Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. 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. And also place them further apart. - Have enough lift, either by a big wing area or high speed. Tutorial: Your First Plane - Kerbal Space Program Wiki First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. The same principle applies here. What causes turbulence? | WOWK 13 News Beyond that, you're going to get some wobble once you get close to take off speed. 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? 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. 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. 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. If you have a very short length of runway remaining and your parachutes can't slow you down fast enough, you'll be forced to cut the chutes and attempt a second landing without them. 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. [KSP] - Heavy Seaplane Take-off, Water-landing and Re-take-off! The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. Reddit and its partners use cookies and similar technologies to provide you with a better experience. 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. my planes keep flipping backwards on take off : r/KerbalAcademy - reddit Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. I was wrong. The reverse also happens. They all had landing gear placed at the front and at the back. Display as a link instead, If you can give a craft file and a mod list I could take a look. Note: The large delta wing will ensure you won't backflip. Check out the following guide for some good info: Your wheel base is the problem. 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. Then this tutorial is for you. This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. 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. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). Please consider starting a new thread rather than reviving this one. 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? Notice how the landing gears are placed out on the wings. This can easily cause you to crash on landing. 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. With a tail-dragger, the plane is already angled up just sitting on its wheels so once the speed is high enough, it should just float up by itself. 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. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. 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. If you have an account, sign in now to post with your account. 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. My Space Plane Keeps Flipping Backwards On The Runway. Next you need landing gear. How wide is the base. A good example of this is at the KSC runway when landing on a 90 degree bearing. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. 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. 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. Place your rear wheels/gear in front of the flaps on your wings. Now for the engines. 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? Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. Let it get good and clear of the ground before applying any control to it. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. Hello, I am having a small problem with a plane I have built. 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). 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 . 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. This page was last edited on 14 April 2021, at 01:04. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. The centre of mass was between the 2 landing gears. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. Plane spins/lurches to the side during takeoff? Thanks for all the help. 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. "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. 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. 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. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. Here is the best aircraft I have created to date: Jet Aircraft. 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. Here's a quick installment in to the. I don't have any mods but sometimes a problem may be a simple bug. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! Tell ya what, I'm gonna try to recreate that thing in my sandbox and see what I get. Then at the top, we'll put one tail fin, centred on the end 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). 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. Bit late i know, but i had the same problem. Heavy Cargo Space Plane SSTO Download. 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. 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. Also avoid the basic fin for the same reason. (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. For this to happen, I'm assuming you're using rocket fuel tanks. 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). The plane is clearly unstable. The FedEx plane pulled back up in time to avoid a collision. For an example, see the A-10 Warthog's landing gears: link. 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. All of them had one thing in common though. This is starting to get really frustrating. 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. If your aircraft is burning up during this stage, you may need larger wings to slow you down faster, radiator panels to carry away the heat more effectively, parts with a higher temperature tolerance (like the Mk2 liquid fuel fuselage instead of the Mk1 liquid fuel fuselage), or parts to increase your maneuverability, like RCS thrusters, reaction wheels, or canards and elevons. 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. Works well on small craft. One final point to consider is the mass you're planning to store in the fuselage. 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. This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. 2022 Take-Two Interactive Software, Inc. An aircraft without control surfaces is like a rocket without RCS or reaction wheels - it will hardly turn and will be equally hard to control (perhaps even impossible!). Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. Plane bouncing on takeoff - Kerbal Space Program Forums They sometimes coincide with elevators. Mechjeb Spaceplane Guidance. Any plane needs speed - so you need thrust (usually). If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. 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. Unstable Aircraft: "FAR Firehound" (Stock). 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. 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. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. They all had to use the runway drop to take off. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. (For test purposes, all aircraft are not pitched up and SAS is turned off. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. 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. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. Either put more engines or reduce the amount of rocket fuel. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. 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? 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. You can post now and register later. Wow, if you need 200 m\s to take off, you should think about adding more lift. An alternative is making sure you have complete control of the craft. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. It's a prolem enough I have sever differen gear subassemblies that are stable (un wobbly) I can then position depending on COM. 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. 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. I've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. Privacy Policy. KSP 2 speculation: I believe terraforming will be a feature of the game. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. Such as not producing lift, which is not what you want with a plane. EDIT: It was the b9 procedural wings. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. - Make sure you have enough control authority to lift the nose up. 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. 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. 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 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. Need to move them up. my center of lift is always slightly infront of my mass. KSP 2 speculation: I believe terraforming will be a feature of the game Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. I took off and at 60 m/s I was in the air! You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. All rights reserved. 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! Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. This is either a collider or design issue, if the craft doesn't have enough lift initially to get off the ground it will bounce a bit before taking off. as Shkeec said check gear check gear check gear. Install S5 moon rocket By lightbreaker_64. 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. They could go up to 120 m/s on the runway and still not lift up. if its too far behind plane cannot lift. 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 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. 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. See if there is still a problem when only travelling slowly, say <20m/s. 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 see absolutely no need to be traveling that fast down the runway. I just built a plane but when i launch it just slides and spins slowly to the right, any ideas on why this is happening? Plane spins/lurches to the side during takeoff? :: Kerbal Space Program Be warned that if you do not provide sufficient air intakes for the engines you've placed, you may find that some of your engines shut down before others. 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. You want to get up to get the gear tucked away and reduce drag. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. Paste as plain text instead, This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. Powered by Invision Community. 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. everytime i make a powered plane, it always flips over and points backwards after i take off. Subscribe! 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. 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. Pasted as rich text. 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. i have no idea why this happens please help. Flying a Space Station through a GAS GIANT! The Kerbal Space Program subreddit. my planes keep flipping backwards on take off . Some testing is usually required with new designs to determine the best ascent profile. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. Safety note: Disable the brakes on the front landing gear. Your link has been automatically embedded. Now for wings, the "Wing Connector Type B" is the largest you have so far; connect a set of those where the centre of mass is. You cannot paste images directly. DO NOT ANGLE THEM! If you've been able to successfully re-enter on previous low orbit test runs, you should be able to use this method to achieve similar rates of success once you've slowed down sufficiently. The issue is my plane rolls very sharply to the left any time I pitch up. You want an elevon on each set of wings. Similar principles apply when finding suitable landing sites away from the KSC. Although I usually only need 50 m/s for most planes to wobble out of control. KSP v.22 Takeoff Troubleshooting Guide/Tutorial Lots of info to help get your plane off the runway! Your previous content has been restored. I just thought my planes were too heavy or not enough control surfaces. 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. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. Try disabling friction control with on the front landing gears. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. When your altitude reaches 35km, start pulling up gently. I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. 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).
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