. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. The issue is my plane rolls very sharply to the left any time I pitch up. Wow, if you need 200 m\s to take off, you should think about adding more lift. 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). 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. Quick context, I am a software engineer. I have built lots of spaceplanes. Please consider starting a new thread rather than reviving this one. All rights reserved. When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. Valve Corporation. 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. A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. 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. 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.

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ksp plane takeoff