* Gear not mounted to parts that will flex (e.g. Symmetry placement should give you perfect symmetry, as far as the game is concerned. Subscribe! The plane is clearly unstable. 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. Hello, I am having a small problem with a plane I have built. 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. I just thought my planes were too heavy or not enough control surfaces. You main problem is your landing gear. 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. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. 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. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. if its too far behind plane cannot lift. Reddit and its partners use cookies and similar technologies to provide you with a better experience. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. All lift-rating means is that the wing section will resist motion perpendicular to its plane. I also used Intake build aid to balance the intakes. Necessary for heavy/long spaceplane. 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). Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. They all had to use the runway drop to take off. That's over 2x the normal recommended max. I thought after buying this I would have all the parts I need to build a small plane that can at least get off the ground, but I'm having trouble. (For test purposes, all aircraft are not pitched up and SAS is turned off. That will align with the craft axis. Basic structure Firstly you're going to want to make a short fuselage. See the tutorial below. It is also advisable to add some control surfaces to your plane to have some control in the atmosphere: you can manually add them to the wings or choose winglets with effective control surfaces, like the Standard Canard. For more information, please see our You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. 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. I moved the back landing gear to right underneath the COM. 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! As with everything in KSP, experiment, experiment, experiment. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. 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. 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. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. You should have something called an "Elevon 1"; this will be the moving part for your wings. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. Everything looks perfectly symmetrical as far as I can tell. Your very own tutorial.). The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. Congratulations! Clear editor. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Basic_Plane_Design&oldid=97453, In the front of the plane - In this position, the control surfaces are also known as , In the back of the plane, on the tail - The most usual position; usually, close to the rudder. 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. 2022 Take-Two Interactive Software, Inc. S5 moon rocket by lightbreaker_64. They all had landing gear placed at the front and at the back. This thread is quite old. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. 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. As you would expect, spaceplanes need wings: they have various shapes and dimensions, and they differ basically in lift rating: you will want to have enough lift to keep your fuselage approximately prograde during your ascent to orbit. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. DO NOT ANGLE THEM! Quick context, I am a software engineer. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. 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 is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. Easier just to bring the rear wheels closer as well as a in line reacton wheel. So if I start encountering wobble it's time to pull back on the stick and get in the air. Center of Mass and Center of Lift are the usual causes of instability. Bit late i know, but i had the same problem. While all other cargo bays are fine for making spaceplanes, the Mk3 Cargo Ramp produces obscene amounts of drag, which can easily prevent reaching orbital velocities by itself. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. KSP 2 speculation: I believe terraforming will be a feature of the game. 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. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! 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. Try getting the wings to deflect the air down, either by lifting the front end up using canards or by mounting them at an angle using shift + wasdqe. As lift increases you remove some strain on the gear, however you've just increased the amount of sag. 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). Thank you and happy landings. Need to move them up. They could go up to 120 m/s on the runway and still not lift up. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. 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. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. For myself, it always was the position of landing gear in terms of pitch. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. EDIT: It was the b9 procedural wings. Second try, speed over land reached over 210 m/s and it didn't flip. 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. if mounted on not struted part) 2. put your main gear slightly behind center of mass. 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. Powered by Invision Community. 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. This helps to keep the performance of your spaceplane stable with any amount of fuel. Firstly you're going to want to make a short fuselage. They sometimes coincide with ailerons on some, more space-economical, aircraft. The issue is my plane rolls very sharply to the left any time I pitch up. The most dangerous part of a spaceplane flight is returning from orbit. Go on, and take the plane capsule which looks like a converted fuel storage device. I scoured the entire web for a solution, but found no working solution or at least dont work every time. http://www.youtube.com/user/Cruzanak?. An active front brake can cause your aircraft to rapidly and uncontrollably pivot left or right during landing, and high friction from the front wheel can potentially cause your plane to swerve violently both in landing and takeoff. Saves a lot of headache in wheels placement. 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. Cookie Notice If you forget to put an air intake on your airplane, don't worry! 5.whether the body you anchor the landing gears to are firm. Vice versa a plane with lots of control surfaces will be perfectly controllable (maybe even too much) but may have big difficulties with taking off and landing at reasonable speeds. 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. 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. Enable mirror symmetry to save yourself some alignment effort. Beyond that, you're going to get some wobble once you get close to take off speed. 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 your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). ), 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". @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. A Ravenspear Mk3 taking off from the Runway in version 1.0.5. And, of course, try to take off and land as slow as possible. This page was last edited on 14 April 2021, at 01:04. This is starting to get really frustrating. Controllability of a plane is on you. Valve Corporation. Here is an example of landing gear place on a complex geometric surface: Unstable plane Rear landing gears only seems to work on cylindrical fuselage, if you place them on a fuselage intake or anything other than a cylinder, the wheels can behave strangely. 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. Create an account to follow your favorite communities and start taking part in conversations. 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. See if there is still a problem when only travelling slowly, say <20m/s. 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. The same principle applies here. Besides the good advice others have given, I would also be very careful with that little tailwheel. 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. Notice how the landing gears are placed out on the wings. They all had to use the runway drop to take off. Mechjeb Spaceplane Guidance. Wow, if you need 200 m\s to take off, you should think about adding more lift. To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. 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? This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. 1. Works well on small craft. Now imagine what happens like that. 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. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. The problem could be due to several issues. This is either a collider or design issue, if the craft doesn't have enough lift initially to get off the ground it will bounce a bit before taking off. 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). If you can give a craft file and a mod list I could take a look. Valve Corporation. The Kerbal Space Program subreddit. Make sure that all of your landing gears are pointing in exactly the same direction. 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? 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 .
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