6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . This is just a general briefing section with lots of "to do" or "not to do" things: when you think you've got it, check the Aeris 4A tutorial mission to learn how to get into space easily. See if there is still a problem when only travelling slowly, say <20m/s. Everything looks perfectly symmetrical as far as I can tell. 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. EDIT: It was the b9 procedural wings. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa But be careful and don't crash it! Pasted as rich text. I checked my planes and I found the problem. Do you have new pics after you moved the rear wheels forward? 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. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. They sometimes coincide with elevators. 2022 Take-Two Interactive Software, Inc. 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/. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. - Have enough lift, either by a big wing area or high speed. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. 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! Valve Corporation. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). Firstly you're going to want to make a short fuselage. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. 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. As such, you will need various control surfaces. 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 Ravenspear Mk3 taking off from the Runway in version 1.0.5. It is also said that a good landing is one you can walk away from. However, I want to place my wheels where i want to and not only on X parallel surfaces. Note: The large delta wing will ensure you won't backflip. Remember how you want your center of lift/drag to be behind the center of gravity? 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. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . They could go up to 120 m/s on the runway and still not lift up. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. (For test purposes, all aircraft are not pitched up and SAS is turned off. 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. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. For more information, please see our At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. It's a prolem enough I have sever differen gear subassemblies that are stable (un wobbly) I can then position depending on COM. Hot ground causes air to rise, cooling as it moves away from the heat, which leads to increased density and a resulting fall back down. I took off and at 60 m/s I was in the air! 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. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. The FedEx plane pulled back up in time to avoid a collision. These should be in the bottom left next to the display of the cost of the aircraft. Note: This tutorial was last updated for version 1.7.2. (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. ), 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". 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 have also thought about a wider base. This page was last edited on 19 February 2020, at 07:08. FOX 56 News Video More Videos 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. 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. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. my center of lift is always slightly infront of my mass. Then at the top, we'll put one tail fin, centred on the end of the fuselage. Need to move them up. 2022 Take-Two Interactive Software, Inc. 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. 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. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). That will align with the craft axis. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. Cookie Notice Nothing bad will happen. (Source). 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. 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. That's over 2x the normal recommended max. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. Paste as plain text instead, Beyond that, you're going to get some wobble once you get close to take off speed. 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. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. Depending on which surface you place them on, they might not be parallel to the axis in which case. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. It is due to the spinning up of the engines. 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. 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. Display as a link instead, Hello, I am having a small problem with a plane I have built. This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. Here's a quick installment in to the. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. I'm trying to do some of the surveying and taxi-ing missions because now that's all the games giving me but flying with a regular rockets just not working for me. I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. They all had to use the runway drop to take off. 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. My Space Plane Keeps Flipping Backwards On The Runway. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. To avoid wobble, wheels need to be absolutely vertical, and they shouldn't be attached to something that is likely to flex as speed builds up, as this could also affect the vertical alignment. All trademarks are property of their respective owners in the US and other countries. 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. 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. 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. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. LV-N has less than 25% of its full power at Kerbin sea level. See the tutorial below. 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. 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. You main problem is your landing gear. 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. And at the extreme, producing down force, which I'm sure would cause more gear issues. 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). This thread is archived . Similar principles apply when finding suitable landing sites away from the KSC. Or adding a RATO boosters. Now imagine what happens like that. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! . 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. 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! [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . 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. Slowly pitch up to avoid overheating. - SF. 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. You can deploy your chutes just prior to touchdown for rapid deceleration. For all your gaming related, space exploration needs. It's said that takeoffs are optional but landings are mandatory. Also avoid the basic fin for the same reason. The same principle applies here. Do you have a screenshot of the craft? All trademarks are property of their respective owners in the US and other countries. 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. A good example of this is at the KSC runway when landing on a 90 degree bearing. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. 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. 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. Take the large delta wings and place them on the aircraft. 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. 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? Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. I shouldn't have placed landing gears on the fuselage, I found that placing landing gears on flat surfaces like wings make landing gears a lot more stable. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. Powered by Invision Community. You can post now and register later. I had this one plane, very fast, It would go to 170 m/s on the runway then drop of the end and soar very nicely. They sometimes coincide with ailerons on some, more space-economical, aircraft. Create an account to follow your favorite communities and start taking part in conversations. If the problem has to do with lift then travelling very slowly, possibly even slower than that, should counteract the effects of lift and you won't drift nearly as much.