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. However, I want to place my wheels where i want to and not only on X parallel surfaces. Your link has been automatically embedded. It's said that takeoffs are optional but landings are mandatory. 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. Your link has been automatically embedded. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. Now for the engines. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. In vanilla KSP, wings have a predefined lift factor. 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. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. I managed to successfully takeoff and land this aircraft at least 20 times in a roll now and I haven't even lost a single pilot flying this. 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. 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. Note: Your post will require moderator approval before it will be visible. 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. How to Fly a Plane - KSP Beginner's Tutorial - YouTube 0:00 / 25:53 How to Fly a Plane - KSP Beginner's Tutorial Mike Aben 30.6K subscribers 78K views 2 years ago KSP - Absolute Beginner's. You main problem is your landing gear. 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). 2022 Take-Two Interactive Software, Inc. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. Saves a lot of headache in wheels placement. Everything looks perfectly symmetrical as far as I can tell. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. 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. A good example of this is at the KSC runway when landing on a 90 degree bearing. 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 is starting to get really frustrating. I started investigating why this was happening. 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. I was wrong. Any plane needs speed - so you need thrust (usually). Need to move them up. 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. 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. 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'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. When your altitude reaches 35km, start pulling up gently. The reverse also happens. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa Pasted as rich text. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. Try disabling friction control with on the front landing gears. 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! But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. 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. Check out the following guide for some good info: Your wheel base is the problem. 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. Place your rear wheels/gear in front of the flaps on your wings. Thanks for the help guys. Flying a Space Station through a GAS GIANT! 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. One final point to consider is the mass you're planning to store in the fuselage. Display as a link instead, Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures This thread is quite old. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. 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. Slowly pitch up to avoid overheating. Center of Mass and Center of Lift are the usual causes of instability. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. I moved the back landing gear to right underneath the COM. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. 67K subscribers in the KerbalAcademy community. Here, the. 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. 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. You can also use parachutes on landing, but care must be taken to ensure that an adequate length of runway remains since you'll only get one chance to use them. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. 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. 5.whether the body you anchor the landing gears to are firm. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. 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. (Idea is moot, if you haven't unlocked them yet.) A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. Make sure that all of your landing gears are pointing in exactly the same direction. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. 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. As with everything in KSP, experiment, experiment, experiment. Not sure why you would want that stability for speeds in excess of 200 m/s though, as most planes will take off and land at far slower speeds. (Yes, you personally, you lucky thing! - SF. At around . Besides the good advice others have given, I would also be very careful with that little tailwheel. 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. It Flips Up And Towards The Opposite Direction. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . All I have are the parts from the Aerodynamics tech and the gear bay (wheels). I have doubled the max stress value for aerodynamics failure in FAR for every category. The most dangerous part of a spaceplane flight is returning from orbit. I see absolutely no need to be traveling that fast down the runway. 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. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. here are some images and a gif. Balanced fuel saves Kerbal lives. This makes them a very effective choice for SSTOs since they do a good job of getting maximum velocity out of air-breathing mode, and then allow you to use oxidizer without needing the added weight and drag of a separate rocket engine. 1. 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/. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. Also avoid the basic fin for the same reason. KSC's runway is slightly north of Kerbin's equator and perfectly flat. If you have seen the examples above, I have planes that have angled landing gear and they work perfectly, yet some planes with straight landing gears don't. For an example, see the A-10 Warthog's landing gears: link. Having said all that, these are the issues you must contend with. Works well on small craft. But, likely guess is your craft is not producing enough lift. 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. Conversely, if you keep all of the fuel in the back, you may find that your center of mass gradually drifts so far in front of your center of lift that you can't keep your nose up anymore, also potentially resulting in a fatal scenario. 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. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). 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. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. I dont really need 200m/s for take off. You want to get up to get the gear tucked away and reduce drag. 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. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! 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. This thread is quite old. A plane is any craft which flies horizontally in an atmosphere utilizing lift primarily generated by wings, winglets, or control surfaces. Upload or insert images from URL. I am definitely aware that there are multiple reasons as to why the plane flips. 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. EDIT: It was the b9 procedural wings. Thank you and happy landings. 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. Your wheels should now have 0 degree angle between them, meaning they are both. 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. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. The issue is my plane rolls very sharply to the left any time I pitch up. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. They sometimes coincide with elevators. [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . Those and the fixed main gear are NOTORIOUSLY bouncy. I just thought my planes were too heavy or not enough control surfaces. Symmetry placement should give you perfect symmetry, as far as the game is concerned. This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. I also used Intake build aid to balance the intakes. This would indicate two problems. 1. tilt of the plane. This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. 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. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. Control surfaces are heavier than wings. as Shkeec said check gear check gear check gear. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. This tutorial will help you with the basics of spaceplane flight, and will help you avoid the most common errors that could ruin your day as a spaceplane pilot! So I have played the game for 200 hours and I love it. When gear is placed, it has just one point of attachment. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. Create an account to follow your favorite communities and start taking part in conversations. All of them had one thing in common though. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. 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. 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. After placing wheels I always use the rotate gizmo on snap with absolute orientation. Powered by Invision Community. Thanks for all the help. Basic structure Firstly you're going to want to make a short fuselage. The same principle applies here. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. 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. 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. 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. There are multiple ways to place them: Ailerons control the roll of the aircraft, and are (almost) always placed on the wings, as far out as possible and as centered (compared to the center of mass) as could be. Firstly you're going to want to make a short fuselage. Easier just to bring the rear wheels closer as well as a in line reacton wheel. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. If you have trouble pitching up enough to land at a reasonable speed, you can increase your maneuverability by toggling your flaps, canards and ailerons to greater than 100% control authority. I have done everything imaginable to try to remedy this problem. 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. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! Wing shapes do not appear to have a significant impact on drag or drag-to-lift ratio at this time, but swept wings are still an easy way to help ensure that your center of lift stays behind your center of mass. 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. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. All the weight is pushed on the middle and it can't pull up. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. 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 post now and register later. For all your gaming related, space exploration needs. 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! Nothing bad will happen. 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. 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. 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. Your very own tutorial.). I don't have any mods but sometimes a problem may be a simple bug. I have also thought about a wider base. Hello, I am having a small problem with a plane I have built. . Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. All trademarks are property of their respective owners in the US and other countries. 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. I have built lots of spaceplanes. That, combined with a Unity joint bug, makes your plane bounce. They could go up to 120 m/s on the runway and still not lift up. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. Cookie Notice 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.