Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. This material may not be published, broadcast, rewritten, or redistributed. I have found a solution to my problem. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). Your link has been automatically embedded. Do you have new pics after you moved the rear wheels forward? 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. 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'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. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. The most dangerous part of a spaceplane flight is returning from orbit. 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. Then this tutorial is for you. 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. 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. So if I start encountering wobble it's time to pull back on the stick and get in the air. Real planes do this as well. It is also said that a good landing is one you can walk away from. Second try, speed over land reached over 210 m/s and it didn't flip. For an example, see the A-10 Warthog's landing gears: link. everytime i make a powered plane, it always flips over and points backwards after i take off. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. @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. When gear is placed, it has just one point of attachment. 2022 Take-Two Interactive Software, Inc. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . To maximize lift, your aircraft should rest on the ground with the fuselage tilted upward at anywhere up to a 25-27 angle so that the wings will end up tilted back at up to 30. 2022 Take-Two Interactive Software, Inc. ), Stable aircraft: "Untitled" (lost the file upon loading after aircraft), Stable jet car: "Untitled" (Lost the file), Speed over land > 350 m/s before veering off the runway, Sometimes Stable Spaceplane: "Hypersonic Experimental". I'm trying to do some of the surveying and taxi-ing missions because now that's all the games giving me but flying with a regular rockets just not working for me. However, I want to place my wheels where i want to and not only on X parallel surfaces. Bit late i know, but i had the same problem. Hello, I am having a small problem with a plane I have built. First thing you're going to want to do in the SPH is turn on your centre of mass indicator (this is the point that the plane will rotate around when rolling, pitching, or yawing) and your centre of lift indicator (the Aerodynamic Overlay). Here's a quick installment in to the. The Whiplash's ridiculous fuel efficiency allows a spaceplane to climb high into the atmosphere and gain a lot of speed while barely using any fuel at all. Landing can be trickier for spaceplanes since they are designed for higher speeds than other aircraft and may not be able to fly level at speeds low enough for an easy landing (<50 m/s). (Yes, you personally, you lucky thing! Paste as plain text instead, 2022 Take-Two Interactive Software, Inc. 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. They sometimes coincide with elevators. How wide is the base. A Ravenspear Mk3 taking off from the Runway in version 1.0.5. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. 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). I was wrong. If you pull up and cause the tailwheel etiher to hit the ground if it was already up or push it into the ground if it was still in contact, you will create bounciness. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. http://www.youtube.com/user/Cruzanak?. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. Having said all that, these are the issues you must contend with. For this to happen, I'm assuming you're using rocket fuel tanks. Plane spins/lurches to the side during takeoff? * Gear not mounted to parts that will flex (e.g. Your previous content has been restored. Nothing bad will happen. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa 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. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. 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. But, likely guess is your craft is not producing enough lift. Maybe ;making the tailwheel less stiff would help, too. Your very own tutorial.). See the tutorial below. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. I just thought my planes were too heavy or not enough control surfaces. 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. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. 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. Hot ground causes air to rise, cooling as it moves away from the heat, which leads to increased density and a resulting fall back down. I'm making sure that I keep trying to get it up but it just wont go! Quick context, I am a software engineer. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. Though, I use the FAR mod which will change things, so I can't guarantee the results will be useful, but it might be interesting. 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. Similar principles apply when finding suitable landing sites away from the KSC. I can not get any aircraft-style spaceplane take off from the runway, they will stay on until the end, where the engines crash into the ground and explode. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. Easier just to bring the rear wheels closer as well as a in line reacton wheel. You should have something called an "Elevon 1"; this will be the moving part for your wings. When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. You can even try refueling it before recovering your spaceplane further increasing your recovering value. 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. And, of course, try to take off and land as slow as possible. I have also thought about a wider base. And also place them further apart. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. 5.whether the body you anchor the landing gears to are firm. I have doubled the max stress value for aerodynamics failure in FAR for every category. First of all, since the launch happens horizontally, you will have to include landing gears, and you will most likely want to include jet engines for the first stage for excellent fuel and cost efficiency. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. 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. 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. 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. 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. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. I have built lots of spaceplanes. Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. Need to move them up. Flying a Space Station through a GAS GIANT! However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. Firstly you're going to want to make a short fuselage. If there is, I would have found it long ago. 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 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/. Increasing the number of intakes will not allow you to continue using your jet engines at higher altitudes. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. Note: The large delta wing will ensure you won't backflip. 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. That, combined with a Unity joint bug, makes your plane bounce. While it's true that jet engines don't work in space, they offer one large advantage over rocket engines while inside the atmosphere: fuel efficiency. 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. 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! For more information, please see our I have created planes that have landing gears place right under the wing tips but they still won't work. Thanks for all the help. (For test purposes, all aircraft are not pitched up and SAS is turned off. The same principle applies here. Control surfaces are heavier than wings. - Make sure you have enough control authority to lift the nose up. Heavy Cargo Space Plane SSTO Download. 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. 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. You want an elevon on each set of wings. Depending on which surface you place them on, they might not be parallel to the axis in which case. If you have an account, sign in now to post with your account. Wow, if you need 200 m\s to take off, you should think about adding more lift. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. As lift increases you remove some strain on the gear, however you've just increased the amount of sag. 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. Let it get good and clear of the ground before applying any control to it. If your Mk3 design jam-packed full of heavy gear can't seem to survive reentry, one option might be to reduce the payload a bit. Your previous content has been restored. You main problem is your landing gear. 1. make sure your main gear is not wobbling (ie. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. When I use it for spaceplane guidance it keeps me on the correct heading, but the flight is very busy sine wave of a path. Now imagine what happens like that. This page was last edited on 19 February 2020, at 07:08. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. 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. You cannot paste images directly. 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. Press question mark to learn the rest of the keyboard shortcuts. as Shkeec said check gear check gear check gear. 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. 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. 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. This plane will be able to take off, travel somewhere, perform a crew report, and then land. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. They could go up to 120 m/s on the runway and still not lift up. 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. Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. Valve Corporation. That's over 2x the normal recommended max. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. Powered by Invision Community. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. This is either a collider or design issue, if the craft doesn't have enough lift initially to get off the ground it will bounce a bit before taking off. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Basic_Plane_Design&oldid=97453, In the front of the plane - In this position, the control surfaces are also known as , In the back of the plane, on the tail - The most usual position; usually, close to the rudder. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. 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. Or maybe launching it in a vertical, Space Shuttle-style config. 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? I moved the back landing gear to right underneath the COM. Clear editor. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. I have done everything imaginable to try to remedy this problem. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. Powered by Invision Community. All trademarks are property of their respective owners in the US and other countries. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. Any plane needs speed - so you need thrust (usually). The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. Install S5 moon rocket By lightbreaker_64. (However, it must be noted that it is bad practice to use ailerons as elevators since it makes it hard to control the aircraft), The rudder moves the tip of the plane left and right; it is rarely used, since it is hard to put it both up and down due to the possibility of hitting the ground. 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. This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. This thread is quite old. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface).