ksp plane takeoff
2022 Take-Two Interactive Software, Inc. This thread is archived . 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. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. Increasing the number of intakes will not allow you to continue using your jet engines at higher altitudes. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. Keep your nose pointed prograde as you descend through the atmosphere. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. However, I want to place my wheels where i want to and not only on X parallel surfaces. Drive gently off the runway and use the huge grassy field to take off, without care in the world about the plane veering to a side. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. 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! Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. 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. ), Stable aircraft: "Untitled" (lost the file upon loading after aircraft), Stable jet car: "Untitled" (Lost the file), Speed over land > 350 m/s before veering off the runway, Sometimes Stable Spaceplane: "Hypersonic Experimental". Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). I just thought my planes were too heavy or not enough control surfaces. 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. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. I moved the back landing gear to right underneath the COM. They all had landing gear placed at the front and at the back. 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. The Kerbal Space Program subreddit. Maybe ;making the tailwheel less stiff would help, too. Your wheels should now have 0 degree angle between them, meaning they are both. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). You can post now and register later. 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. Second try, speed over land reached over 210 m/s and it didn't flip. 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. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. (For test purposes, all aircraft are not pitched up and SAS is turned off. 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. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. 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. my planes keep flipping backwards on take off : r/KerbalAcademy - reddit 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. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. You want to get up to get the gear tucked away and reduce drag. Mechjeb Spaceplane Guidance. 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! But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. My Space Plane Keeps Flipping Backwards On The Runway. Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. 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. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). 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. Display as a link instead, The tutorial below explains everything very well. 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). At around . I scoured the entire web for a solution, but found no working solution or at least dont work every time. Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. I'm making sure that I keep trying to get it up but it just wont go! (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. 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. This is starting to get really frustrating. 1. tilt of the plane. 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. everytime i make a powered plane, it always flips over and points backwards after i take off. 5.whether the body you anchor the landing gears to are firm. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. This page was last edited on 17 December 2021, at 13:14. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . 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. Note: The large delta wing will ensure you won't backflip. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Valve Corporation. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) symmetry building makes them face slightly towards (or away from) each other, with wobbly results. Saves a lot of headache in wheels placement. How do I fix this? 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. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. 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. Then at the top, we'll put one tail fin, centred on the end of the fuselage. How to keep an airplane stable on the runway in Kerbal Space - Arqade - SF. This plane will be able to take off, travel somewhere, perform a crew report, and then land. 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. 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! 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. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. 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. 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. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. i have no idea why this happens please help. You can also use parachutes on landing, but care must be taken to ensure that an adequate length of runway remains since you'll only get one chance to use them. I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. 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. Please consider starting a new thread rather than reviving this one. Is there a way to rectify this problem. Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. 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. My plane usually take off at a little over 120m/s. 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. 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. See if there is still a problem when only travelling slowly, say <20m/s. 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. * Unlock steering and disable brakes on front gear. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. 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. If you have an account, sign in now to post with your account. Angled landing gear create rotational force for whatever reason. Spaceplanes generally ascend best on a 10-30 degree incline, often leveling out towards higher altitudes to pick up the maximum horizontal velocity before switching to rocket motors. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. Now for the engines. Plane rolls uncontrollably on take-off : r/KerbalSpaceProgram Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. Temperature tolerance is the primary consideration for fuselage choice. 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. 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? How to Fly a Plane - KSP Beginner's Tutorial - YouTube 0:00 / 25:53 How to Fly a Plane - KSP Beginner's Tutorial Mike Aben 30.6K subscribers 78K views 2 years ago KSP - Absolute Beginner's. 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. Cure: Draw a mental axis from the nose to the tail of the plane and use the rotate tool (summetry on), on one of the wheels. Go on, and take the plane capsule which looks like a converted fuel storage device. 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. 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. It can be helpful to use a slightly taller front landing gear and slightly shorter rear landing gears so that your fuselage points slightly upward on the ground, thereby increasing the angle of attack of your wings while on the ground. Do you have new pics after you moved the rear wheels forward? First try speed over land reached over 210 m/s before flipping in the last second. Geometric shape of the body you attach the landing gear to. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. 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). [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. If you can give a craft file and a mod list I could take a look. [KSP] - Heavy Seaplane Take-off, Water-landing and Re-take-off! 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. Upload or insert images from URL. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. 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. Although I usually only need 50 m/s for most planes to wobble out of control. They could go up to 120 m/s on the runway and still not lift up. It is due to the spinning up of the engines. 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. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. You cannot paste images directly. I have built lots of spaceplanes. Your previous content has been restored. 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). Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. I started investigating why this was happening. For myself, it always was the position of landing gear in terms of pitch. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. The plane is clearly unstable. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. . Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. 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. For all your gaming related, space exploration needs. @TheEnvironmentalist There is one more method I'm sure would work in your case, although I didn't write about it because I think it's cheesy and wouldn't solve the root problem. I have doubled the max stress value for aerodynamics failure in FAR for every category. When gear is placed, it has just one point of attachment. 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. Cookie Notice Brakes in the back keep you stable. Try disabling friction control with on the front landing gears. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. KSP 2 speculation: I believe terraforming will be a feature of the game. Besides the good advice others have given, I would also be very careful with that little tailwheel. This helped immensely and if you haven't been doing this already, do it. 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. Upload or insert images from URL. 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. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. Hit the launch button and watch your magnificent bird fly! But, likely guess is your craft is not producing enough lift. So I have played the game for 200 hours and I love it. my center of lift is always slightly infront of my mass. 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. When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. Subscribe! 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. 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. Any ideas? Having said all that, these are the issues you must contend with. I've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. The most dangerous part of a spaceplane flight is returning from orbit. The reverse also happens. 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. 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. 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. 1. make sure your main gear is not wobbling (ie. As long as you're in space, your spaceplane won't differ from any spacecraft: you will probably want to add batteries and generators to prevent the command pod from running out of power. http://kerbalspaceprogram.com, Press J to jump to the feed. This is for the same reason that you keep your fuel balanced. Thanks for the help guys. I was wrong. 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. 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. Thanks for everyone trying to help! 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. Why does my plane roll left on takeoff : r/KerbalSpaceProgram - reddit 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. For an example, see the A-10 Warthog's landing gears: link. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. 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. If you forget to put an air intake on your airplane, don't worry! So if I start encountering wobble it's time to pull back on the stick and get in the air. You cannot paste images directly. 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. 2022 Take-Two Interactive Software, Inc. Landing is hard. FAA investigating 'close call' between planes at Boston airport Balanced fuel saves Kerbal lives. (Yes, you personally, you lucky thing! My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. 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. 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. KSP 2 speculation: I believe terraforming will be a feature of the game Either put more engines or reduce the amount of rocket fuel. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. 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. This plane will be able to take off, travel somewhere, perform a crew report, and then land. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. - Have enough lift, either by a big wing area or high speed. http://www.youtube.com/user/Cruzanak?.
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ksp plane takeoff