KSP Quick Guides: Takeoff Troubleshooting Stock v.22 - YouTube 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). For this to happen, I'm assuming you're using rocket fuel tanks. Having said all that, these are the issues you must contend with. 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. Display as a link instead, 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . 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. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. wings, unless they're very well braced). Tutorial: Your First Plane - Kerbal Space Program Wiki For more information, please see our 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. Reddit and its partners use cookies and similar technologies to provide you with a better experience. However, I want to place my wheels where i want to and not only on X parallel surfaces. Your very own tutorial.). There are multiple ways to place them: Ailerons control the roll of the aircraft, and are (almost) always placed on the wings, as far out as possible and as centered (compared to the center of mass) as could be. I made this aircraft based on real life commercial jet design. 2. 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. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. When gear is placed, it has just one point of attachment. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. I believe the issue is there is not enough control surfaces to offset this issue, but it comes up very easy so it is not a very big deal. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. 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. If you have an account, sign in now to post with your account. Clear editor. 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. If you can give a craft file and a mod list I could take a look. 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. I've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. Take the large delta wings and place them on the aircraft. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). * Gear not mounted to parts that will flex (e.g. Valve Corporation. Do you have new pics after you moved the rear wheels forward? 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. An alternative is making sure you have complete control of the craft. 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. 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. Bit late i know, but i had the same problem. 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. 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. Plane wobble during takeoff - KSP1 Gameplay Questions and Tutorials - Kerbal Space Program Forums 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? Note: Your post will require moderator approval before it will be visible. 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. [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . [KSP] - Heavy Seaplane Take-off, Water-landing and Re-take-off! One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. The reverse also happens. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Your previous content has been restored. Please consider starting a new thread rather than reviving this one. Here is your convenient solution to this problem! All rights reserved. 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 SSTO I took to Laythe recently has only one minor flaw using this design, I have to raise the landing gear and pull back slightly to take off. For all your gaming related, space exploration needs. (Source). Clear editor. Check out the following guide for some good info: Your wheel base is the problem. - SF. If you pull up and cause the tailwheel etiher to hit the ground if it was already up or push it into the ground if it was still in contact, you will create bounciness. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . It Flips Up And Towards The Opposite Direction. 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. 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). If there is, I would have found it long ago. Then this tutorial is for you. 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. 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. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. The issue is my plane rolls very sharply to the left any time I pitch up. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. They all had landing gear placed at the front and at the back. 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. 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? 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). Elevators are usually places in the front or back of an aircraft, and their function, as the name implies, is to change the pitch of the nose up and down. Hit the launch button and watch your magnificent bird fly! This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. How do I fix this? 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. Tutorial:Aeris 4A mission - Kerbal Space Program Wiki 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. You can post now and register later. They could go up to 120 m/s on the runway and still not lift up. They all had to use the runway drop to take off. Quick context, I am a software engineer. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. 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. everytime i make a powered plane, it always flips over and points backwards after i take off. 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 avoid wobble, wheels need to be absolutely vertical, and they shouldn't be attached to something that is likely to flex as speed builds up, as this could also affect the vertical alignment. That's over 2x the normal recommended max. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. . I also used Intake build aid to balance the intakes. Enable mirror symmetry to save yourself some alignment effort. Description: "Originally called the Cockpit-plus-two, the 5 seat "Cockatoo" is a second-generation command pod that provides both safety and comfort It is rumored to have enough room to pack several days of emergency snack rations and board games" Useful stats: As the description states this large command pod holds 5 kerbals Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. This page was last edited on 14 April 2021, at 01:04. You're going to have a bad time. Remember how you want your center of lift/drag to be behind the center of gravity? Keep your nose pointed prograde as you descend through the atmosphere. Why is it doing this? . 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. Second try, speed over land reached over 210 m/s and it didn't flip. Here is the best aircraft I have created to date: Jet Aircraft. 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. How to keep an airplane stable on the runway in Kerbal Space - Arqade 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. 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. - Have enough lift, either by a big wing area or high speed. All of them had one thing in common though. They sometimes coincide with elevators. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). 1. tilt of the 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. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. 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. A Ravenspear Mk3 taking off from the Runway in version 1.0.5. 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? 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 . I was wrong. KSC's runway is slightly north of Kerbin's equator and perfectly flat. So I have played the game for 200 hours and I love it. Install S5 moon rocket By lightbreaker_64. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. my planes keep flipping backwards on take off . My Space Plane Keeps Flipping Backwards On The - Dive into anything Your wheels should now have 0 degree angle between them, meaning they are both. The problem could be due to several issues. 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. 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). First of all, since the launch happens horizontally, you will have to include landing gears, and you will most likely want to include jet engines for the first stage for excellent fuel and cost efficiency. After that, you face the challenge of touching down on the ground and coming to a stop safely without rolling and breaking off a wing or taking a nosedive and blowing your aircraft up on touchdown, or rolling off of the runway and into the ocean. Also avoid the basic fin for the same reason. 1. 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. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. 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. Real planes do this as well. 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. 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. See if there is still a problem when only travelling slowly, say <20m/s. 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/. 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). Note: This tutorial was last updated for version 1.7.2. 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. All trademarks are property of their respective owners in the US and other countries. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. 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. Nothing bad will happen. 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. See the tutorial below. 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. - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. 2022 Take-Two Interactive Software, Inc. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. Plane spins/lurches to the side during takeoff? :: Kerbal Space Program Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. 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. The most dangerous part of a spaceplane flight is returning from orbit. 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! It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. Wow, if you need 200 m\s to take off, you should think about adding more lift. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. Pasted as rich text. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. Next you need landing gear. At around . This can easily cause you to crash on landing. For myself, it always was the position of landing gear in terms of pitch. 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. 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. Now imagine what happens like that. 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. 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. 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. A good example of this is at the KSC runway when landing on a 90 degree bearing. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. Your previous content has been restored. I removed them and it works fine now. Brakes in the back keep you stable. 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. 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. Balanced fuel saves Kerbal lives. KSP 2 || First Plane Take-off || Kerbal Space Program 2 Geometric shape of the body you attach the landing gear to. You can even try refueling it before recovering your spaceplane further increasing your recovering value. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. I took off and at 60 m/s I was in the air! When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. 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. My Space Plane Keeps Flipping Backwards On The Runway. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. Your plane is almost finished. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. Cookie Notice I scoured the entire web for a solution, but found no working solution or at least dont work every time. It is also advisable to add some control surfaces to your plane to have some control in the atmosphere: you can manually add them to the wings or choose winglets with effective control surfaces, like the Standard Canard. 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. This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. I have found a solution to my problem. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. 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. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. I have done everything imaginable to try to remedy this problem. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. Paste as plain text instead, I just thought my planes were too heavy or not enough control surfaces. 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. 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? You want to get up to get the gear tucked away and reduce drag. Plane bouncing on takeoff - Kerbal Space Program Forums My plane usually take off at a little over 120m/s. Paste as plain text instead, as Shkeec said check gear check gear check gear. While it's true that jet engines don't work in space, they offer one large advantage over rocket engines while inside the atmosphere: fuel efficiency. This would indicate two problems. This thread is archived . 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. Plane wobble during takeoff - Kerbal Space Program Forums Finally you need to make sure it's all balanced, this means the centre of lift marker needs to be very slightly behind the centre of mass marker. 2022 Take-Two Interactive Software, Inc. This helped immensely and if you haven't been doing this already, do it. 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! The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. Or maybe launching it in a vertical, Space Shuttle-style config. I'm making sure that I keep trying to get it up but it just wont go! Powered by Invision Community. And also place them further apart. To slow down faster, you can increase the braking strength of your rear wheels. Besides the good advice others have given, I would also be very careful with that little tailwheel. 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. 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. 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. All trademarks are property of their respective owners in the US and other countries. 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. 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. 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. 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. 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.
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