Need to move them up. When gear is placed, it has just one point of attachment. But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. At around . Now for the engines. KSP 2 speculation: I believe terraforming will be a feature of the game. First try speed over land reached over 210 m/s before flipping in the last second. Landing is hard. 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. 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. I don't have any mods but sometimes a problem may be a simple bug. So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. Descending greater than -10 m/s usually makes a mess. 1. make sure your main gear is not wobbling (ie.
Tutorial: Your First Plane - Kerbal Space Program Wiki 5.whether the body you anchor the landing gears to are firm. Here is the best aircraft I have created to date: Jet Aircraft. Next you need landing gear. I am definitely aware that there are multiple reasons as to why the plane flips. 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! Controllability of a plane is on you. Wow, if you need 200 m\s to take off, you should think about adding more lift. 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). Here is your convenient solution to this problem! While I am not a great plane builder there is a part in the structural (I think it is a pylon?)
KSP 2 || First Plane Take-off || Kerbal Space Program 2 Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. Paste as plain text instead, 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. 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. 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). Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. Basic structure Firstly you're going to want to make a short fuselage. 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). my planes keep flipping backwards on take off . 67K subscribers in the KerbalAcademy community. The problem could be due to several issues. This helped immensely and if you haven't been doing this already, do it. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. If, instead, all goes well, then once your jet engines have shut down you will need to start the second part of your space mission by switching to rockets. 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! If you forget to put an air intake on your airplane, don't worry! 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. 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. This is for the same reason that you keep your fuel balanced. My Space Plane Keeps Flipping Backwards On The Runway. Espaol - Latinoamrica (Spanish - Latin America), http://steamcommunity.com/sharedfiles/filedetails/?id=484107795, http://steamcommunity.com/sharedfiles/filedetails/?id=484107807, http://steamcommunity.com/sharedfiles/filedetails/?id=484107735, http://steamcommunity.com/sharedfiles/filedetails/?id=484107761, http://steamcommunity.com/sharedfiles/filedetails/?id=484119427, http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures, http://steamcommunity.com/sharedfiles/filedetails/?id=484137556, http://images.akamai.steamusercontent.com/ugc/443953434412162923/42B3BB54A6A524CCC2E5C102AD88C8E521790F55/. 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 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. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. An aircraft without control surfaces is like a rocket without RCS or reaction wheels - it will hardly turn and will be equally hard to control (perhaps even impossible!). 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. Angled landing gear create rotational force for whatever reason. Let it get good and clear of the ground before applying any control to it. Note that when your jet engines shut down simultaneously while climbing in otherwise normal flight, it is generally due to a lack of pressure from the altitude you're flying at. if its too far behind plane cannot lift. 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! The centre of mass was between the 2 landing gears. 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. 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.
Plane rolls uncontrollably on take-off : r/KerbalSpaceProgram 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. Or adding a RATO boosters. I have also thought about a wider base. 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. This thread is quite old. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. Powered by Invision Community.
* Gear not mounted to parts that will flex (e.g. Safety note: Disable the brakes on the front landing gear. 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. Another trick is to move the rear landing gear forward, closer to the center of gravity. This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. This thread is archived . Your link has been automatically embedded. Also avoid the basic fin for the same reason. Thank you and happy landings. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. 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. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. Note: Your post will require moderator approval before it will be visible. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. Second try, speed over land reached over 210 m/s and it didn't flip. This plane will be able to take off, travel somewhere, perform a crew report, and then land. I am accelerating it to over 200m/s on the runway just to test the stability of those wheels since the faster you go, the more likely the plane will wobble and flip on the runway. 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. 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.
Plane - Kerbal Space Program Wiki The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. I started investigating why this was happening. 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. 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. 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. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other.
A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. Your link has been automatically embedded. After a successful touchdown, high-speed motion on the runway (let alone uneven ground) can be unstable, causing the aircraft to careen to one side or the other, potentially resulting in loss of a wing and sometimes the entire aircraft. All trademarks are property of their respective owners in the US and other countries. 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 material may not be published, broadcast, rewritten, or redistributed. 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. One final point to consider is the mass you're planning to store in the fuselage. This is generally an issue of not spacing your landing gears out far enough apart. Similar principles apply when finding suitable landing sites away from the KSC. Landing speed (minimum speed for level flight) can be reduced by adding components to increase maneuverability, by using larger wings, by increasing wing angle of attack on the fuselage (3-5 degrees is the recommended range for a spaceplane to achieve the best lift-to-drag ratio [source]), and by decreasing the weight of the aircraft. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. 1. make sure your main gear is not wobbling (ie.
I feel tat it is either due to the symmetry placement in this game being inaccurate or certain parts where i anchor my landing gears on are not perfectly symmetrical and the physics calculation is just too sensitive about even the slightest misalignment. Although I usually only need 50 m/s for most planes to wobble out of control. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. Sometimes taking things off and re-attaching them does it, or you may have to go so far as to scrap the design and rebuild. 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. Valve Corporation. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. 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. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. 1. Upload or insert images from URL. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. Thanks for the help guys. 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. 3. angle of the wheels. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. I have built lots of spaceplanes. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! Install S5 moon rocket By lightbreaker_64. I have created planes that have landing gears place right under the wing tips but they still won't work. This helps to keep the performance of your spaceplane stable with any amount of fuel. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. 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. If you have an account, sign in now to post with your account. Check out the following guide for some good info: Your wheel base is the problem. Real planes do this as well. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. 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. That said, parachutes are an exceedingly effective means of reducing your stopping distance. 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.
Plane bouncing on takeoff - Kerbal Space Program Forums