If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. You're going to have a bad time. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. Landing speed (minimum speed for level flight) can be reduced by adding components to increase maneuverability, by using larger wings, by increasing wing angle of attack on the fuselage (3-5 degrees is the recommended range for a spaceplane to achieve the best lift-to-drag ratio [source]), and by decreasing the weight of the aircraft. Your wings provide the lift, and they cant provide lift if your wheels are too far back because then your base is to stable and the craft wont pivot upwards. Here is your convenient solution to this problem! Note: Your post will require moderator approval before it will be visible. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. You can deploy your chutes just prior to touchdown for rapid deceleration. All trademarks are property of their respective owners in the US and other countries. That's over 2x the normal recommended max. For myself, it always was the position of landing gear in terms of pitch. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! 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. Now for wings, the "Wing Connector Type B" is the largest you have so far; connect a set of those where the centre of mass is. That, combined with a Unity joint bug, makes your plane bounce. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. 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. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. 1. make sure your main gear is not wobbling (ie. 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. 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. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. if its too far behind plane cannot lift. For more information, please see our Valve Corporation. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. However, I want to place my wheels where i want to and not only on X parallel surfaces. 3. make sure your center of mass is slightly in front of center of lift force. I removed them and it works fine now. KSP Quick Guides: Takeoff Troubleshooting Stock v.22 - YouTube 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. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. I just thought my planes were too heavy or not enough control surfaces. They could go up to 120 m/s on the runway and still not lift up. 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. Here is your convenient solution to this problem! 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. Thanks for the help guys. 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. 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. Note: The large delta wing will ensure you won't backflip. They all had to use the runway drop to take off. 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. They could go up to 120 m/s on the runway and still not lift up. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. 2022 Take-Two Interactive Software, Inc. Cookie Notice 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). * Unlock steering and disable brakes on front gear. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. 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. Depending on which surface you place them on, they might not be parallel to the axis in which case. Although I usually only need 50 m/s for most planes to wobble out of control. 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. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. Tutorial: Spaceplane basics - Kerbal Space Program Wiki The issue is my plane rolls very sharply to the left any time I pitch up. 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. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. 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). 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. Clear editor. 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. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). Tutorial:Aeris 4A mission - Kerbal Space Program Wiki Keep in mind that as your altitude increases, your control surfaces and winglets will become increasingly ineffective and will no longer work at all once you leave the atmosphere, so you may need to add alternative control systems like reaction wheels or RCS thrusters. To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. Angled landing gear create rotational force for whatever reason. Descending greater than -10 m/s usually makes a mess. Clear editor. [KSP] - Heavy Seaplane Take-off, Water-landing and Re-take-off! 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. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! my center of lift is always slightly infront of my mass. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. Tutorial:Basic SSTO Design - Kerbal Space Program Wiki (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. And also place them further apart. KSC's runway is slightly north of Kerbin's equator and perfectly flat. Temperature tolerance is the primary consideration for fuselage choice. Note: This tutorial was last updated for version 1.7.2. Landing also often requires rapid deceleration to avoid running off the end of the runway or crashing into a slope when landing on open terrain. 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. They sometimes coincide with ailerons on some, more space-economical, aircraft. 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. But be careful and don't crash it! Saves a lot of headache in wheels placement. I started investigating why this was happening. EDIT: It was the b9 procedural wings. How do I fix this? 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. And above all: have fun! 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 . Spaceplanes generally ascend best on a 10-30 degree incline, often leveling out towards higher altitudes to pick up the maximum horizontal velocity before switching to rocket motors. 2022 Take-Two Interactive Software, Inc. 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. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . Also, excessive use of the rudder usually causes the plane to spin out of control and crash. Firstly you're going to want to make a short fuselage. 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. This plane will be able to take off, travel somewhere, perform a crew report, and then land. So I have played the game for 200 hours and I love it. These should be in the bottom left next to the display of the cost of the aircraft. So I have played the game for 200 hours and I love it. http://www.youtube.com/user/Cruzanak?. as Shkeec said check gear check gear check gear. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. 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. 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. The Kerbal Space Program subreddit. Quick context, I am a software engineer. Your very own tutorial.). 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. The problem could be due to several issues. 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. How to keep an airplane stable on the runway in Kerbal Space - Arqade I have created planes that have landing gears place right under the wing tips but they still won't work. 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. The plane is clearly unstable. Now imagine what happens like that. 2022 Take-Two Interactive Software, Inc. So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. Real planes do this as well. 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). Note: Your post will require moderator approval before it will be visible. 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. 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. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. . Brakes in the back keep you stable. 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? 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! Another trick is to move the rear landing gear forward, closer to the center of gravity. Try disabling friction control with on the front landing gears. KSP 2 || First Plane Take-off || Kerbal Space Program 2 See the tutorial below. It is also said that a good landing is one you can walk away from. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. 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. But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. 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. Next you need landing gear. You can post now and register later. Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. My spaceplanes keep drifting off runway during takeoff. What am I doing Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. 1. It's said that takeoffs are optional but landings are mandatory. A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. How to Fly a Plane - KSP Beginner's Tutorial - YouTube 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. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. Keep your nose pointed prograde as you descend through the atmosphere. Kerbal Space Program 2's early access launch is only for seasoned However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. Planes and Ships - Shareables - Kerbal Space Program - CurseForge Then at the top, we'll put one tail fin, centred on the end of the fuselage. Plane - Kerbal Space Program Wiki 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. . If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. Flying a Space Station through a GAS GIANT! 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. 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. Paste as plain text instead, You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. Hello, I am having a small problem with a plane I have built. The only drawback to the reduced friction is reduced steering control, so this setting may need to be adjusted when taxiing to/from a runway, but should otherwise be kept minimal for takeoff and landing. This is most likely the standard jitterbugging problem. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa All rights reserved. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. I see absolutely no need to be traveling that fast down the runway. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. 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. 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. 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. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. Then this tutorial is for you. - Have enough lift, either by a big wing area or high speed. 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. 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. All the weight is pushed on the middle and it can't pull up. Need to move them up. 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. Thanks for all the help. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. I made a KSP replica of the Horten Ho 229 while trying to make a short takeoff plane.If you have any questions or suggestions, let me know in the comments.My. Unstable Aircraft: "FAR Firehound" (Stock). For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). Place your rear wheels/gear in front of the flaps on your wings. This material may not be published, broadcast, rewritten, or redistributed. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. 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). 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. One final point to consider is the mass you're planning to store in the fuselage. Here is the best aircraft I have created to date: Jet Aircraft. This thread is quite old. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. 3. angle of the wheels. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. They all had landing gear placed at the front and at the back. 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. 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. 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. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. KSP short takeoff plane test | Simple Horten Ho 229 replica 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.