This is generally an issue of not spacing your landing gears out far enough apart. Do you have a screenshot of the craft? This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. Tutorial: Your First Plane - Kerbal Space Program Wiki This page was last edited on 19 February 2020, at 07:08. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. 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? Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. Note: This tutorial was last updated for version 1.7.2. 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. But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. Here is the best aircraft I have created to date: Jet Aircraft. - Have enough lift, either by a big wing area or high speed. 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. S5 moon rocket by lightbreaker_64. The reverse also happens. To avoid swerving on takeoff and landing, it is strongly recommended to turn off or reduce the strength of the front brake on your aircraft, as well as to reduce the friction control. Thanks for all the help. Wing shapes do not appear to have a significant impact on drag or drag-to-lift ratio at this time, but swept wings are still an easy way to help ensure that your center of lift stays behind your center of mass. 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 page was last edited on 17 December 2021, at 13:14. Your previous content has been restored. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . My Space Plane Keeps Flipping Backwards On The Runway. 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. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. Another trick is to move the rear landing gear forward, closer to the center of gravity. I have built lots of spaceplanes. 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. 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. Landing is hard. 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. 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. Geometric shape of the body you attach the landing gear to. I have done everything imaginable to try to remedy this problem. Planes and Ships - Shareables - Kerbal Space Program - CurseForge I have also thought about a wider base. Valve Corporation. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. 1. make sure your main gear is not wobbling (ie. So I have played the game for 200 hours and I love it. Note: Your post will require moderator approval before it will be visible. 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? symmetry building makes them face slightly towards (or away from) each other, with wobbly results. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. But, likely guess is your craft is not producing enough lift. Center of Mass and Center of Lift are the usual causes of instability. I was wrong. This can easily cause you to crash on landing. 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. Tutorial:Aeris 4A mission - Kerbal Space Program Wiki For this to happen, I'm assuming you're using rocket fuel tanks. Any plane needs speed - so you need thrust (usually). Although I usually only need 50 m/s for most planes to wobble out of control. Then this tutorial is for you. This is just a general briefing section with lots of "to do" or "not to do" things: when you think you've got it, check the Aeris 4A tutorial mission to learn how to get into space easily. - SF. 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. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. All rights reserved. Plane rolls uncontrollably on take-off : r/KerbalSpaceProgram Go on, and take the plane capsule which looks like a converted fuel storage device. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). The same principle applies here. Hit the launch button and watch your magnificent bird fly! 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). I am definitely aware that there are multiple reasons as to why the plane flips. And, of course, try to take off and land as slow as possible. 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. Here is your convenient solution to this problem! Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. All the weight is pushed on the middle and it can't pull up. You want to get up to get the gear tucked away and reduce drag. 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. Any ideas? The design I used is similar to what I normally used for planes but I had to swap out parts and make it smaller to compensate for Career mode changes. 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. Now for wings, the "Wing Connector Type B" is the largest you have so far; connect a set of those where the centre of mass is. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. Keep your nose pointed prograde as you descend through the atmosphere. How wide is the base. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. LV-N has less than 25% of its full power at Kerbin sea level. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. 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. But be careful and don't crash it! You cannot paste images directly. They could go up to 120 m/s on the runway and still not lift up. Display as a link instead, As long as you're in space, your spaceplane won't differ from any spacecraft: you will probably want to add batteries and generators to prevent the command pod from running out of power. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. You cannot paste images directly. KSP 2 speculation: I believe terraforming will be a feature of the game Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. I checked my planes and I found the problem. 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. 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. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). Such as not producing lift, which is not what you want with a plane. I dont really need 200m/s for take off. 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. Increasing the number of intakes will not allow you to continue using your jet engines at higher altitudes. My plane won't take off :: Kerbal Space Program - Steam Community Display as a link instead, http://www.youtube.com/user/Cruzanak?. 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. Easier just to bring the rear wheels closer as well as a in line reacton wheel. I had this one plane, very fast, It would go to 170 m/s on the runway then drop of the end and soar very nicely. 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. For myself, it always was the position of landing gear in terms of pitch. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. 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? Note: Your post will require moderator approval before it will be visible. See the tutorial below. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. 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). You main problem is your landing gear. How to Fly a Plane - KSP Beginner's Tutorial - YouTube Heavy Cargo Space Plane SSTO Download. 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. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. Basic structure Firstly you're going to want to make a short fuselage. Need to move them up. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. It is also said that a good landing is one you can walk away from. However it's huge size can make it tricky to take off from the runway without destroying the engine. 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. 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. Also avoid the basic fin for the same reason. Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. Note: The large delta wing will ensure you won't backflip. "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. I was wrong. 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. As lift increases you remove some strain on the gear, however you've just increased the amount of sag. Here, the. Thank you and happy landings. 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), which hinders the plane taking off. After placing wheels I always use the rotate gizmo on snap with absolute orientation. These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. 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. Subscribe! Saves a lot of headache in wheels placement. That said, parachutes are an exceedingly effective means of reducing your stopping distance. Keep in mind that as your altitude increases, your control surfaces and winglets will become increasingly ineffective and will no longer work at all once you leave the atmosphere, so you may need to add alternative control systems like reaction wheels or RCS thrusters. KSP Quick Guides: Takeoff Troubleshooting Stock v.22 - YouTube This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. All lift-rating means is that the wing section will resist motion perpendicular to its plane. 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). 3. make sure your center of mass is slightly in front of center of lift force. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. Next you need landing gear. 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. You're going to have a bad time. 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. EDIT: It was the b9 procedural wings. I removed them and it works fine now. 1. make sure your main gear is not wobbling (ie. 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. As such, you will need various control surfaces. These should be in the bottom left next to the display of the cost of the aircraft. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. 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! 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. Your wheels should now have 0 degree angle between them, meaning they are both. Powered by Invision Community. DO NOT ANGLE THEM! Your link has been automatically embedded. They sometimes coincide with elevators. I thought after buying this I would have all the parts I need to build a small plane that can at least get off the ground, but I'm having trouble. In vanilla KSP, wings have a predefined lift factor. 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. Let it get good and clear of the ground before applying any control to it. This plane will be able to take off, travel somewhere, perform a crew report, and then land. as Shkeec said check gear check gear check gear. 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. 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. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. This is for the same reason that you keep your fuel balanced. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. Why does my plane roll left on takeoff : r/KerbalSpaceProgram - reddit 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. When your altitude reaches 35km, start pulling up gently. 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. Quick context, I am a software engineer. Plane spins/lurches to the side during takeoff? :: Kerbal Space Program Nothing bad will happen. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. 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! The Kerbal Space Program subreddit. A Ravenspear Mk3 taking off from the Runway in version 1.0.5. 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 started investigating why this was happening. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. Paste as plain text instead, Here is your convenient solution to this problem! See if there is still a problem when only travelling slowly, say <20m/s. Symmetry placement should give you perfect symmetry, as far as the game is concerned. if its too far behind plane cannot lift. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. Plane bouncing on takeoff - Gameplay Questions and Tutorials - Kerbal Space Program Forums Hello, I am having a small problem with a plane I have built. This material may not be published, broadcast, rewritten, or redistributed. [KSP] - Heavy Seaplane Take-off, Water-landing and Re-take-off! 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. 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 you have an account, sign in now to post with your account. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. Those and the fixed main gear are NOTORIOUSLY bouncy. To slow down faster, you can increase the braking strength of your rear wheels. KSP 2 || First Plane Take-off || Kerbal Space Program 2 I have found a solution to my problem. 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. KSP Stock Space Shuttle by _ForgeUser18393701. I have doubled the max stress value for aerodynamics failure in FAR for every category. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. At around . FOX 56 News Video More Videos 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. I moved the back landing gear to right underneath the COM. Tutorial: Basic Plane Design - Kerbal Space Program Wiki Re-entry heating can destroy parts of your spaceplane, or destroy it entirely. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. Please consider starting a new thread rather than reviving this one. 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. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. More mass will mean it takes more drag to slow down on reentry, which will mean you go faster at lower altitudes and experience more reentry heating. This thread is quite old. 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. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. 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. This page was last edited on 14 April 2021, at 01:04. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. 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. Powered by Invision Community. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. 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. 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. This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. 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. 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 to start by attaching a Mk 0 Liquid Fuel Tank under the wings, making sure you're mirrored so it goes under both wings. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. 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. I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. That, combined with a Unity joint bug, makes your plane bounce. 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).