ksp plane takeoff

When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. 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. 4. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . You can post now and register later. 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. 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. Hello, I am having a small problem with a plane I have built. My plane usually take off at a little over 120m/s. 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. my center of lift is always slightly infront of my mass. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). Hit the launch button and watch your magnificent bird fly! The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). 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. It's a prolem enough I have sever differen gear subassemblies that are stable (un wobbly) I can then position depending on COM. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. All of them had one thing in common though. Subscribe! Another trick is to move the rear landing gear forward, closer to the center of gravity. This is starting to get really frustrating. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. 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). 2022 Take-Two Interactive Software, Inc. 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. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. I've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. 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 started investigating why this was happening. Then at the top, we'll put one tail fin, centred on the end of the fuselage. They sometimes coincide with elevators. Your wheels should now have 0 degree angle between them, meaning they are both. To slow down faster, you can increase the braking strength of your rear wheels. 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 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. 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. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. Temperature tolerance is the primary consideration for fuselage choice. Control surfaces are heavier than wings. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. Flying a Space Station through a GAS GIANT! - KSP - YouTube Mechjeb Spaceplane Guidance. 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. This is generally an issue of not spacing your landing gears out far enough apart. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Plane - Kerbal Space Program Wiki Cure: Draw a mental axis from the nose to the tail of the plane and use the rotate tool (summetry on), on one of the wheels. And at the extreme, producing down force, which I'm sure would cause more gear issues. Nothing bad will happen. 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 . Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. Unstable Aircraft: "FAR Firehound" (Stock). 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. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). 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. While it's true that jet engines don't work in space, they offer one large advantage over rocket engines while inside the atmosphere: fuel efficiency. All trademarks are property of their respective owners in the US and other countries. KSP 2 speculation: I believe terraforming will be a feature of the game. I have also thought about a wider base. Your previous content has been restored. Your plane is almost finished. When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. 3. make sure your center of mass is slightly in front of center of lift force. KSC's runway is slightly north of Kerbin's equator and perfectly flat. 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! To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. This page was last edited on 14 April 2021, at 01:04. 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. 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? LV-N has less than 25% of its full power at Kerbin sea level. Or maybe launching it in a vertical, Space Shuttle-style config. If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. Any plane needs speed - so you need thrust (usually). 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. 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 your spaceplane is able to fly and land steadily at low speeds but just you're having difficulty slowing down as you approach the runway, try to reach your desired speed first and then approach the runway in almost level flight. Such as not producing lift, which is not what you want with a plane. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. This helped immensely and if you haven't been doing this already, do it. That, combined with a Unity joint bug, makes your plane bounce. A good example of this is at the KSC runway when landing on a 90 degree bearing. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! 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. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. Install S5 moon rocket By lightbreaker_64. (Yes, you personally, you lucky thing! 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. 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. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. Press question mark to learn the rest of the keyboard shortcuts. Note: The large delta wing will ensure you won't backflip. Upload or insert images from URL. Plane wobble during takeoff - Kerbal Space Program Forums "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. Tutorial:Aeris 4A mission - Kerbal Space Program Wiki Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. 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. That will align with the craft axis. If you have an account, sign in now to post with your account. Maybe ;making the tailwheel less stiff would help, too. 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. My spaceplanes keep drifting off runway during takeoff. What am I doing 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. 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. @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. First try speed over land reached over 210 m/s before flipping in the last second. You want an elevon on each set of wings. if mounted on not struted part) 2. put your main gear slightly behind center of mass. 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. All rights reserved. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. Tutorial:Basic SSTO Design - Kerbal Space Program Wiki [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . Do you have new pics after you moved the rear wheels forward? Kerbal Space Program 2 - Overview and Tutorial for All the New Parts 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. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. 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. I checked my planes and I found the problem. 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. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. my planes keep flipping backwards on take off : r/KerbalAcademy - reddit Basic structure Firstly you're going to want to make a short fuselage. When gear is placed, it has just one point of attachment. 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. The tutorial below explains everything very well. I dont really need 200m/s for take off. This helps to keep the performance of your spaceplane stable with any amount of fuel. How do I fix this? 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. You're going to have a bad time. I also used Intake build aid to balance the intakes. wings, unless they're very well braced). When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. Next you need landing gear. EDIT: It was the b9 procedural wings. It Flips Up And Towards The Opposite Direction. 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. This is most likely the standard jitterbugging problem. 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. Flying a Space Station through a GAS GIANT! Re-entry heating can destroy parts of your spaceplane, or destroy it entirely. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. Those and the fixed main gear are NOTORIOUSLY bouncy. 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. 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. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. All of them had one thing in common though. Upload or insert images from URL. Your previous content has been restored. * Gear not mounted to parts that will flex (e.g. 2022 Take-Two Interactive Software, Inc. The Kerbal Space Program subreddit. Your link has been automatically embedded. Second try, speed over land reached over 210 m/s and it didn't flip. The issue is my plane rolls very sharply to the left any time I pitch up. Slowly pitch up to avoid overheating. For myself, it always was the position of landing gear in terms of pitch. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. Here is your convenient solution to this problem! Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). Some testing is usually required with new designs to determine the best ascent profile. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Here is the best aircraft I have created to date: Jet Aircraft. See the tutorial below. 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! * Unlock steering and disable brakes on front gear. And, of course, try to take off and land as slow as possible. That's over 2x the normal recommended max. Planes and Ships - Shareables - Kerbal Space Program - CurseForge 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). Then this tutorial is for you. Tutorial: Spaceplane basics - Kerbal Space Program Wiki - SF. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. My plane won't take off :: Kerbal Space Program - Steam Community Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. KSP Stock Space Shuttle by _ForgeUser18393701. And also place them further apart. This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. 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. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. It is also said that a good landing is one you can walk away from. KSP Quick Guides: Takeoff Troubleshooting Stock v.22 - YouTube 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. Works well on small craft. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. 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. I see absolutely no need to be traveling that fast down the runway. Easier just to bring the rear wheels closer as well as a in line reacton wheel. This thread is quite old. Pasted as rich text. 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. Go on, and take the plane capsule which looks like a converted fuel storage device. I have done everything imaginable to try to remedy this problem. FAA investigating 'close call' between planes at Boston airport 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. 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). If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. 1. make sure your main gear is not wobbling (ie. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. 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. my planes keep flipping backwards on take off . I made this aircraft based on real life commercial jet design. 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). 5.whether the body you anchor the landing gears to are firm. Besides the good advice others have given, I would also be very careful with that little tailwheel. I scoured the entire web for a solution, but found no working solution or at least dont work every time. Having said all that, these are the issues you must contend with. Because of how small Kerbin is and how high its gravity is, a perfectly flat surface just north of the equator will cause planes taking off to bias to the right of the runway, as if they were rolling downhill. 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. This page was last edited on 19 February 2020, at 07:08. Note: Your post will require moderator approval before it will be visible. I am definitely aware that there are multiple reasons as to why the plane flips. But, likely guess is your craft is not producing enough lift. 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. It is due to the spinning up of the engines. This thread is archived . 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. Powered by Invision Community. This plane will be able to take off, travel somewhere, perform a crew report, and then land. Here is your convenient solution to this problem! All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. Privacy Policy. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) 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. Please consider starting a new thread rather than reviving this one. Here, the. 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. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. 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. I moved the back landing gear to right underneath the COM. Bit late i know, but i had the same problem. 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. 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. 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. If you forget to put an air intake on your airplane, don't worry! You want to get up to get the gear tucked away and reduce drag. Plane rolls uncontrollably on take-off : r/KerbalSpaceProgram 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). 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. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. Do you have a screenshot of the craft? 1. make sure your main gear is not wobbling (ie. 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. 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. One final point to consider is the mass you're planning to store in the fuselage. 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. 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? If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. However, I want to place my wheels where i want to and not only on X parallel surfaces. 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. Thanks for everyone trying to help! To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. 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.

Long Hate Paragraph Copy And Paste, Scripto Lighter Instructions, Republic Airways Crew Bases, Town Of Swansea Tax Collector, What Is The Net Worth Of Senator Patrick Leahy, Articles K

ksp plane takeoffПока нет комментариев

ksp plane takeoff

ksp plane takeoff

Апрель 2023
Пн Вт Ср Чт Пт Сб Вс
27 28 29 30 31 1 2
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
24 25 26 27 28 29 30

ksp plane takeoff

ksp plane takeoff

 south fork outfitters