Hello, I am having a small problem with a plane I have built. 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. Check out the following guide for some good info: Your wheel base is the problem. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. It is also said that a good landing is one you can walk away from. This is most likely the standard jitterbugging problem. 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. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. 2022 Take-Two Interactive Software, Inc. http://forum.kerbalspaceprogram.com/threads/99660-0-25-Adjustable-Landing-Gear-v1-0-4%28doors-fixed%29-Nov-14. - SF. That will align with the craft axis. 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). 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. Temperature tolerance is the primary consideration for fuselage choice. The plane is clearly unstable. I have found a solution to my problem. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! If you have an account, sign in now to post with your account. Here, the. Thanks for all the help. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. But I am still not sure if there are more reasons or perhaps it is just a physics bug which I am wasting my time on. Any ideas? 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. 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. I removed them and it works fine now. This plane will be able to take off, travel somewhere, perform a crew report, and then land. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! Another trick is to move the rear landing gear forward, closer to the center of gravity. Depending on which surface you place them on, they might not be parallel to the axis in which case. For myself, it always was the position of landing gear in terms of pitch. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. 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). ), 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". LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . The problem could be due to several issues. Need to move them up. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. 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. As with everything in KSP, experiment, experiment, experiment. 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. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. LV-N has less than 25% of its full power at Kerbin sea level. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. 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! 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. After placing wheels I always use the rotate gizmo on snap with absolute orientation. I started investigating why this was happening. my center of lift is always slightly infront of my mass. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. Thanks for everyone trying to help! 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. Also avoid the basic fin for the same reason. my planes keep flipping backwards on take off . Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. 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! This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. They sometimes coincide with elevators. The issue is my plane rolls very sharply to the left any time I pitch up. And also place them further apart. However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. I have done everything imaginable to try to remedy this problem. 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. 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. Saves a lot of headache in wheels placement. 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. 2022 Take-Two Interactive Software, Inc. 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. 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. An alternative is making sure you have complete control of the craft. Safety note: Disable the brakes on the front landing gear. You can post now and register later. If you're planning on landing on a somewhat uneven surface, like an open grassland somewhere on Kerbin or an island on Laythe, consider packing some parachutes for deceleration. http://kerbalspaceprogram.com, Press J to jump to the feed. 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. Description: "Originally called the Cockpit-plus-two, the 5 seat "Cockatoo" is a second-generation command pod that provides both safety and comfort It is rumored to have enough room to pack several days of emergency snack rations and board games" Useful stats: As the description states this large command pod holds 5 kerbals As you reach 100m/s, hold S to pull the stick back, and you should be in the air! When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. Mechjeb Spaceplane Guidance. Maybe ;making the tailwheel less stiff would help, too. But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 . Now imagine what happens like that. You want an elevon on each set of wings. If you forget to put an air intake on your airplane, don't worry! Second try, speed over land reached over 210 m/s and it didn't flip. 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. 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. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). They sometimes coincide with ailerons on some, more space-economical, aircraft. Go on, and take the plane capsule which looks like a converted fuel storage device. For this to happen, I'm assuming you're using rocket fuel tanks. 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. 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. Geometric shape of the body you attach the landing gear to. All of them had one thing in common though. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. You can even try refueling it before recovering your spaceplane further increasing your recovering value. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. 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. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. 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. 1. tilt of the plane. Your link has been automatically embedded. How do I fix this? Thanks for the help guys. 2022 Take-Two Interactive Software, Inc. If you need to carry more fuel, consider using the Big-S Delta Wing as it provides the same lift-to-drag and lift-to-weight ratio as any other wing of the same mass, yet has the ability to carry fuel as well. [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . and our 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. 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. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. Either put more engines or reduce the amount of rocket fuel. Please consider starting a new thread rather than reviving this one. Now for the engines. DO NOT ANGLE THEM! But be careful and don't crash it! However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. 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. 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). 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. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. 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. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. However, they do take a conventional mix of fuel and oxidizer, and thus require much more fuel mass than jet engines or LV-N Nerv. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. 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. Conversely, if you keep all of the fuel in the back, you may find that your center of mass gradually drifts so far in front of your center of lift that you can't keep your nose up anymore, also potentially resulting in a fatal scenario.
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