ksp plane takeoff

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. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. Landing is hard. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. They sometimes coincide with elevators. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. 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! More mass will mean it takes more drag to slow down on reentry, which will mean you go faster at lower altitudes and experience more reentry heating. Mechjeb Spaceplane Guidance. The same principle applies here. Controllability of a plane is on you. 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). Note that a Wheesley or Goliath engine can reverse its thrust to allow rapid deceleration during landing, but these are not recommended for a spaceplane due to being unreasonably heavy and inducing excessive drag when attempting to transition to orbital velocities. 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. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. Powered by Invision Community. Also avoid the basic fin for the same reason. LV-N has less than 25% of its full power at Kerbin sea level. 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 thread is quite old. [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . I have built lots of spaceplanes. 2. 1. Do you have a screenshot of the craft? Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. Wow, if you need 200 m\s to take off, you should think about adding more lift. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). Thanks for everyone trying to help! 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. 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'm making sure that I keep trying to get it up but it just wont go! Pasted as rich text. It is due to the spinning up of the engines. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). 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. Basic structure Firstly you're going to want to make a short fuselage. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. . 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). 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. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. Slowly pitch up to avoid overheating. 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. - Have enough lift, either by a big wing area or high speed. 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. 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. Balanced fuel saves Kerbal lives. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. The centre of mass was between the 2 landing gears. 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. 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. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. 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. However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. Take the large delta wings and place them on the aircraft. Congratulations! 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. 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're going to have a bad time. 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. here are some images and a gif. This is most likely the standard jitterbugging problem. Control surfaces are heavier than wings. 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. Notice how the landing gears are placed out on the wings. If you have seen the examples above, I have planes that have angled landing gear and they work perfectly, yet some planes with straight landing gears don't. And at the extreme, producing down force, which I'm sure would cause more gear issues. When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. All lift-rating means is that the wing section will resist motion perpendicular to its plane. I scoured the entire web for a solution, but found no working solution or at least dont work every time. In vanilla KSP, wings have a predefined lift factor. I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. 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. It Flips Up And Towards The Opposite Direction. For an example, see the A-10 Warthog's landing gears: link. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). I just thought my planes were too heavy or not enough control surfaces. You can post now and register later. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. Works well on small craft. I dont really need 200m/s for take off. Not sure why you would want that stability for speeds in excess of 200 m/s though, as most planes will take off and land at far slower speeds. Do you have new pics after you moved the rear wheels forward? See if there is still a problem when only travelling slowly, say <20m/s. 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: Your post will require moderator approval before it will be visible. Another trick is to move the rear landing gear forward, closer to the center of gravity. 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. 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. For myself, it always was the position of landing gear in terms of pitch. 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. * Unlock steering and disable brakes on front gear. One final point to consider is the mass you're planning to store in the fuselage. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. Here is an example of landing gear place on a complex geometric surface: Unstable plane Rear landing gears only seems to work on cylindrical fuselage, if you place them on a fuselage intake or anything other than a cylinder, the wheels can behave strangely. This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. 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. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. My plane usually take off at a little over 120m/s. I see absolutely no need to be traveling that fast down the runway. I removed them and it works fine now. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. Heavy Cargo Space Plane SSTO Download. This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. As lift increases you remove some strain on the gear, however you've just increased the amount of sag. An alternative is making sure you have complete control of the craft. You can post now and register later. A Ravenspear Mk3 taking off from the Runway in version 1.0.5. 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. 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. You can even try refueling it before recovering your spaceplane further increasing your recovering value. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. I don't have any mods but sometimes a problem may be a simple bug. 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. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. 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. Here is your convenient solution to this problem! 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). Be warned that if you do not provide sufficient air intakes for the engines you've placed, you may find that some of your engines shut down before others. 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 there is, I would have found it long ago. 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. You want an elevon on each set of wings. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Basic_Plane_Design&oldid=97453, In the front of the plane - In this position, the control surfaces are also known as , In the back of the plane, on the tail - The most usual position; usually, close to the rudder. 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. Remember how you want your center of lift/drag to be behind the center of gravity? I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. Then this tutorial is for you. I have built lots of spaceplanes. They could go up to 120 m/s on the runway and still not lift up. 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). 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. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. Reddit and its partners use cookies and similar technologies to provide you with a better experience. I have doubled the max stress value for aerodynamics failure in FAR for every category. 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'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! Depending on which surface you place them on, they might not be parallel to the axis in which case. 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. Also note that for maximum efficiency, you should make sure that your horizontal control surfaces are rotated to exactly the same pitch that you've rotated your wings. (Idea is moot, if you haven't unlocked them yet.) For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. Increasing the number of intakes will not allow you to continue using your jet engines at higher altitudes. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. Plane spins/lurches to the side during takeoff? All trademarks are property of their respective owners in the US and other countries. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. my center of lift is always slightly infront of my mass. You can deploy your chutes just prior to touchdown for rapid deceleration. Nothing bad will happen. That's over 2x the normal recommended max. my planes keep flipping backwards on take off . Your very own tutorial.). symmetry building makes them face slightly towards (or away from) each other, with wobbly results. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! @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. 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. 2022 Take-Two Interactive Software, Inc. http://forum.kerbalspaceprogram.com/threads/99660-0-25-Adjustable-Landing-Gear-v1-0-4%28doors-fixed%29-Nov-14. These should be in the bottom left next to the display of the cost of the aircraft. You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. Here is the best aircraft I have created to date: Jet Aircraft. Paste as plain text instead, 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. 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. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. I made this aircraft based on real life commercial jet design. Your link has been automatically embedded. KSP v.22 Takeoff Troubleshooting Guide/Tutorial Lots of info to help get your plane off the runway! The tutorial below explains everything very well. Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. EDIT: It was the b9 procedural wings. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. I just built a plane but when i launch it just slides and spins slowly to the right, any ideas on why this is happening? Brakes in the back keep you stable. 67K subscribers in the KerbalAcademy community. Necessary for heavy/long spaceplane. Check out the following guide for some good info: Your wheel base is the problem. Let it get good and clear of the ground before applying any control to it. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. Hit the launch button and watch your magnificent bird fly! To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. Your previous content has been restored. It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. The issue is my plane rolls very sharply to the left any time I pitch up. Place your rear wheels/gear in front of the flaps on your wings. 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? Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. You cannot paste images directly. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. FOX 56 News Video More Videos 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. This would indicate two problems. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. 3. make sure your center of mass is slightly in front of center of lift force. if mounted on not struted part) 2. put your main gear slightly behind center of mass. If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. This is generally an issue of not spacing your landing gears out far enough apart. 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.

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