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. For an example, see the A-10 Warthog's landing gears: link. When gear is placed, it has just one point of attachment. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. To survive re-entry, it's recommended to start your approach back into the atmosphere at a shallow angle, ideally with a periapsis of around 30-35 km. 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. - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). 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. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. 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. The plane is clearly unstable. 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. here are some images and a gif. The same principle applies here. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. Angled landing gear create rotational force for whatever reason. I scoured the entire web for a solution, but found no working solution or at least dont work every time. Mechjeb Spaceplane Guidance. If you need to carry more fuel, consider using the Big-S Delta Wing as it provides the same lift-to-drag and lift-to-weight ratio as any other wing of the same mass, yet has the ability to carry fuel as well. Similar principles apply when finding suitable landing sites away from the KSC. Note: Your post will require moderator approval before it will be visible. 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. 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. If you have an account, sign in now to post with your account. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. Either put more engines or reduce the amount of rocket fuel. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. 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. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. Necessary for heavy/long spaceplane. Check out the following guide for some good info: Your wheel base is the problem. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. This page was last edited on 14 April 2021, at 01:04. Please consider starting a new thread rather than reviving this one. In vanilla KSP, wings have a predefined lift factor. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. 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. Symmetry placement should give you perfect symmetry, as far as the game is concerned. 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. If your aircraft is burning up during this stage, you may need larger wings to slow you down faster, radiator panels to carry away the heat more effectively, parts with a higher temperature tolerance (like the Mk2 liquid fuel fuselage instead of the Mk1 liquid fuel fuselage), or parts to increase your maneuverability, like RCS thrusters, reaction wheels, or canards and elevons. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. 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. 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! Maybe ;making the tailwheel less stiff would help, too. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. If you can give a craft file and a mod list I could take a look. As lift increases you remove some strain on the gear, however you've just increased the amount of sag. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. Display as a link instead, All trademarks are property of their respective owners in the US and other countries. I have doubled the max stress value for aerodynamics failure in FAR for every category. . If you have an account, sign in now to post with your account. When your altitude reaches 35km, start pulling up gently. - Make sure you have enough control authority to lift the nose up. Upload or insert images from URL. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. 1. make sure your main gear is not wobbling (ie. You should be able to navigate fairly readily, and with the superb efficiency of jet engines, you should have plenty of fuel to go anywhere you need to go. 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. I was wrong. This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. However, I want to place my wheels where i want to and not only on X parallel surfaces. The centre of mass was between the 2 landing gears. 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. 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. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. You want to get up to get the gear tucked away and reduce drag. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. 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. Landing is hard. You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. 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. Also note that shock cone intakes appear to provide the best air supply at all mach speeds, and unlike other air intakes, they do not decline in performance beyond certain mach speeds. 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. Privacy Policy. Temperature tolerance is the primary consideration for fuselage choice. (Idea is moot, if you haven't unlocked them yet.) 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. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. Thanks for the help guys. I have built lots of spaceplanes. 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. 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. 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. Powered by Invision Community. 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. @TheEnvironmentalist There is one more method I'm sure would work in your case, although I didn't write about it because I think it's cheesy and wouldn't solve the root problem. 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). This page was last edited on 19 February 2020, at 07:08. I just thought my planes were too heavy or not enough control surfaces. Cookie Notice This would indicate two problems. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! 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. 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. After placing wheels I always use the rotate gizmo on snap with absolute orientation. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. 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. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. Basic structure Firstly you're going to want to make a short fuselage. These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. They could go up to 120 m/s on the runway and still not lift up. 1. tilt of the plane. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. 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). In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. Besides the good advice others have given, I would also be very careful with that little tailwheel. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. wings, unless they're very well braced). 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. Do you have a screenshot of the craft? Any ideas? Install S5 moon rocket By lightbreaker_64. How wide is the base. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. 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!). The most dangerous part of a spaceplane flight is returning from orbit. 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. You cannot paste images directly. 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 Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. I have done everything imaginable to try to remedy this problem. I have found a solution to my problem. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! Having said all that, these are the issues you must contend with. I took off and at 60 m/s I was in the air! 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. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. 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. These should be in the bottom left next to the display of the cost of the aircraft. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. With a tail-dragger, the plane is already angled up just sitting on its wheels so once the speed is high enough, it should just float up by itself. 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 flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why.
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