ksp plane takeoff

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. 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 . Center of Mass and Center of Lift are the usual causes of instability. Thanks for everyone trying to help! You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. 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. 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. Install S5 moon rocket By lightbreaker_64. if mounted on not struted part) 2. put your main gear slightly behind center of mass. Unstable Aircraft: "FAR Firehound" (Stock). 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. So I have played the game for 200 hours and I love it. 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. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. Hit the launch button and watch your magnificent bird fly! 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. 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. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. 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). 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. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. KSP Stock Space Shuttle by _ForgeUser18393701. Upload or insert images from URL. You cannot paste images directly. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. Pasted as rich text. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). 2022 Take-Two Interactive Software, Inc. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. 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. This is generally an issue of not spacing your landing gears out far enough apart. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. You can deploy your chutes just prior to touchdown for rapid deceleration. Here is your convenient solution to this problem! Control surfaces are heavier than wings. Here is your convenient solution to this problem! The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. This thread is quite old. Valve Corporation. Note: The large delta wing will ensure you won't backflip. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. They could go up to 120 m/s on the runway and still not lift up. I was wrong. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. I have built lots of spaceplanes. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. 3. make sure your center of mass is slightly in front of center of lift force. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. 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'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. Do you have new pics after you moved the rear wheels forward? 1. make sure your main gear is not wobbling (ie. 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. (Idea is moot, if you haven't unlocked them yet.) However, I want to place my wheels where i want to and not only on X parallel surfaces. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). 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). Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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). 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. FOX 56 News Video More Videos If you have an account, sign in now to post with your account. You can even try refueling it before recovering your spaceplane further increasing your recovering value. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . One final point to consider is the mass you're planning to store in the fuselage. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. I scoured the entire web for a solution, but found no working solution or at least dont work every time. 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. Heavy Cargo Space Plane SSTO Download. 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. This can easily cause you to crash on landing. Please consider starting a new thread rather than reviving this one. The plane is clearly unstable. Take the large delta wings and place them on the aircraft. They sometimes coincide with elevators. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . Easier just to bring the rear wheels closer as well as a in line reacton wheel. Valve Corporation. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. As with everything in KSP, experiment, experiment, experiment. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. 2022 Take-Two Interactive Software, Inc. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. Note that a Wheesley or Goliath engine can reverse its thrust to allow rapid deceleration during landing, but these are not recommended for a spaceplane due to being unreasonably heavy and inducing excessive drag when attempting to transition to orbital velocities. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat 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. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. KSP v.22 Takeoff Troubleshooting Guide/Tutorial Lots of info to help get your plane off the runway! So if I start encountering wobble it's time to pull back on the stick and get in the air. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. 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. Your very own tutorial.). 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. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. Controllability of a plane is on you. I started investigating why this was happening. Wow, if you need 200 m\s to take off, you should think about adding more lift. 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. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. The problem could be due to several issues. 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. 2022 Take-Two Interactive Software, Inc. Geometric shape of the body you attach the landing gear to. I have found a solution to my problem. The Kerbal Space Program subreddit. 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. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. This page was last edited on 14 April 2021, at 01:04. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. 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. 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. 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. 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 planes keep flipping backwards on take off . For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. The issue is my plane rolls very sharply to the left any time I pitch up. Subscribe! 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. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. And at the extreme, producing down force, which I'm sure would cause more gear issues. These should be in the bottom left next to the display of the cost of the aircraft. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. 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. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. This is starting to get really frustrating. 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. 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. 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. 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. 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. 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! 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? If you can give a craft file and a mod list I could take a look. All you need to do is add landing gear (one right before the cockpit, and two on the tips or middle of the wings), and you're done! Note that as you fly higher the air intakes will become less effective and you may come to a point when the engines will shut down due to the lack of air. Depending on which surface you place them on, they might not be parallel to the axis in which case. 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. 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. 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! 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. That's over 2x the normal recommended max. The FedEx plane pulled back up in time to avoid a collision. The centre of mass was between the 2 landing gears. 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. 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. 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. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. I dont really need 200m/s for take off. 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). 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. Keep your nose pointed prograde as you descend through the atmosphere. As the title says, my plane dips and turns to the side, clips its wing on the runway and loses it, does the same on the other side, then crashes and explodes, without even getting airborne. 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. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. It's said that takeoffs are optional but landings are mandatory. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! 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. After placing wheels I always use the rotate gizmo on snap with absolute orientation. I've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. 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. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. 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. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. The reverse also happens. You're going to have a bad time. 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. 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. Firstly you're going to want to make a short fuselage. @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. Powered by Invision Community. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. 1. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems).

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