This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. Enable mirror symmetry to save yourself some alignment effort. The Kerbal Space Program subreddit. 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. Everything looks perfectly symmetrical as far as I can tell. 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. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. I was wrong. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). 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. The most dangerous part of a spaceplane flight is returning from orbit. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. So if I start encountering wobble it's time to pull back on the stick and get in the air. 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! 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. Another trick is to move the rear landing gear forward, closer to the center of gravity. It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. Thanks for all the help. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. 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. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa 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. So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. They could go up to 120 m/s on the runway and still not lift up. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. 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. Go on, and take the plane capsule which looks like a converted fuel storage device. You can post now and register later. Hit the launch button and watch your magnificent bird fly! If you forget to put an air intake on your airplane, don't worry! That will align with the craft axis. Paste as plain text instead, Powered by Invision Community. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. 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. 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, the. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. 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. Note: This tutorial was last updated for version 1.7.2. It is due to the spinning up of the engines. Thanks for everyone trying to help! Note: Your post will require moderator approval before it will be visible. As with everything in KSP, experiment, experiment, experiment. mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 . 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. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. But be careful and don't crash it! And at the extreme, producing down force, which I'm sure would cause more gear issues. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. This thread is archived . The tutorial below explains everything very well. KSP Stock Space Shuttle by _ForgeUser18393701. - Have enough lift, either by a big wing area or high speed. 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. 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. It's said that takeoffs are optional but landings are mandatory. Mechjeb Spaceplane Guidance. I dont really need 200m/s for take off. 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. If there is, I would have found it long ago. It can be helpful to use a slightly taller front landing gear and slightly shorter rear landing gears so that your fuselage points slightly upward on the ground, thereby increasing the angle of attack of your wings while on the ground. It is advised to place your control surfaces as far from your center of mass as possible. 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. 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. 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). Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. Center of Mass and Center of Lift are the usual causes of instability. 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 . Install S5 moon rocket By lightbreaker_64. Thank you and happy landings. (Source). They all had landing gear placed at the front and at the back. Check out the following guide for some good info: Your wheel base is the problem. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. 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!). Your plane is almost finished. 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. 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. However, make sure to use struts when placing landing gears on the far edges of a multi-part wing because they may sag enough to cause a fuselage collision with the runway during landing. Your very own tutorial.). For an example, see the A-10 Warthog's landing gears: link. I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. All the weight is pushed on the middle and it can't pull up. 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! This plane will be able to take off, travel somewhere, perform a crew report, and then land. I am definitely aware that there are multiple reasons as to why the plane flips. It doesn't really matter if you angle them or not, there is not a single configuration for the wheels that can work on all plane parts. Easier just to bring the rear wheels closer as well as a in line reacton wheel. 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. 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. Bit late i know, but i had the same problem. 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. 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). Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. All rights reserved. The centre of mass was between the 2 landing gears. Why is it doing this? 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. Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. Your link has been automatically embedded. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. This is for the same reason that you keep your fuel balanced. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. Press question mark to learn the rest of the keyboard shortcuts. Your wheels should now have 0 degree angle between them, meaning they are both. The issue is my plane rolls very sharply to the left any time I pitch up. 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. Paste as plain text instead, 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. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. 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. 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! 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). This page was last edited on 14 April 2021, at 01:04. 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. Saves a lot of headache in wheels placement. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. Thanks for the help guys. 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. 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).