ksp plane takeoff
However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. I have also thought about a wider base. 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. 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? - SF. Temperature tolerance is the primary consideration for fuselage choice. 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. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. I moved the back landing gear to right underneath the COM. All rights reserved. Make sure that all of your landing gears are pointing in exactly the same direction. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. You cannot paste images directly. The design I used is similar to what I normally used for planes but I had to swap out parts and make it smaller to compensate for Career mode changes. 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. I made a KSP replica of the Horten Ho 229 while trying to make a short takeoff plane.If you have any questions or suggestions, let me know in the comments.My. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. This is for the same reason that you keep your fuel balanced. 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. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! So I started a new career file after not really playing for a long time and I'm now at the point where I just dropped 45 Science to unlocked Aviation to get some of the plane parts that I need. i have no idea why this happens please help. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. To slow down faster, you can increase the braking strength of your rear wheels. My plane usually take off at a little over 120m/s. Works well on small craft. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. As such, you will need various control surfaces. I have done everything imaginable to try to remedy this problem. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. This page was last edited on 19 February 2020, at 07:08. 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. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. Safety note: Disable the brakes on the front landing gear. 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. 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. But, likely guess is your craft is not producing enough lift. I took off and at 60 m/s I was in the air! Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. I also used Intake build aid to balance the intakes. Quick context, I am a software engineer. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. For an example, see the A-10 Warthog's landing gears: link. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. Center of Mass and Center of Lift are the usual causes of instability. You can even try refueling it before recovering your spaceplane further increasing your recovering value. If you can give a craft file and a mod list I could take a look. 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. 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). So if I start encountering wobble it's time to pull back on the stick and get in the air. They sometimes coincide with elevators. Heavy Cargo Space Plane SSTO Download. 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. Mechjeb Spaceplane Guidance. . I see absolutely no need to be traveling that fast down the runway. I have built lots of spaceplanes. EDIT: It was the b9 procedural wings. 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. This is starting to get really frustrating. (Source). Plane spins/lurches to the side during takeoff? Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. Balanced fuel saves Kerbal lives. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. S5 moon rocket by lightbreaker_64. http://www.youtube.com/user/Cruzanak?. 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? Geometric shape of the body you attach the landing gear to. Saves a lot of headache in wheels placement. This thread is archived . Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. It is due to the spinning up of the engines. 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. Thanks for everyone trying to help! For this to happen, I'm assuming you're using rocket fuel tanks. 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. 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. 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? 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. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. Those and the fixed main gear are NOTORIOUSLY bouncy. Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. I checked my planes and I found the problem. KSP 2 speculation: I believe terraforming will be a feature of the game. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. 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. Why is it doing this? if its too far behind plane cannot lift. Increasing the number of intakes will not allow you to continue using your jet engines at higher altitudes. LV-N has less than 25% of its full power at Kerbin sea level. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. Notice how the landing gears are placed out on the wings. Easier just to bring the rear wheels closer as well as a in line reacton wheel. 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. 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. Descending greater than -10 m/s usually makes a mess. * Gear not mounted to parts that will flex (e.g. 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. Controllability of a plane is on you. An alternative is making sure you have complete control of the craft. 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. 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). 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. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . Alternatively, you can try landing at higher speeds with your nose pointed further down, but this increases challenges with stability and deceleration while on the runway. 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. You cannot paste images directly. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). I was wrong. Also note that shock cone intakes appear to provide the best air supply at all mach speeds, and unlike other air intakes, they do not decline in performance beyond certain mach speeds. Nothing bad will happen. 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). I have doubled the max stress value for aerodynamics failure in FAR for every category. if mounted on not struted part). 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. Please consider starting a new thread rather than reviving this one. 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 Slowly pitch up to avoid overheating. When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. Next you need landing gear. The plane is clearly unstable. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. Here is your convenient solution to this problem! You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. For myself, it always was the position of landing gear in terms of pitch. So you want to make a plane but all your contraptions explode on the runway, crash into the runway a few seconds after taking off, crash into the side of the runway, crash into the ocean after doing a tight turn or otherwise fail to do what you intended? The centre of mass was between the 2 landing gears. Any ideas? Your plane is almost finished. All of them had one thing in common though. 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. 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! 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. So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. You can deploy your chutes just prior to touchdown for rapid deceleration. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). DO NOT ANGLE THEM! 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 . As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. Maybe ;making the tailwheel less stiff would help, too. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. Here, the. Your wheels should now have 0 degree angle between them, meaning they are both. And above all: have fun! Create an account to follow your favorite communities and start taking part in conversations. 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. If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. All the weight is pushed on the middle and it can't pull up. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. As with everything in KSP, experiment, experiment, experiment. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. If you forget to put an air intake on your airplane, don't worry! In vanilla KSP, wings have a predefined lift factor. But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. 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). While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. Be warned that if you do not provide sufficient air intakes for the engines you've placed, you may find that some of your engines shut down before others. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. All of them had one thing in common though. For more information, please see our 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. You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. Your link has been automatically embedded. Reddit and its partners use cookies and similar technologies to provide you with a better experience. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) 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. 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. 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. @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. How do I fix this? As lift increases you remove some strain on the gear, however you've just increased the amount of sag. Basic structure Firstly you're going to want to make a short fuselage. These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. 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. http://kerbalspaceprogram.com, Press J to jump to the feed. See if there is still a problem when only travelling slowly, say <20m/s. 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. KSP v.22 Takeoff Troubleshooting Guide/Tutorial Lots of info to help get your plane off the runway! Some testing is usually required with new designs to determine the best ascent profile. This helped immensely and if you haven't been doing this already, do it. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. as Shkeec said check gear check gear check gear. For all your gaming related, space exploration needs. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. 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. I don't have any mods but sometimes a problem may be a simple bug. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. 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. It's said that takeoffs are optional but landings are mandatory. I removed them and it works fine now. 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 have built lots of spaceplanes. 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. An aircraft without control surfaces is like a rocket without RCS or reaction wheels - it will hardly turn and will be equally hard to control (perhaps even impossible!). Powered by Invision Community. 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. 1. tilt of the plane. 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. The FedEx plane pulled back up in time to avoid a collision. Depending on which surface you place them on, they might not be parallel to the axis in which case. 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). I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. Or adding a RATO boosters. Pasted as rich text. The Kerbal Space Program subreddit. 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. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . Now for the engines. Do you have new pics after you moved the rear wheels forward? Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. 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.
Swarming Bugs In Georgia,
Hunter Brown Obituary,
Excalibur Royal Tower Vs Resort Tower,
How Much Is Laura Leboutillier Worth,
Wedding Villa Italy Sleeps 100,
Articles K
Comments are closed, but vapold pty ltd and pingbacks are open.