ksp plane takeoff

If you have an account, sign in now to post with your account. 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. For myself, it always was the position of landing gear in terms of pitch. 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. For an example, see the A-10 Warthog's landing gears: link. Thank you and happy landings. It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. Then this tutorial is for you. Your plane is almost finished. The plane is clearly unstable. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. Display as a link instead, 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. Such as not producing lift, which is not what you want with a plane. 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. 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? But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. This is generally an issue of not spacing your landing gears out far enough apart. That will align with the craft axis. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. Another trick is to move the rear landing gear forward, closer to the center of gravity. 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. 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. The only drawback to the reduced friction is reduced steering control, so this setting may need to be adjusted when taxiing to/from a runway, but should otherwise be kept minimal for takeoff and landing. 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. "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. This material may not be published, broadcast, rewritten, or redistributed. Do you have new pics after you moved the rear wheels forward? Brakes in the back keep you stable. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. 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. When your altitude reaches 35km, start pulling up gently. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. Second try, speed over land reached over 210 m/s and it didn't flip. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. For more information, please see our This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. KSC's runway is slightly north of Kerbin's equator and perfectly flat. 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). 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. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. 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. 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. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . To slow down faster, you can increase the braking strength of your rear wheels. Let it get good and clear of the ground before applying any control to it. 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). Place your rear wheels/gear in front of the flaps on your wings. 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. Even with a stable landing, you may find that you don't have enough room on your desired landing area to come to a stop before you reach the end. 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. How do I fix this? 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. Some testing is usually required with new designs to determine the best ascent profile. 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. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. And also place them further apart. 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. 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. KSP Stock Space Shuttle by _ForgeUser18393701. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. If there is, I would have found it long ago. This helped immensely and if you haven't been doing this already, do it. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. Landing speed (minimum speed for level flight) can be reduced by adding components to increase maneuverability, by using larger wings, by increasing wing angle of attack on the fuselage (3-5 degrees is the recommended range for a spaceplane to achieve the best lift-to-drag ratio [source]), and by decreasing the weight of the aircraft. If you plan on either dropping off cargo or picking up cargo and traveling with it, you'll generally want to locate your cargo bay at the middle of your center of gravity. DO NOT ANGLE THEM! This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. Powered by Invision Community. The default max stress value is just ridiculous, its like flying in hair gel, everything gets torn apart so easily, like that will ever happen in real life. 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). 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). 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. 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. 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. 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 . However, I want to place my wheels where i want to and not only on X parallel surfaces. They all had to use the runway drop to take off. Controllability of a plane is on you. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. This thread is archived . I took off and at 60 m/s I was in the air! 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). All rights reserved. My plane usually take off at a little over 120m/s. - SF. Maybe ;making the tailwheel less stiff would help, too. Having said all that, these are the issues you must contend with. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) 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. - Make sure you have enough control authority to lift the nose up. Your previous content has been restored. 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. 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. This helps to keep the performance of your spaceplane stable with any amount of fuel. You've just unlocked "Aviation" tech, you have a bunch of contracts that require you to stay at low altitude, and you want to build your first plane? 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. 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. Pasted as rich text. 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! Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). i have no idea why this happens please help. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! Next you need landing gear. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . 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. (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. But be careful and don't crash it! Note: Your post will require moderator approval before it will be visible. Center of Mass and Center of Lift are the usual causes of instability. Upload or insert images from URL. 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. Geometric shape of the body you attach the landing gear to. This page was last edited on 14 April 2021, at 01:04. Take the large delta wings and place them on the aircraft. Your wheels should now have 0 degree angle between them, meaning they are both. You can post now and register later. 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). 3. make sure your center of mass is slightly in front of center of lift force. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. That's over 2x the normal recommended max. 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. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. Your link has been automatically embedded. I just thought my planes were too heavy or not enough control surfaces. This plane will be able to take off, travel somewhere, perform a crew report, and then land. 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. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. ), 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". 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/. Landing is hard. Hello, I am having a small problem with a plane I have built. However it's huge size can make it tricky to take off from the runway without destroying the engine. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. here are some images and a gif. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. This page was last edited on 17 December 2021, at 13:14. 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. But, likely guess is your craft is not producing enough lift. 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. 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 would indicate two problems. Besides the good advice others have given, I would also be very careful with that little tailwheel. 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. They sometimes coincide with ailerons on some, more space-economical, aircraft. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. You cannot paste images directly. 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. 5.whether the body you anchor the landing gears to are firm. FOX 56 News Video More Videos This can easily cause you to crash on landing. The issue is my plane rolls very sharply to the left any time I pitch up. . 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. Safety note: Disable the brakes on the front landing gear. Either put more engines or reduce the amount of rocket fuel. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. Quick context, I am a software engineer. 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. All lift-rating means is that the wing section will resist motion perpendicular to its plane. You want to get up to get the gear tucked away and reduce drag. I have built lots of spaceplanes. if mounted on not struted part) 2. put your main gear slightly behind center of mass. Symmetry placement should give you perfect symmetry, as far as the game is concerned. (Yes, you personally, you lucky thing! 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. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. 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. Landing can be trickier for spaceplanes since they are designed for higher speeds than other aircraft and may not be able to fly level at speeds low enough for an easy landing (<50 m/s).