Increasing the number of intakes will not allow you to continue using your jet engines at higher altitudes. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. Maybe ;making the tailwheel less stiff would help, too. wings, unless they're very well braced). 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 . Besides the good advice others have given, I would also be very careful with that little tailwheel. 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. I was wrong. You cannot paste images directly. Geometric shape of the body you attach the landing gear to. 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. All of them had one thing in common though. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. I started investigating why this was happening. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. I just thought my planes were too heavy or not enough control surfaces. I have found a solution to my problem. "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. 3. angle of the wheels. To slow down faster, you can increase the braking strength of your rear wheels. This helps to keep the performance of your spaceplane stable with any amount of fuel. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. This thread is quite old. 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. This page was last edited on 19 February 2020, at 07:08. The most dangerous part of a spaceplane flight is returning from orbit. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). 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. You cannot paste images directly. 1. make sure your main gear is not wobbling (ie. All trademarks are property of their respective owners in the US and other countries. This thread is quite old. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. 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. 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. 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. 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. First try speed over land reached over 210 m/s before flipping in the last second. The default max stress value is just ridiculous, its like flying in hair gel, everything gets torn apart so easily, like that will ever happen in real life. [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . Privacy Policy. Description: "Originally called the Cockpit-plus-two, the 5 seat "Cockatoo" is a second-generation command pod that provides both safety and comfort It is rumored to have enough room to pack several days of emergency snack rations and board games" Useful stats: As the description states this large command pod holds 5 kerbals Everything looks perfectly symmetrical as far as I can tell. 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. 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! Notice how the landing gears are placed out on the wings. Paste as plain text instead, 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. 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 scoured the entire web for a solution, but found no working solution or at least dont work every time. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. Your link has been automatically embedded. 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. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. For all your gaming related, space exploration needs. To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. 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. Your previous content has been restored. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. They all had to use the runway drop to take off. Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures Second try, speed over land reached over 210 m/s and it didn't flip. They all had landing gear placed at the front and at the back. 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. You're going to have a bad time. 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. Real planes do this as well. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. This is for the same reason that you keep your fuel balanced. 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? They could go up to 120 m/s on the runway and still not lift up. You can even try refueling it before recovering your spaceplane further increasing your recovering value. 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). I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. It is also said that a good landing is one you can walk away from. All of them had one thing in common though. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. Unstable Aircraft: "FAR Firehound" (Stock). This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. 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? When gear is placed, it has just one point of attachment. 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. All lift-rating means is that the wing section will resist motion perpendicular to its plane. And at the extreme, producing down force, which I'm sure would cause more gear issues. When your altitude reaches 35km, start pulling up gently. These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. Here, the. If there is, I would have found it long ago. 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. 3. make sure your center of mass is slightly in front of center of lift force. How wide is the base. This is starting to get really frustrating. 5.whether the body you anchor the landing gears to are firm. and our For an example, see the A-10 Warthog's landing gears: link. Need to move them up. my planes keep flipping backwards on take off . 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. 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've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. Although I usually only need 50 m/s for most planes to wobble out of control. All the weight is pushed on the middle and it can't pull up. (Source). Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. The problem could be due to several issues. The SSTO I took to Laythe recently has only one minor flaw using this design, I have to raise the landing gear and pull back slightly to take off. Easier just to bring the rear wheels closer as well as a in line reacton wheel. Or maybe launching it in a vertical, Space Shuttle-style config. Temperature tolerance is the primary consideration for fuselage choice. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. 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. Tell ya what, I'm gonna try to recreate that thing in my sandbox and see what I get. Upload or insert images from URL. 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. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! 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 am definitely aware that there are multiple reasons as to why the plane flips. Slowly pitch up to avoid overheating. Safety note: Disable the brakes on the front landing gear. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. 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. 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. Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. These should be in the bottom left next to the display of the cost of the aircraft. Or adding a RATO boosters. Note: Your post will require moderator approval before it will be visible. 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. Then you want to put something called a "Small Circular Intake" on the front of the tank, and a "J-20 Juno" engine on the back of the tank. Having said all that, these are the issues you must contend with. 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. my center of lift is always slightly infront of my mass. 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. In contrast, if you attempt a landing at the KSC runway on a 270 degree bearing, you run the risk of colliding with the upward slope shortly beyond the runway if you can't slow down initially and then can't speed up fast enough. 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). 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. * Gear not mounted to parts that will flex (e.g. 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. Powered by Invision Community. 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. Install S5 moon rocket By lightbreaker_64. Plane spins/lurches to the side during takeoff? (Yes, you personally, you lucky thing! It's strongly recommended to keep your landing gears well-spaced from each other to ensure that the aircraft will be difficult to roll into a collision. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. DO NOT ANGLE THEM! Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. 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. The issue is my plane rolls very sharply to the left any time I pitch up. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. See if there is still a problem when only travelling slowly, say <20m/s. That, combined with a Unity joint bug, makes your plane bounce. This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. You should have something called an "Elevon 1"; this will be the moving part for your wings. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. Then this tutorial is for you. An alternative is making sure you have complete control of the craft. Nothing bad will happen. Pasted as rich text. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). Please consider starting a new thread rather than reviving this one. My plane usually take off at a little over 120m/s. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. 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. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). For myself, it always was the position of landing gear in terms of pitch. Do you have new pics after you moved the rear wheels forward? But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. 2022 Take-Two Interactive Software, Inc. Balanced fuel saves Kerbal lives. i have no idea why this happens please help. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. - Have enough lift, either by a big wing area or high speed. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. - SF. 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. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! 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. The FedEx plane pulled back up in time to avoid a collision. The Kerbal Space Program subreddit. I have done everything imaginable to try to remedy this problem. https://forum.kerbalspaceprogram.com/index.php?/topic/124380-wing-lift-amp-wing-lift-to-drag-ratio-charts/, https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Spaceplane_basics&oldid=100619. 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!