It is also said that a good landing is one you can walk away from. 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. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. You're going to have a bad time. 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. They could go up to 120 m/s on the runway and still not lift up. I see absolutely no need to be traveling that fast down the runway. Now for the engines. 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. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. Your previous content has been restored. To slow down faster, you can increase the braking strength of your rear wheels. It's said that takeoffs are optional but landings are mandatory. Please consider starting a new thread rather than reviving this one. 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. If you can give a craft file and a mod list I could take a look. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Pasted as rich text. Note: Your post will require moderator approval before it will be visible. 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). When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. 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. Although I usually only need 50 m/s for most planes to wobble out of control. I just thought my planes were too heavy or not enough control surfaces. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. Such as not producing lift, which is not what you want with a plane. In vanilla KSP, wings have a predefined lift factor. Please consider starting a new thread rather than reviving this one. 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. If you can't slow down in time, you can simply flick your engines back on to take off and turn around for another try as you pass over the coast. This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. 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. Your wheels should now have 0 degree angle between them, meaning they are both. Valve Corporation. Center of Mass and Center of Lift are the usual causes of instability. DO NOT ANGLE THEM! It's strongly recommended to keep your landing gears well-spaced from each other to ensure that the aircraft will be difficult to roll into a collision. Next you need landing gear. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. 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 makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. 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. ), 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". I have created planes that have landing gears place right under the wing tips but they still won't work. 3. make sure your center of mass is slightly in front of center of lift force. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. 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. 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. 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). everytime i make a powered plane, it always flips over and points backwards after i take off. The centre of mass was between the 2 landing gears. 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. 1. make sure your main gear is not wobbling (ie. I am accelerating it to over 200m/s on the runway just to test the stability of those wheels since the faster you go, the more likely the plane will wobble and flip on the runway. As with everything in KSP, experiment, experiment, experiment. 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. Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. here are some images and a gif. If you forget to put an air intake on your airplane, don't worry! (For test purposes, all aircraft are not pitched up and SAS is turned off. the I place on the wing and attach landing gear on those, it sometimes takes a few tries to find the right spot but well worth it. I took off and at 60 m/s I was in the air! 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). Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. 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. All rights reserved. Display as a link instead, As you reach 100m/s, hold S to pull the stick back, and you should be in the air! 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. All of them had one thing in common though. Upload or insert images from URL. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. 2022 Take-Two Interactive Software, Inc. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. 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. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. You can deploy your chutes just prior to touchdown for rapid deceleration. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. if mounted on not struted part). A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. They sometimes coincide with ailerons on some, more space-economical, aircraft. 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. 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. 1. I made this aircraft based on real life commercial jet design. 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. Go on, and take the plane capsule which looks like a converted fuel storage device. . Depending on which surface you place them on, they might not be parallel to the axis in which case. I moved the back landing gear to right underneath the COM. Pasted as rich text. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. 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. Is there a way to rectify this problem. However, I want to place my wheels where i want to and not only on X parallel surfaces. Your previous content has been restored. Symmetry placement should give you perfect symmetry, as far as the game is concerned. I also used Intake build aid to balance the intakes. 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. Note that when your jet engines shut down simultaneously while climbing in otherwise normal flight, it is generally due to a lack of pressure from the altitude you're flying at. That, combined with a Unity joint bug, makes your plane bounce. 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 tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. if mounted on not struted part) 2. put your main gear slightly behind center of mass. Do you have new pics after you moved the rear wheels forward? You can post now and register later. Paste as plain text instead, With initial passes, you start off with a periapsis at 50-60 km and gradually lower your apoapsis until you're in an almost circularized low orbit and then transition to your usual re-entry approach. 67K subscribers in the KerbalAcademy community. 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. That will align with the craft axis. Notice how the landing gears are placed out on the wings. Thanks for the help guys. So if I start encountering wobble it's time to pull back on the stick and get in the air. So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. Doesnt make sense so just do this: Nope that didn't solve anything, even when the plane is past the runway and gliding on the little bit of space before the ocean it will slowly lower to the ocean, what am I doing wrong? KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . Having said all that, these are the issues you must contend with. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. 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. Powered by Invision Community. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. I dont really need 200m/s for take off. Second try, speed over land reached over 210 m/s and it didn't flip. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. KSP 2 speculation: I believe terraforming will be a feature of the game. Beyond that, you're going to get some wobble once you get close to take off speed. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. 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. The same principle applies here. 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. This helped immensely and if you haven't been doing this already, do it. The Whiplash's ridiculous fuel efficiency allows a spaceplane to climb high into the atmosphere and gain a lot of speed while barely using any fuel at all. I have built lots of spaceplanes. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. All rights reserved. Your plane is almost finished. Mechjeb Spaceplane Guidance. "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. Descending greater than -10 m/s usually makes a mess. Paste as plain text instead, Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. Slowly pitch up to avoid overheating. 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. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. This page was last edited on 14 April 2021, at 01:04. Clear editor. The problem could be due to several issues. 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. 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. 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. 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. I have done everything imaginable to try to remedy this problem. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. LV-N has less than 25% of its full power at Kerbin sea level. 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. This page was last edited on 17 December 2021, at 13:14. Secondly, it would suggest that your spaceplane's center of lift is too far forward compared to its center of gravity (causing the uncontrollable spin). 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. 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! 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. 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. i have no idea why this happens please help. Note: This tutorial was last updated for version 1.7.2. Install S5 moon rocket By lightbreaker_64. Display as a link instead, T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. This plane will be able to take off, travel somewhere, perform a crew report, and then land. 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. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. I am definitely aware that there are multiple reasons as to why the plane flips. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. 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. 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. I was wrong. 4. A plane is any craft which flies horizontally in an atmosphere utilizing lift primarily generated by wings, winglets, or control surfaces. 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). 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. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. 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.