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Plane spins/lurches to the side during takeoff? :: Kerbal Space Program If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. 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? 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). Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. 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. First of all, since the launch happens horizontally, you will have to include landing gears, and you will most likely want to include jet engines for the first stage for excellent fuel and cost efficiency. 2022 Take-Two Interactive Software, Inc. Here is your convenient solution to this problem! This page was last edited on 19 February 2020, at 07:08.
KSP 2 speculation: I believe terraforming will be a feature of the game Descending greater than -10 m/s usually makes a mess. Now imagine what happens like that. Controllability of a plane is on you. 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. 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. . Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. And also place them further apart. This is generally an issue of not spacing your landing gears out far enough apart. Flying a Space Station through a GAS GIANT! 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. 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. 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. Firstly you're going to want to make a short fuselage. Go on, and take the plane capsule which looks like a converted fuel storage device. 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. 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 dont really need 200m/s for take off. Install S5 moon rocket By lightbreaker_64. Be aware that while this angle will provide the lowest possible landing speed for your spaceplane, it will create problems if your center of gravity is too far ahead of your rear landing gears (causing a high-speed nose collision on touchdown) or if your rear landing gears are too far ahead of your engines, causing them to strike the runway first. I was wrong. The most dangerous part of a spaceplane flight is returning from orbit. 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. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. The issue is my plane rolls very sharply to the left any time I pitch up.
Flying a Space Station through a GAS GIANT! - KSP - YouTube Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff.
KSP 2 || First Plane Take-off || Kerbal Space Program 2 Having said all that, these are the issues you must contend with. 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. I took off and at 60 m/s I was in the air! This helped immensely and if you haven't been doing this already, do it. 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. All rights reserved. In vanilla KSP, wings have a predefined lift factor. When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. See if there is still a problem when only travelling slowly, say <20m/s. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. Check out the following guide for some good info: Your wheel base is the problem. How do I fix this? Unfortunately, with only these basic parts, landing on the runway won't be easy; a viable alternative is to throttle down to nothing, then belly-flop in the ocean. Angled landing gear create rotational force for whatever reason. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. Unstable Aircraft: "FAR Firehound" (Stock). 1. make sure your main gear is not wobbling (ie. Note: Your post will require moderator approval before it will be visible. Note: This tutorial was last updated for version 1.7.2. I also used Intake build aid to balance the intakes. Need to move them up. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. Your link has been automatically embedded. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) KSP v.22 Takeoff Troubleshooting Guide/Tutorial Lots of info to help get your plane off the runway! This is most likely the standard jitterbugging problem. This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. All trademarks are property of their respective owners in the US and other countries. 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. So I have played the game for 200 hours and I love it. I have found a solution to my problem. Landing is hard. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. You're going to have a bad time. If you forget to put an air intake on your airplane, don't worry! 2022 Take-Two Interactive Software, Inc. Maybe ;making the tailwheel less stiff would help, too. You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. 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. The plane is clearly unstable. ), 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". Is there a way to rectify this problem. 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. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. Here is your convenient solution to this problem! You can deploy your chutes just prior to touchdown for rapid deceleration. Take the large delta wings and place them on the aircraft. I wanted to develop a plane to check how are the aerodynamics physics working, and went back to the KSC VAB to design a little plane. 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. This would indicate two problems. I am definitely aware that there are multiple reasons as to why the plane flips. 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. . 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! 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. Easier just to bring the rear wheels closer as well as a in line reacton wheel. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). 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. The issue is my plane rolls very sharply to the left any time I pitch up.
KSP Quick Guides: Takeoff Troubleshooting Stock v.22 - YouTube [KSP] - Heavy Seaplane Take-off, Water-landing and Re-take-off! 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. Or maybe launching it in a vertical, Space Shuttle-style config. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. Your very own tutorial.). 2022 Take-Two Interactive Software, Inc. Then this tutorial is for you. Does anybidy have any tips on how to build spaceplanes? At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. Also avoid the basic fin for the same reason. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. 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? As such, you will need various control surfaces. I removed them and it works fine now. 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. DO NOT ANGLE THEM! everytime i make a powered plane, it always flips over and points backwards after i take off. Quick context, I am a software engineer. (Yes, you personally, you lucky thing! Note: Your post will require moderator approval before it will be visible.
Tutorial: Your First Plane - Kerbal Space Program Wiki As with everything in KSP, experiment, experiment, experiment. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. 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. As long as you're in space, your spaceplane won't differ from any spacecraft: you will probably want to add batteries and generators to prevent the command pod from running out of power. 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. Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. Here is the best aircraft I have created to date: Jet Aircraft. Thanks for all the help. 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. 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. 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. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. It's said that takeoffs are optional but landings are mandatory. Now for the engines. 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! The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa 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. 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. 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. Whether you're storing your fuel in fuselage sections, wing sections, or attached inside of cargo bays, it's generally a good idea to keep equal amounts of fuel at equal distances from your center of mass. wings, unless they're very well braced). as Shkeec said check gear check gear check gear. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. This thread is quite old. 5.whether the body you anchor the landing gears to are firm. 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! When your altitude reaches 35km, start pulling up gently. Those and the fixed main gear are NOTORIOUSLY bouncy. I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. Thanks for everyone trying to help! For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. 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. They all had landing gear placed at the front and at the back. 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. EDIT: It was the b9 procedural 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). You cannot paste images directly. 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. You should have something called an "Elevon 1"; this will be the moving part for your wings. 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.