ksp plane takeoff

When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. 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). 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 I have built lots of spaceplanes. 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. 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. 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. 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/. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. Geometric shape of the body you attach the landing gear to. Plane - Kerbal Space Program Wiki Kerbal Space Program 2's simulation is a lot more in-depth than its predecessor, where it was feasible for any wannabe Goddard to punch through the atmosphere with overwhelming thrust. 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. I have built lots of spaceplanes. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. 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. (For test purposes, all aircraft are not pitched up and SAS is turned 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. 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? 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!). Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. 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 just thought my planes were too heavy or not enough control surfaces. Easier just to bring the rear wheels closer as well as a in line reacton wheel. See if there is still a problem when only travelling slowly, say <20m/s. My plane usually take off at a little over 120m/s. The problem could be due to several issues. 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. This thread is quite old. 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. Here, the. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. This plane will be able to take off, travel somewhere, perform a crew report, and then land. All trademarks are property of their respective owners in the US and other countries. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. 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. Your previous content has been restored. 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. 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. Everything looks perfectly symmetrical as far as I can tell. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! The reverse also happens. I was wrong. Tutorial: Spaceplane basics - Kerbal Space Program Wiki If you use an Advanced SAS, and raise your front landing wheel so that it is higher than the rear wheels, by just turning the SAS on and going full throttle, due to the 10 degree angle of the plane, it should eventually take off by itself. Symmetry placement should give you perfect symmetry, as far as the game is concerned. Paste as plain text instead, 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. I started investigating why this was happening. 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. 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. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. I removed them and it works fine now. Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. Thanks for the help guys. Center of Mass and Center of Lift are the usual causes of instability. Powered by Invision Community. 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. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. My spaceplanes keep drifting off runway during takeoff. What am I doing Then this tutorial is for you. 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. 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. 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). If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. Similar principles apply when finding suitable landing sites away from the KSC. Make sure that all of your landing gears are pointing in exactly the same direction. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa One final point to consider is the mass you're planning to store in the fuselage. Need to move them up. So I have played the game for 200 hours and I love it. My plane won't take off :: Kerbal Space Program - Steam Community if mounted on not struted part) 2. put your main gear slightly behind center of mass. Your link has been automatically embedded. Be warned that if you do not provide sufficient air intakes for the engines you've placed, you may find that some of your engines shut down before others. Valve Corporation. Kerbal Space Program 2's early access launch is only for seasoned They could go up to 120 m/s on the runway and still not lift up. For this to happen, I'm assuming you're using rocket fuel tanks. And above all: have fun! Hit the launch button and watch your magnificent bird fly! This is for the same reason that you keep your fuel balanced. The same principle applies here. Second try, speed over land reached over 210 m/s and it didn't flip. 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. Beyond that, you're going to get some wobble once you get close to take off speed. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). KSC's runway is slightly north of Kerbin's equator and perfectly flat. Mechjeb Spaceplane Guidance. 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. For myself, it always was the position of landing gear in terms of pitch. Otherwise, you can either shift your wings till it's right (though this may crowd them near the back), or you can very slightly rotate the big wings so they're slightly higher near the front of the plane. The centre of mass was between the 2 landing gears. Keep in mind that lift rating and control surfaces are not connected: lift rating is basically the capacity of your wings to sustain the weight of your spaceplane, while control surfaces are parts of wing that can be moved to change the flow of the air around the plane and through this change a plane's direction, angle of attack or inclination. 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. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . I dunno why but this picture makes the one side look like it is tipped in but I know they are straight, I believe it just the angle that the picture was taken that is causing it to look like this. If you can give a craft file and a mod list I could take a look. Your wheels should now have 0 degree angle between them, meaning they are both. However it's huge size can make it tricky to take off from the runway without destroying the engine. Nothing bad will happen. 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. How to keep an airplane stable on the runway in Kerbal Space - Arqade Kerbal Space Program 2 - Overview and Tutorial for All the New Parts 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). First try speed over land reached over 210 m/s before flipping in the last second. It is advised to place your control surfaces as far from your center of mass as possible. I have done everything imaginable to try to remedy this problem. For an example, see the A-10 Warthog's landing gears: link. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. here are some images and a gif. 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). Having said all that, these are the issues you must contend with. The issue is my plane rolls very sharply to the left any time I pitch up. Depending on which surface you place them on, they might not be parallel to the axis in which case. I don't have any mods but sometimes a problem may be a simple bug. Although I usually only need 50 m/s for most planes to wobble out of control. 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. 2022 Take-Two Interactive Software, Inc. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. 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). At around . Another trick is to move the rear landing gear forward, closer to the center of gravity. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. 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. Let it get good and clear of the ground before applying any control to it. 2. If you can't slow down in time, you can simply flick your engines back on to take off and turn around for another try as you pass over the coast. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. This thread is quite old. I am definitely aware that there are multiple reasons as to why the plane flips. 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. 1. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. 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. 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? 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. my center of lift is always slightly infront of my mass. Heavy Cargo Space Plane SSTO Download. You should have something called an "Elevon 1"; this will be the moving part for your wings. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. You can deploy your chutes just prior to touchdown for rapid deceleration. everytime i make a powered plane, it always flips over and points backwards after i take off. A Ravenspear Mk3 taking off from the Runway in version 1.0.5. Besides the good advice others have given, I would also be very careful with that little tailwheel. Unstable Aircraft: "FAR Firehound" (Stock). Such as not producing lift, which is not what you want with a plane. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. Check out the following guide for some good info: Your wheel base is the problem. How do I fix this? An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . 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. Notice how the landing gears are placed out on the wings. FOX 56 News Video More Videos Then at the top, we'll put one tail fin, centred on the end of the fuselage. 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. Enable mirror symmetry to save yourself some alignment effort. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. It is also common to add an Inline Clamp-O-Tron, which, unlike all the other docking ports, can be placed in the middle of the spacecraft (a handy solution, since there is not much space at either end of the craft) to allow your plane to dock with space stations or other spacecrafts. Do you have new pics after you moved the rear wheels forward? They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. Please consider starting a new thread rather than reviving this one. Wow, if you need 200 m\s to take off, you should think about adding more lift. - Have enough lift, either by a big wing area or high speed. 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! 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! Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. Do you have a screenshot of the craft? 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. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. S5 moon rocket by lightbreaker_64. 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. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. KSP Stock Space Shuttle by _ForgeUser18393701. Here is your convenient solution to this problem! Any plane needs speed - so you need thrust (usually). And also place them further apart. Try getting the wings to deflect the air down, either by lifting the front end up using canards or by mounting them at an angle using shift + wasdqe. This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. The Kerbal Space Program subreddit. If you forget to put an air intake on your airplane, don't worry! KSP 2 speculation: I believe terraforming will be a feature of the game 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. 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. Tell ya what, I'm gonna try to recreate that thing in my sandbox and see what I get. Congratulations! (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. and our 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. 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. Here's a quick installment in to the. In contrast, if you attempt a landing at the KSC runway on a 270 degree bearing, you run the risk of colliding with the upward slope shortly beyond the runway if you can't slow down initially and then can't speed up fast enough. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. All lift-rating means is that the wing section will resist motion perpendicular to its plane. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. Upload or insert images from URL. Planes and Ships - Shareables - Kerbal Space Program - CurseForge