I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. Create an account to follow your favorite communities and start taking part in conversations. This page was last edited on 17 December 2021, at 13:14. A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. FOX 56 News Video More Videos All rights reserved. Your plane is almost finished. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. All trademarks are property of their respective owners in the US and other countries. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. This helped immensely and if you haven't been doing this already, do it. When your altitude reaches 35km, start pulling up gently. You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. 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! Heavy Cargo Space Plane SSTO Download. I also used Intake build aid to balance the intakes. If, instead, all goes well, then once your jet engines have shut down you will need to start the second part of your space mission by switching to rockets. Unstable Aircraft: "FAR Firehound" (Stock). 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. 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. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. 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. Your link has been automatically embedded. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. 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. 1. make sure your main gear is not wobbling (ie. 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 can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. Quick context, I am a software engineer. Why is it doing this? 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. Those and the fixed main gear are NOTORIOUSLY bouncy. That will align with the craft axis. This plane will be able to take off, travel somewhere, perform a crew report, and then land. (Yes, you personally, you lucky thing! The same principle applies here. Tips aplenty in this thread: http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane It taught me everything I know, except for the stuff I learned elsewhere. Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures 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 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. 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. You want to get up to get the gear tucked away and reduce drag. 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. This page was last edited on 14 April 2021, at 01:04. The problem could be due to several issues. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. You can even try refueling it before recovering your spaceplane further increasing your recovering value. So if I start encountering wobble it's time to pull back on the stick and get in the air. For myself, it always was the position of landing gear in terms of pitch. The tutorial below explains everything very well. If you have an account, sign in now to post with your account. I have built lots of spaceplanes. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). Your link has been automatically embedded. As such, you will need various control surfaces. Thanks for all the help. 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. Let it get good and clear of the ground before applying any control to it. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. Valve Corporation. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. Subscribe! ), 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". Everything looks perfectly symmetrical as far as I can tell. 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. I dont really need 200m/s for take off. Paste as plain text instead, How do I fix this? For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. And also place them further apart. Wow, if you need 200 m\s to take off, you should think about adding more lift. If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. 2022 Take-Two Interactive Software, Inc. 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. But be careful and don't crash it! [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) I moved the back landing gear to right underneath the COM. I have done everything imaginable to try to remedy this problem. However, make sure to use struts when placing landing gears on the far edges of a multi-part wing because they may sag enough to cause a fuselage collision with the runway during landing. 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. 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. 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. 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. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. 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. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. 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. 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? But, likely guess is your craft is not producing enough lift. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. I took off and at 60 m/s I was in the air! Besides the good advice others have given, I would also be very careful with that little tailwheel. Your wheels should now have 0 degree angle between them, meaning they are both. 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. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. 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. That's over 2x the normal recommended max. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. I have created planes that have landing gears place right under the wing tips but they still won't work. This would indicate two problems. I just thought my planes were too heavy or not enough control surfaces. In vanilla KSP, wings have a predefined lift factor. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. The FedEx plane pulled back up in time to avoid a collision. 67K subscribers in the KerbalAcademy community. Do you have new pics after you moved the rear wheels forward? For an example, see the A-10 Warthog's landing gears: link. I scoured the entire web for a solution, but found no working solution or at least dont work every time. 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. And above all: have fun! After placing wheels I always use the rotate gizmo on snap with absolute orientation. Landing is hard. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. Brakes in the back keep you stable. 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. Some testing is usually required with new designs to determine the best ascent profile. They all had to use the runway drop to take off. And at the extreme, producing down force, which I'm sure would cause more gear issues. You main problem is your landing gear. A good example of this is at the KSC runway when landing on a 90 degree bearing. An alternative is making sure you have complete control of the craft. Similar principles apply when finding suitable landing sites away from the KSC. How wide is the base. 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). Beyond that, you're going to get some wobble once you get close to take off speed. You cannot paste images directly. Here is your convenient solution to this problem! In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. Thank you and happy landings. 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. 2. My plane usually take off at a little over 120m/s. These have an ISP of 800 in a vacuum which is significantly better than all other rocket motors except the very weak IX-6315 ion rocket. I was wrong. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. 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. 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). (Idea is moot, if you haven't unlocked them yet.) By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Any ideas? 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? I started investigating why this was happening. 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). Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. Control surfaces are heavier than wings. 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! I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. Another trick is to move the rear landing gear forward, closer to the center of gravity. Having said all that, these are the issues you must contend with. This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. Check out the following guide for some good info: Your wheel base is the problem. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. - Make sure you have enough control authority to lift the nose up. 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. Either put more engines or reduce the amount of rocket fuel. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. 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. Slowly pitch up to avoid overheating. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). Here is your convenient solution to this problem! 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. Upload or insert images from URL. This can easily cause you to crash on landing. (Source). Note: The large delta wing will ensure you won't backflip. Descending greater than -10 m/s usually makes a mess. As with everything in KSP, experiment, experiment, experiment. Any plane needs speed - so you need thrust (usually). They sometimes coincide with ailerons on some, more space-economical, aircraft. 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. Necessary for heavy/long spaceplane. Hopefully this gets you your first aircraft that can take off and land, which is the biggest hurdle to being able to make KSP aircraft. 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. 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. Your very own tutorial.). Congratulations! 5.whether the body you anchor the landing gears to are firm. "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. I am definitely aware that there are multiple reasons as to why the plane flips. Otherwise, you can either shift your wings till it's right (though this may crowd them near the back), or you can very slightly rotate the big wings so they're slightly higher near the front of the plane.
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