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. Secondly, it would suggest that your spaceplane's center of lift is too far forward compared to its center of gravity (causing the uncontrollable spin). Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. 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. Thanks for everyone trying to help! i have no idea why this happens please help. A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. I dont really need 200m/s for take off. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. I have built lots of spaceplanes. LV-N has less than 25% of its full power at Kerbin sea level. Clear editor. if mounted on not struted part). 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. 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. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. See if there is still a problem when only travelling slowly, say <20m/s. mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 . Place your rear wheels/gear in front of the flaps on your wings. One final point to consider is the mass you're planning to store in the fuselage. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. Powered by Invision Community. 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. Here is the best aircraft I have created to date: Jet Aircraft. Either put more engines or reduce the amount of rocket fuel. This page was last edited on 14 April 2021, at 01:04. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. Here is your convenient solution to this problem! Paste as plain text instead, Congratulations! 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. Real planes do this as well. Let it get good and clear of the ground before applying any control to it. 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). To slow down faster, you can increase the braking strength of your rear wheels. KSP v.22 Takeoff Troubleshooting Guide/Tutorial Lots of info to help get your plane off the runway! Your previous content has been restored. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. 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. After placing wheels I always use the rotate gizmo on snap with absolute orientation. Next you need landing gear. 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. Thank you and happy landings. S5 moon rocket by lightbreaker_64. I just thought my planes were too heavy or not enough control surfaces. Slowly pitch up to avoid overheating. I have built lots of spaceplanes. Clear editor. My Space Plane Keeps Flipping Backwards On The Runway. You cannot paste images directly. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. Necessary for heavy/long spaceplane. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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. I took off and at 60 m/s I was in the air! 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. The tutorial below explains everything very well. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. 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. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). 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. 2022 Take-Two Interactive Software, Inc. However it's huge size can make it tricky to take off from the runway without destroying the engine. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. * Gear not mounted to parts that will flex (e.g. 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). Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. I was wrong. Plane spins/lurches to the side during takeoff? When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. Press question mark to learn the rest of the keyboard shortcuts. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. Bit late i know, but i had the same problem. And also place them further apart. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. 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. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. As lift increases you remove some strain on the gear, however you've just increased the amount of sag. I scoured the entire web for a solution, but found no working solution or at least dont work every time. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. 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. Control surfaces are heavier than wings. 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. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. Note: The large delta wing will ensure you won't backflip. 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. 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. All of them had one thing in common though. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. Take the large delta wings and place them on the aircraft. Now imagine what happens like that. I started investigating why this was happening. This helped immensely and if you haven't been doing this already, do it. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! 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. That, combined with a Unity joint bug, makes your plane bounce. Note: This tutorial was last updated for version 1.7.2. 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. 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. 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. 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. Note that as you fly higher the air intakes will become less effective and you may come to a point when the engines will shut down due to the lack of air. 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. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Brakes in the back keep you stable. 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). Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. Then this tutorial is for you. Is there a way to rectify this problem. I thought after buying this I would have all the parts I need to build a small plane that can at least get off the ground, but I'm having trouble. Go on, and take the plane capsule which looks like a converted fuel storage device. 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! Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. FOX 56 News Video More Videos Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. 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. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. 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. 1. make sure your main gear is not wobbling (ie. So if I start encountering wobble it's time to pull back on the stick and get in the air. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. 2022 Take-Two Interactive Software, Inc. 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 link has been automatically embedded. Vice versa a plane with lots of control surfaces will be perfectly controllable (maybe even too much) but may have big difficulties with taking off and landing at reasonable speeds. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. 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). mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 spaceplane parts for the engines. This is generally an issue of not spacing your landing gears out far enough apart. So you want to make a plane but all your contraptions explode on the runway, crash into the runway a few seconds after taking off, crash into the side of the runway, crash into the ocean after doing a tight turn or otherwise fail to do what you intended? The centre of mass was between the 2 landing gears. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. I see absolutely no need to be traveling that fast down the runway. 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. 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? For some reason, when the plane is trying to take off and pulling up, the plane begins to bounce on it's front wheels (the back wheel kicks up), which hinders the plane taking off. I 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. KSP Stock Space Shuttle by _ForgeUser18393701. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. Everything looks perfectly symmetrical as far as I can tell. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. This page was last edited on 17 December 2021, at 13:14. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . Temperature tolerance is the primary consideration for fuselage choice. That said, parachutes are an exceedingly effective means of reducing your stopping distance. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. 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. But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. Here, the. 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. Also avoid the basic fin for the same reason. They all had to use the runway drop to take off. For an example, see the A-10 Warthog's landing gears: link. 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. I have doubled the max stress value for aerodynamics failure in FAR for every category. Works well on small craft. 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. Enable mirror symmetry to save yourself some alignment effort. All you need to do is add landing gear (one right before the cockpit, and two on the tips or middle of the wings), and you're done! It is usually placed back because it can be placed further back than it is possible in the front (if it is placed in the front, it can obstruct the view of the pilot, which is undesired) as well as making the plane unstable (by the same effect that you would get if the center of lift (horizontal lifting surfaces) were in front of the center of mass, but with vertical surfaces). 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! Powered by Invision Community. 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. Display as a link instead,
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