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While all other cargo bays are fine for making spaceplanes, the Mk3 Cargo Ramp produces obscene amounts of drag, which can easily prevent reaching orbital velocities by itself. A good example of this is at the KSC runway when landing on a 90 degree bearing. Besides the good advice others have given, I would also be very careful with that little tailwheel. Controllability of a plane is on you. Keep in mind that lift rating and control surfaces are not connected: lift rating is basically the capacity of your wings to sustain the weight of your spaceplane, while control surfaces are parts of wing that can be moved to change the flow of the air around the plane and through this change a plane's direction, angle of attack or inclination. You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. If you forget to put an air intake on your airplane, don't worry! If you have trouble pitching up enough to land at a reasonable speed, you can increase your maneuverability by toggling your flaps, canards and ailerons to greater than 100% control authority. Try disabling friction control with on the front landing gears. This would indicate two problems. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. Take the large delta wings and place them on the aircraft. Here's a quick installment in to the. The centre of mass was between the 2 landing gears. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. 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. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). Please consider starting a new thread rather than reviving this one. And at the extreme, producing down force, which I'm sure would cause more gear issues. Center of Mass and Center of Lift are the usual causes of instability. In vanilla KSP, wings have a predefined lift factor. Plane spins/lurches to the side during takeoff? Cookie Notice Landing is hard. Your link has been automatically embedded. Your previous content has been restored. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. The issue is my plane rolls very sharply to the left any time I pitch up. 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. This material may not be published, broadcast, rewritten, or redistributed. 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. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. So the answer is: in the SPH, click on your front gear, set the spring to .5 and set the damper to .5 -- then save it and give it another shot at launching. Unstable Aircraft: "FAR Firehound" (Stock). 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. 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. 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. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. Such as not producing lift, which is not what you want with a plane. I dunno why but this picture makes the one side look like it is tipped in but I know they are straight, I believe it just the angle that the picture was taken that is causing it to look like this. - Have enough lift, either by a big wing area or high speed. Basic structure Firstly you're going to want to make a short fuselage. This thread is quite old. So I have played the game for 200 hours and I love it. 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. How wide is the base. Press question mark to learn the rest of the keyboard shortcuts. Pasted as rich text. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. Next you need landing gear. 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. The same principle applies here. . You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. This is also the same reason why planes start rolling toward the middle of the runway; because both ends of the runway are further from the center of Kerbin than the middle (because it's totally flat), the runway is a valley from a gravitational frame of reference. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. However it's huge size can make it tricky to take off from the runway without destroying the engine. 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. [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . Valve Corporation. All of them had one thing in common though. 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). After placing wheels I always use the rotate gizmo on snap with absolute orientation. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. 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. Do agree that the rear wheels either need to be brought closer or or the Nenter of mass needs to be move closer to the rear wheels. 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. Depending on which surface you place them on, they might not be parallel to the axis in which case. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). KSC's runway is slightly north of Kerbin's equator and perfectly flat. 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. First try speed over land reached over 210 m/s before flipping in the last second. my planes keep flipping backwards on take off . Having landing gears near the front and back of your aircraft can also help to ensure that you won't break your engines or smash your cockpit into the runway. 1. make sure your main gear is not wobbling (ie. 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. Geometric shape of the body you attach the landing gear to. This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. First thing you're going to want to do in the SPH is turn on your centre of mass indicator (this is the point that the plane will rotate around when rolling, pitching, or yawing) and your centre of lift indicator (the Aerodynamic Overlay). This 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! Aircraft in this game is almost unfeasible, especially in career mode, you will lose all your money before you finally design an aircraft that can even takeoff. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Go on, and take the plane capsule which looks like a converted fuel storage device. 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 plane is clearly unstable. Safety note: Disable the brakes on the front landing 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. All rights reserved. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. (Yes, you personally, you lucky thing! I made this aircraft based on real life commercial jet design. EDIT: It was the b9 procedural wings. 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. Slowly pitch up to avoid overheating. Control surfaces are heavier than wings. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . if its too far behind plane cannot lift. If the front landing gear touches down first and has its brakes on, it's going to make the rest of your aircraft pivot around it as it's pressed into the ground. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. 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 am definitely aware that there are multiple reasons as to why the plane flips. You're going to have a bad time. 1. tilt of the plane. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. This thread is archived . Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. That's over 2x the normal recommended max. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. 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. 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. 67K subscribers in the KerbalAcademy community. Necessary for heavy/long spaceplane. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. 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. 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. 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. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). if mounted on not struted part). You should have something called an "Elevon 1"; this will be the moving part for your wings. 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. Hello, I am having a small problem with a plane I have built. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. Upload or insert images from URL. 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. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). I don't have any mods but sometimes a problem may be a simple bug. If you have an account, sign in now to post with your account. If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. An alternative is making sure you have complete control of the craft. Descending greater than -10 m/s usually makes a mess. I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. 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. and our I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. They could go up to 120 m/s on the runway and still not lift up. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. 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/. 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. Also avoid the basic fin for the same reason. 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. It is also common to add an Inline Clamp-O-Tron, which, unlike all the other docking ports, can be placed in the middle of the spacecraft (a handy solution, since there is not much space at either end of the craft) to allow your plane to dock with space stations or other spacecrafts.