So I started a new career file after not really playing for a long time and I'm now at the point where I just dropped 45 Science to unlocked Aviation to get some of the plane parts that I need. 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. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. If you have an account, sign in now to post with your account. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! Plane rolls uncontrollably on take-off : r/KerbalSpaceProgram KSP Quick Guides: Takeoff Troubleshooting Stock v.22 - YouTube These have an ISP of 800 in a vacuum which is significantly better than all other rocket motors except the very weak IX-6315 ion rocket. This plane will be able to take off, travel somewhere, perform a crew report, and then land. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). They could go up to 120 m/s on the runway and still not lift up. Powered by Invision Community. 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. 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! Plane wobble during takeoff - Kerbal Space Program Forums Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! 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! For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. Basic structure Firstly you're going to want to make a short fuselage. Controllability of a plane is on you. 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. Thank you and happy landings. This material may not be published, broadcast, rewritten, or redistributed. This is starting to get really frustrating. 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. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. The issue is my plane rolls very sharply to the left any time I pitch up. EDIT: It was the b9 procedural wings. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. 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. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. But be careful and don't crash it! 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. Next you need landing gear. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. However, they do take a conventional mix of fuel and oxidizer, and thus require much more fuel mass than jet engines or LV-N Nerv. 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). FAA investigating 'close call' between planes at Boston airport My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. DO NOT ANGLE THEM! - Have enough lift, either by a big wing area or high speed. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. 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. My Space Plane Keeps Flipping Backwards On The - Dive into anything Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. 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. 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. That said, parachutes are an exceedingly effective means of reducing your stopping distance. An aircraft without control surfaces is like a rocket without RCS or reaction wheels - it will hardly turn and will be equally hard to control (perhaps even impossible!). 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. I just thought my planes were too heavy or not enough control surfaces. 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. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. If there is, I would have found it long ago. If you forget to put an air intake on your airplane, don't worry! 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. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. 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. You want an elevon on each set of wings. 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. 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. Congratulations! 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! Also, excessive use of the rudder usually causes the plane to spin out of control and crash. KSP Stock Space Shuttle by _ForgeUser18393701. This page was last edited on 14 April 2021, at 01:04. Plane bouncing on takeoff - Kerbal Space Program Forums Reddit and its partners use cookies and similar technologies to provide you with a better experience. Sometimes taking things off and re-attaching them does it, or you may have to go so far as to scrap the design and rebuild. Depending on which surface you place them on, they might not be parallel to the axis in which case. This would indicate two problems. Having said all that, these are the issues you must contend with. Kerbal Space Program 2's early access launch is only for seasoned It is advised to place your control surfaces as far from your center of mass as possible. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. Saves a lot of headache in wheels placement. Although I usually only need 50 m/s for most planes to wobble out of control. Also note that shock cone intakes appear to provide the best air supply at all mach speeds, and unlike other air intakes, they do not decline in performance beyond certain mach speeds. When your altitude reaches 35km, start pulling up gently. You can deploy your chutes just prior to touchdown for rapid deceleration. Plane spins/lurches to the side during takeoff? :: Kerbal Space Program 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. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. Mechjeb Spaceplane Guidance : r/KerbalSpaceProgram - reddit For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. [KSP] - Heavy Seaplane Take-off, Water-landing and Re-take-off! It is also said that a good landing is one you can walk away from. Your link has been automatically embedded. First try speed over land reached over 210 m/s before flipping in the last second. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. This page was last edited on 17 December 2021, at 13:14. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. 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. 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. 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. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . Thanks for the help guys. How to Fly a Plane - KSP Beginner's Tutorial - YouTube All lift-rating means is that the wing section will resist motion perpendicular to its plane. Tutorial:Aeris 4A mission - Kerbal Space Program Wiki If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. 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. 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? My spaceplanes keep drifting off runway during takeoff. What am I doing Go on, and take the plane capsule which looks like a converted fuel storage device. Maybe ;making the tailwheel less stiff would help, too. Pasted as rich text. So I have played the game for 200 hours and I love it. 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 found a solution to my problem. Flying a Space Station through a GAS GIANT! - KSP - YouTube 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. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. Temperature tolerance is the primary consideration for fuselage choice. KSP 2 speculation: I believe terraforming will be a feature of the game You main problem is your landing gear. Or adding a RATO boosters. I was wrong. KSP 2 || First Plane Take-off || Kerbal Space Program 2 When gear is placed, it has just one point of attachment. For myself, it always was the position of landing gear in terms of pitch. Landing can be trickier for spaceplanes since they are designed for higher speeds than other aircraft and may not be able to fly level at speeds low enough for an easy landing (<50 m/s). Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! Try disabling friction control with on the front landing gears. Here is the best aircraft I have created to date: Jet Aircraft. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. Please consider starting a new thread rather than reviving this one. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. 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. Hit the launch button and watch your magnificent bird fly! 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 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. This thread is archived . 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. See the tutorial below. Upload or insert images from URL. Make sure that all of your landing gears are pointing in exactly the same direction. The FedEx plane pulled back up in time to avoid a collision. Some testing is usually required with new designs to determine the best ascent profile. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) This page was last edited on 19 February 2020, at 07:08. Paste as plain text instead, 2022 Take-Two Interactive Software, Inc. 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! I feel tat it is either due to the symmetry placement in this game being inaccurate or certain parts where i anchor my landing gears on are not perfectly symmetrical and the physics calculation is just too sensitive about even the slightest misalignment. Tutorial: Basic Plane Design - Kerbal Space Program Wiki Tutorial:Basic SSTO Design - Kerbal Space Program Wiki An alternative is making sure you have complete control of the craft. All the weight is pushed on the middle and it can't pull up. If the front landing gear touches down first and has its brakes on, it's going to make the rest of your aircraft pivot around it as it's pressed into the ground. Check out the following guide for some good info: Your wheel base is the problem. Install S5 moon rocket By lightbreaker_64. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. 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. The tutorial below explains everything very well. I have created planes that have landing gears place right under the wing tips but they still won't work. But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. Now imagine what happens like that. My plane won't take off :: Kerbal Space Program - Steam Community 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. This is most likely the standard jitterbugging problem. Display as a link instead, 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. Does your plane never pull up taking off? I have been building - reddit This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. 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. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. This can easily cause you to crash on landing. 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. 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. 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. 2022 Take-Two Interactive Software, Inc. Besides the good advice others have given, I would also be very careful with that little tailwheel. Symmetry placement should give you perfect symmetry, as far as the game is concerned. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. At around . 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. Your previous content has been restored. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. I moved the back landing gear to right underneath the COM. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. Do you have new pics after you moved the rear wheels forward? This thread is quite old. http://www.youtube.com/user/Cruzanak?. Or maybe launching it in a vertical, Space Shuttle-style config. 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. 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. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. Subscribe! 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. 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. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. However, I want to place my wheels where i want to and not only on X parallel surfaces. Press question mark to learn the rest of the keyboard shortcuts. Easier just to bring the rear wheels closer as well as a in line reacton wheel. My plane usually take off at a little over 120m/s. Keep your nose pointed prograde as you descend through the atmosphere. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. 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. I also used Intake build aid to balance the intakes. Brakes in the back keep you stable. When I use it for spaceplane guidance it keeps me on the correct heading, but the flight is very busy sine wave of a path. Beyond that, you're going to get some wobble once you get close to take off speed. Control surfaces are heavier than wings. Either put more engines or reduce the amount of rocket fuel. 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/. Your previous content has been restored. It Flips Up And Towards The Opposite Direction. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. 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! They could go up to 120 m/s on the runway and still not lift up. 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. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. 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 such, you will need various control surfaces. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. The same principle applies here. 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.