Tutorial:Aeris 4A mission - Kerbal Space Program Wiki Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. This is starting to get really frustrating. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. 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. 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. - Make sure you have enough control authority to lift the nose up. 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. Any ideas? Note: Your post will require moderator approval before it will be visible. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. Mechjeb Spaceplane Guidance : r/KerbalSpaceProgram - reddit Your previous content has been restored. Keep in mind that as your altitude increases, your control surfaces and winglets will become increasingly ineffective and will no longer work at all once you leave the atmosphere, so you may need to add alternative control systems like reaction wheels or RCS thrusters. 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. 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. Make sure that all of your landing gears are pointing in exactly the same direction. 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. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. 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 have done everything imaginable to try to remedy this problem. Upload or insert images from URL. Remember how you want your center of lift/drag to be behind the center of gravity? You want an elevon on each set of wings. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). 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. What causes turbulence? | WOWK 13 News An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . Symmetry placement should give you perfect symmetry, as far as the game is concerned. 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. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. They all had to use the runway drop to take off. Now for the engines. Pasted as rich text. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). Planes and Ships - Shareables - Kerbal Space Program - CurseForge symmetry building makes them face slightly towards (or away from) each other, with wobbly results. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. 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. 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. It is also said that a good landing is one you can walk away from. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. Your plane is almost finished. Also note that for maximum efficiency, you should make sure that your horizontal control surfaces are rotated to exactly the same pitch that you've rotated your wings. (Source). 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. Please consider starting a new thread rather than reviving this one. Take the large delta wings and place them on the aircraft. Mechjeb Spaceplane Guidance. 2022 Take-Two Interactive Software, Inc. Tutorial:Basic SSTO Design - Kerbal Space Program Wiki Also avoid the basic fin for the same reason. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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. my planes keep flipping backwards on take off . Any plane needs speed - so you need thrust (usually). All I have are the parts from the Aerodynamics tech and the gear bay (wheels). Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. Clear editor. I see absolutely no need to be traveling that fast down the runway. The reverse also happens. 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. They could go up to 120 m/s on the runway and still not lift up. KSP Stock Space Shuttle by _ForgeUser18393701. 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. 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. I was wrong. As with everything in KSP, experiment, experiment, experiment. 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. Second try, speed over land reached over 210 m/s and it didn't flip. Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures A plane is any craft which flies horizontally in an atmosphere utilizing lift primarily generated by wings, winglets, or control surfaces. 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 have built lots of spaceplanes. 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. Display as a link instead, The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. They all had to use the runway drop to take off. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. Or maybe launching it in a vertical, Space Shuttle-style config. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 1. I checked my planes and I found the problem. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. 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. 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). Such as not producing lift, which is not what you want with a plane. But be careful and don't crash it! 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. 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). However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. Hot ground causes air to rise, cooling as it moves away from the heat, which leads to increased density and a resulting fall back down. This tutorial will help you with the basics of spaceplane flight, and will help you avoid the most common errors that could ruin your day as a spaceplane pilot! Here is your convenient solution to this problem! 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. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. Here's a quick installment in to the. 1. make sure your main gear is not wobbling (ie. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). Need to move them up. 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). Display as a link instead, How wide is the base. Quick context, I am a software engineer. When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. So I started a new career file after not really playing for a long time and I'm now at the point where I just dropped 45 Science to unlocked Aviation to get some of the plane parts that I need. 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. 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. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. 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. I removed them and it works fine now. You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. 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. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. 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. Thank you and happy landings. Works well on small craft. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. 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. 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. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. Let it get good and clear of the ground before applying any control to it. Here is your convenient solution to this problem! You can post now and register later. 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? Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. Valve Corporation. Firstly you're going to want to make a short fuselage. Saves a lot of headache in wheels placement. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. This thread is quite old. 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. Your link has been automatically embedded. The tutorial below explains everything very well. Flying a Space Station through a GAS GIANT! This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. 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? 4. This page was last edited on 19 February 2020, at 07:08. 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. Necessary for heavy/long spaceplane. 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. 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. Note: Your post will require moderator approval before it will be visible. 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. 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. I'm making sure that I keep trying to get it up but it just wont go! Does your plane never pull up taking off? I have been building - reddit That said, parachutes are an exceedingly effective means of reducing your stopping distance. 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. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. And also place them further apart. A Ravenspear Mk3 taking off from the Runway in version 1.0.5. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. 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. All trademarks are property of their respective owners in the US and other countries. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. After placing wheels I always use the rotate gizmo on snap with absolute orientation. Hello, I am having a small problem with a plane I have built. 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). 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. I took off and at 60 m/s I was in the air! 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. 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. 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? To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. 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. The Kerbal Space Program subreddit. (Idea is moot, if you haven't unlocked them yet.) 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. 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. Your wheels should now have 0 degree angle between them, meaning they are both. 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! The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. When your altitude reaches 35km, start pulling up gently. You can deploy your chutes just prior to touchdown for rapid deceleration. 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). You can even try refueling it before recovering your spaceplane further increasing your recovering value. 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.

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