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. 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. 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. 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. Necessary for heavy/long spaceplane. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! Secondly, it would suggest that your spaceplane's center of lift is too far forward compared to its center of gravity (causing the uncontrollable spin). 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. 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! 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 no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 . 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). 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. 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. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. If you have an account, sign in now to post with your account. 2022 Take-Two Interactive Software, Inc. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. 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. 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. I'm making sure that I keep trying to get it up but it just wont go! 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. 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. 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. FAR says it would take an Angle of Attack of 24.3 degrees at 119 m/s to generate enough lift to get it to take off. 1. tilt of the plane. Powered by Invision Community. - Have enough lift, either by a big wing area or high speed. However it's huge size can make it tricky to take off from the runway without destroying the engine. Note: Your post will require moderator approval before it will be visible. Controllability of a plane is on you. I have done everything imaginable to try to remedy this problem. All rights reserved. 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. So if I start encountering wobble it's time to pull back on the stick and get in the air. That's over 2x the normal recommended max. 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. 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. 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 . 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. Valve Corporation. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. This is starting to get really frustrating. 2022 Take-Two Interactive Software, Inc. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. Maybe ;making the tailwheel less stiff would help, too. Here, the. You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). Symmetry placement should give you perfect symmetry, as far as the game is concerned. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. 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. You can even try refueling it before recovering your spaceplane further increasing your recovering value. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. Do you have new pics after you moved the rear wheels forward? 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. To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. If you have an account, sign in now to post with your account. Upload or insert images from URL. 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. 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. Go on, and take the plane capsule which looks like a converted fuel storage device Contents 1 Making a fuselage 2 Understanding Lift 3 Control Surfaces 3.1 Elevator 3.2 Aileron 3.3 Rudder 4 Landing gear Making a fuselage Any plane needs speed - so you need thrust (usually). I am definitely aware that there are multiple reasons as to why the plane flips. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. Thank you and happy landings. You main problem is your landing gear. These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. Subscribe! Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. 4. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. 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. I just thought my planes were too heavy or not enough control surfaces. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. 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. Let it get good and clear of the ground before applying any control to it. Beyond that, you're going to get some wobble once you get close to take off speed. It is also said that a good landing is one you can walk away from. Do you have a screenshot of the craft? This page was last edited on 17 December 2021, at 13:14. You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. Another trick is to move the rear landing gear forward, closer to the center of gravity. Note: This tutorial was last updated for version 1.7.2. I have built lots of spaceplanes. All trademarks are property of their respective owners in the US and other countries. 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. 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. 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. This material may not be published, broadcast, rewritten, or redistributed. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. Your plane is almost finished. Descending greater than -10 m/s usually makes a mess. LV-N has less than 25% of its full power at Kerbin sea level. When your altitude reaches 35km, start pulling up gently. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. But, likely guess is your craft is not producing enough lift. See if there is still a problem when only travelling slowly, say <20m/s. 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. 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. 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. 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. 3. angle of the wheels. The most dangerous part of a spaceplane flight is returning from orbit. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. 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. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. In vanilla KSP, wings have a predefined lift factor. 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. These have an ISP of 800 in a vacuum which is significantly better than all other rocket motors except the very weak IX-6315 ion rocket. That will align with the craft axis. 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. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. It Flips Up And Towards The Opposite Direction. They could go up to 120 m/s on the runway and still not lift up. Firstly you're going to want to make a short fuselage. here are some images and a gif. This thread is archived . Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. 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. * Gear not mounted to parts that will flex (e.g. Pasted as rich text. A plane is any craft which flies horizontally in an atmosphere utilizing lift primarily generated by wings, winglets, or control surfaces. That said, parachutes are an exceedingly effective means of reducing your stopping distance. Any plane needs speed - so you need thrust (usually). You can post now and register later. 1. make sure your main gear is not wobbling (ie. 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? If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. 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. 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! 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. Any ideas? Heavy Cargo Space Plane SSTO Download. Keep your nose pointed prograde as you descend through the atmosphere. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. 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. I made this aircraft based on real life commercial jet design. For this to happen, I'm assuming you're using rocket fuel tanks. My Space Plane Keeps Flipping Backwards On The Runway. For an example, see the A-10 Warthog's landing gears: link. 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. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. Is there a way to rectify this problem. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. KSP 2 speculation: I believe terraforming will be a feature of the game. I removed them and it works fine now. . Powered by Invision Community. Install S5 moon rocket By lightbreaker_64. Or maybe launching it in a vertical, Space Shuttle-style config. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. I started investigating why this was happening. 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. Paste as plain text instead, Nothing bad will happen. 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/. 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. 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. http://kerbalspaceprogram.com, Press J to jump to the feed. 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. This page was last edited on 19 February 2020, at 07:08. 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. 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! As lift increases you remove some strain on the gear, however you've just increased the amount of sag. 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). Also, excessive use of the rudder usually causes the plane to spin out of control and crash. You can deploy your chutes just prior to touchdown for rapid deceleration. 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. I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. 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? 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. Similar principles apply when finding suitable landing sites away from the KSC. An alternative is making sure you have complete control of the craft. Does anybidy have any tips on how to build spaceplanes? Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. 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. 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. But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. 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. Easier just to bring the rear wheels closer as well as a in line reacton wheel. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. And at the extreme, producing down force, which I'm sure would cause more gear issues. 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. See the tutorial below. DO NOT ANGLE THEM! 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. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. It's said that takeoffs are optional but landings are mandatory. 2022 Take-Two Interactive Software, Inc. The same principle applies here. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). Although I usually only need 50 m/s for most planes to wobble out of control. 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. Reddit and its partners use cookies and similar technologies to provide you with a better experience. 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. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. Bit late i know, but i had the same problem. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. You should be able to navigate fairly readily, and with the superb efficiency of jet engines, you should have plenty of fuel to go anywhere you need to go. They all had landing gear placed at the front and at the back. After placing wheels I always use the rotate gizmo on snap with absolute orientation.
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