ksp plane takeoff
How to make aircraft take off - Kerbal Space Program Forums Another trick is to move the rear landing gear forward, closer to the center of gravity. 3. make sure your center of mass is slightly in front of center of lift force. Now for the engines. If you have an account, sign in now to post with your account. 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). 1. make sure your main gear is not wobbling (ie. This helped immensely and if you haven't been doing this already, do it. This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 . To slow down faster, you can increase the braking strength of your rear wheels. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. I just thought my planes were too heavy or not enough control surfaces. 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. * Gear not mounted to parts that will flex (e.g. 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. You can resolve the emergency by transferring fuel from rear fuel tanks to forward fuel tanks, but you should alter your design to bring your wings further back to prevent such incidents in the future. Tutorial: Spaceplane basics - Kerbal Space Program Wiki Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. KSP short takeoff plane test | Simple Horten Ho 229 replica 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. I also used Intake build aid to balance the intakes. 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. - SF. This thread is quite old. To avoid wobble, wheels need to be absolutely vertical, and they shouldn't be attached to something that is likely to flex as speed builds up, as this could also affect the vertical alignment. wings, unless they're very well braced). For all your gaming related, space exploration needs. Increasing the number of intakes will not allow you to continue using your jet engines at higher altitudes. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. 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. 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. Descending greater than -10 m/s usually makes a mess. Is there a way to rectify this problem. 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. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. 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. 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 the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. All rights reserved. Or adding a RATO boosters. 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. Now imagine what happens like that. You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. Valve Corporation. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. Having said all that, these are the issues you must contend with. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. All the weight is pushed on the middle and it can't pull up. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. 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. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. 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. Now right click each elevon and the tail fin and set what movement each controls; the ones on the large wings control roll only, the ones on the back wings control pitch only, and the tail fin controls yaw only. Brakes in the back keep you stable. 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. However it's huge size can make it tricky to take off from the runway without destroying the engine. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. Keep in mind that lift rating and control surfaces are not connected: lift rating is basically the capacity of your wings to sustain the weight of your spaceplane, while control surfaces are parts of wing that can be moved to change the flow of the air around the plane and through this change a plane's direction, angle of attack or inclination. How to Fly a Plane - KSP Beginner's Tutorial - YouTube 0:00 / 25:53 How to Fly a Plane - KSP Beginner's Tutorial Mike Aben 30.6K subscribers 78K views 2 years ago KSP - Absolute Beginner's. 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. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. 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. Your wheels should now have 0 degree angle between them, meaning they are both. 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. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. 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. 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. They all had to use the runway drop to take off. Paste as plain text instead, I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. Your very own tutorial.). The centre of mass was between the 2 landing gears. Remember how you want your center of lift/drag to be behind the center of gravity? Beyond that, you're going to get some wobble once you get close to take off speed. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. 67K subscribers in the KerbalAcademy community. When gear is placed, it has just one point of attachment. Real planes do this as well. Keep your nose pointed prograde as you descend through the atmosphere. Here is the best aircraft I have created to date: Jet Aircraft. 2022 Take-Two Interactive Software, Inc. if mounted on not struted part). I made this aircraft based on real life commercial jet design. These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. 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. 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. Aim to get your speed below 50m/s, and have plenty of water ahead of you; keep the plane level, and pitch up to shed velocity. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. my planes keep flipping backwards on take off : r/KerbalAcademy - reddit It is also common to add an Inline Clamp-O-Tron, which, unlike all the other docking ports, can be placed in the middle of the spacecraft (a handy solution, since there is not much space at either end of the craft) to allow your plane to dock with space stations or other spacecrafts. Upload or insert images from URL. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. This allows you to avoid the extra weight and mass of additional fuselage parts, so you only have to deal with the extra weight of the fuel itself. Next you need landing gear. 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? 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. All of them had one thing in common though. . Thanks for all the help. The issue is my plane rolls very sharply to the left any time I pitch up. if mounted on not struted part) 2. put your main gear slightly behind center of mass. You're going to have a bad time. i have no idea why this happens please help. 2022 Take-Two Interactive Software, Inc. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. 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. 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. And also place them further apart. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. Try disabling friction control with on the front landing gears. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. ), Stable aircraft: "Untitled" (lost the file upon loading after aircraft), Stable jet car: "Untitled" (Lost the file), Speed over land > 350 m/s before veering off the runway, Sometimes Stable Spaceplane: "Hypersonic Experimental". Tutorial:Basic SSTO Design - Kerbal Space Program Wiki Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. 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. I checked my planes and I found the problem. 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. 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. I was wrong. 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. If your spaceplane is difficult to land when full of fuel but easy to land when empty, then it may be helpful to burn off or transfer out most of the excess fuel before landing to make the aircraft lighter. If you pull up and cause the tailwheel etiher to hit the ground if it was already up or push it into the ground if it was still in contact, you will create bounciness. 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. So I have played the game for 200 hours and I love it. 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. Cookie Notice 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. I was wrong. 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. Does your plane never pull up taking off? I have been building - reddit (However, it must be noted that it is bad practice to use ailerons as elevators since it makes it hard to control the aircraft), The rudder moves the tip of the plane left and right; it is rarely used, since it is hard to put it both up and down due to the possibility of hitting the ground. Take the large delta wings and place them on the aircraft. If you have an account, sign in now to post with your account. Please consider starting a new thread rather than reviving this one. Everything looks perfectly symmetrical as far as I can tell. To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. And above all: have fun! Also avoid the basic fin for the same reason. and our LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. You want an elevon on each set of wings. 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. 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. 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? 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 . 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. Upload or insert images from URL. EDIT: It was the b9 procedural wings. (Yes, you personally, you lucky thing! symmetry building makes them face slightly towards (or away from) each other, with wobbly results. So I have played the game for 200 hours and I love it. And, of course, try to take off and land as slow as possible. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). But, likely guess is your craft is not producing enough lift. KSP 2 || First Plane Take-off || Kerbal Space Program 2 A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. my center of lift is always slightly infront of my mass. It is advised to place your control surfaces as far from your center of mass as possible. Plane bouncing on takeoff - Gameplay Questions and Tutorials - Kerbal Space Program Forums Hello, I am having a small problem with a plane I have built. I'm making sure that I keep trying to get it up but it just wont go! You can deploy your chutes just prior to touchdown for rapid deceleration. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. 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. And at the extreme, producing down force, which I'm sure would cause more gear issues. 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. An alternative is making sure you have complete control of the craft. All of them had one thing in common though. Plane bouncing on takeoff - Kerbal Space Program Forums Press question mark to learn the rest of the keyboard shortcuts. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. 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. 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 scoured the entire web for a solution, but found no working solution or at least dont work every time. Any plane needs speed - so you need thrust (usually). When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. Be aware that while this angle will provide the lowest possible landing speed for your spaceplane, it will create problems if your center of gravity is too far ahead of your rear landing gears (causing a high-speed nose collision on touchdown) or if your rear landing gears are too far ahead of your engines, causing them to strike the runway first. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. 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. Necessary for heavy/long spaceplane. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. I have found a solution to my problem. You want to get up to get the gear tucked away and reduce drag. 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. You can even try refueling it before recovering your spaceplane further increasing your recovering value. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. Flying a Space Station through a GAS GIANT! 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. Angled landing gear create rotational force for whatever reason. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. Powered by Invision Community. You should have something called an "Elevon 1"; this will be the moving part for your wings. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. Kerbal Space Program 2's simulation is a lot more in-depth than its predecessor, where it was feasible for any wannabe Goddard to punch through the atmosphere with overwhelming thrust. - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). Install S5 moon rocket By lightbreaker_64. my planes keep flipping backwards on take off . As you reach 100m/s, hold S to pull the stick back, and you should be in the air! This is starting to get really frustrating. Re-entry heating can destroy parts of your spaceplane, or destroy it entirely. 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). Check out the following guide for some good info: Your wheel base is the problem. This plane will be able to take off, travel somewhere, perform a crew report, and then land. 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. A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. Landing is hard. 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. That said, parachutes are an exceedingly effective means of reducing your stopping distance. KSP 2 speculation: I believe terraforming will be a feature of the game. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. Control surfaces are heavier than wings. The most dangerous part of a spaceplane flight is returning from orbit. I removed them and it works fine now. Symmetry placement should give you perfect symmetry, as far as the game is concerned. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Your previous content has been restored. This page was last edited on 17 December 2021, at 13:14. This is most likely the standard jitterbugging problem. 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. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). Easier just to bring the rear wheels closer as well as a in line reacton wheel. KSC's runway is slightly north of Kerbin's equator and perfectly flat. 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. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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). I have built lots of spaceplanes. This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. These should be in the bottom left next to the display of the cost of the aircraft. However, make sure to use struts when placing landing gears on the far edges of a multi-part wing because they may sag enough to cause a fuselage collision with the runway during landing. I have doubled the max stress value for aerodynamics failure in FAR for every category. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. [KSP] - Heavy Seaplane Take-off, Water-landing and Re-take-off! That, combined with a Unity joint bug, makes your plane bounce. Alright, it's late where I live so I'm gonna hit the hay and come back to it tommorrow, I read on the guide someone sent me and I think it is taht it doesn't have any way of pointing the up, so I'll tinker with some of the wings and see what I can do. I have created planes that have landing gears place right under the wing tips but they still won't work. 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. 2022 Take-Two Interactive Software, Inc. The problem could be due to several issues. 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. 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. Display as a link instead, Does anybidy have any tips on how to build spaceplanes? However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. Clear editor. The tutorial below explains everything very well. Kerbal Space Program 2 - Overview and Tutorial for All the New Parts Do you have new pics after you moved the rear wheels forward? In vanilla KSP, wings have a predefined lift factor. 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. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions.