Another trick is to move the rear landing gear forward, closer to the center of gravity. 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). Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. 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. 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. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) Descending greater than -10 m/s usually makes a mess. (For test purposes, all aircraft are not pitched up and SAS is turned off. I have also thought about a wider base. here are some images and a gif. 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. 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. 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. And, of course, try to take off and land as slow as possible. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. See the tutorial below. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). 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. Edit: I made a simple easy plane in career mode that is both stable and cheap: A trick i've used before is to put modular girders on the sides of the fuselage and putting the gear on the bottom of the girders. I was wrong. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. You can post now and register later. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa This helped immensely and if you haven't been doing this already, do it. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. 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. Your link has been automatically embedded. Now for the engines. They all had to use the runway drop to take off. 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. For more information, please see our I started investigating why this was happening. 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. 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. 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. Let it get good and clear of the ground before applying any control to it. Tell ya what, I'm gonna try to recreate that thing in my sandbox and see what I get. Then this tutorial is for you. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. They could go up to 120 m/s on the runway and still not lift up. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. 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). 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? I have built lots of spaceplanes. 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. 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! Here is your convenient solution to this problem! Your plane is almost finished. Such as not producing lift, which is not what you want with a plane. That, combined with a Unity joint bug, makes your plane bounce. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). 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. You can even try refueling it before recovering your spaceplane further increasing your recovering value. Slowly pitch up to avoid overheating. You cannot paste images directly. DO NOT ANGLE THEM! if its too far behind plane cannot lift. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. 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. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. 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. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. 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. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). Temperature tolerance is the primary consideration for fuselage choice. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Pasted as rich text. If you can give a craft file and a mod list I could take a look. All the weight is pushed on the middle and it can't pull up. Any ideas? You can slow down either by deploying landing gears (and airbrakes if you have them) or by repeatedly pitching up and then back down to increase your drag. Go on, and take the plane capsule which looks like a converted fuel storage device. if mounted on not struted part) 2. put your main gear slightly behind center of mass. 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). Nothing bad will happen. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. Brakes in the back keep you stable. They all had landing gear placed at the front and at the back. You've just unlocked "Aviation" tech, you have a bunch of contracts that require you to stay at low altitude, and you want to build your first plane? Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. This is starting to get really frustrating. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. Upload or insert images from URL. If there is, I would have found it long ago. If you have an account, sign in now to post with your account. If the problem has to do with lift then travelling very slowly, possibly even slower than that, should counteract the effects of lift and you won't drift nearly as much. That's over 2x the normal recommended max. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. 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. Clear editor. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . They sometimes coincide with elevators. This is for the same reason that you keep your fuel balanced. How do I fix this? Check out the following guide for some good info: Your wheel base is the problem. To slow down faster, you can increase the braking strength of your rear wheels. 2022 Take-Two Interactive Software, Inc. Your wheels should now have 0 degree angle between them, meaning they are both. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. However, I want to place my wheels where i want to and not only on X parallel surfaces. Alternatively, you can try landing at higher speeds with your nose pointed further down, but this increases challenges with stability and deceleration while on the runway. You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. Display as a link instead, One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. Then at the top, we'll put one tail fin, centred on the end of the fuselage. i have no idea why this happens please help. 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. 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? A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. 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. So I have played the game for 200 hours and I love it. When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. I moved the back landing gear to right underneath the COM. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. Similar principles apply when finding suitable landing sites away from the KSC. 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. 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.
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