Controllability of a plane is on you. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . You can either go with four "LY-O1 Fixed" or a tricycle of two LY-01 near the back and one "LY-05 Steerable" at the front; either is fine for now. Note: Your post will require moderator approval before it will be visible. You can post now and register later. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. - Have enough lift, either by a big wing area or high speed. 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. How do I fix this? Tips aplenty in this thread: http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane It taught me everything I know, except for the stuff I learned elsewhere. Landing also often requires rapid deceleration to avoid running off the end of the runway or crashing into a slope when landing on open terrain. Your very own tutorial.). It's a prolem enough I have sever differen gear subassemblies that are stable (un wobbly) I can then position depending on COM. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. Hello, I am having a small problem with a plane I have built. 5.whether the body you anchor the landing gears to are firm. For all your gaming related, space exploration needs. 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 . 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? Another trick is to move the rear landing gear forward, closer to the center of gravity. 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. The Kerbal Space Program subreddit. 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! Brakes in the back keep you stable. All the weight is pushed on the middle and it can't pull up. 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. So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. . This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. I don't have any mods but sometimes a problem may be a simple bug. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. 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. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. Control surfaces are heavier than wings. KSP Stock Space Shuttle by _ForgeUser18393701. I started investigating why this was happening. Place your rear wheels/gear in front of the flaps on your wings. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. I have done everything imaginable to try to remedy this problem. 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. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). Your plane is almost finished. Upload or insert images from URL. 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. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. 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. i have no idea why this happens please help. Hopefully this gets you your first aircraft that can take off and land, which is the biggest hurdle to being able to make KSP aircraft. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. Display as a link instead, That's over 2x the normal recommended max. I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. This is starting to get really frustrating. Clear editor. 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. Paste as plain text instead, Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. Real planes do this as well. If you have seen the examples above, I have planes that have angled landing gear and they work perfectly, yet some planes with straight landing gears don't. 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. Be aware that while this angle will provide the lowest possible landing speed for your spaceplane, it will create problems if your center of gravity is too far ahead of your rear landing gears (causing a high-speed nose collision on touchdown) or if your rear landing gears are too far ahead of your engines, causing them to strike the runway first. You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. The FedEx plane pulled back up in time to avoid a collision. See the tutorial below. 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. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. 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. 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. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. 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 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. If you have an account, sign in now to post with your account. LV-N has less than 25% of its full power at Kerbin sea level. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. They could go up to 120 m/s on the runway and still not lift up. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. 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). 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. All lift-rating means is that the wing section will resist motion perpendicular to its plane. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. 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. You're going to have a bad time. I am accelerating it to over 200m/s on the runway just to test the stability of those wheels since the faster you go, the more likely the plane will wobble and flip on the runway. Some testing is usually required with new designs to determine the best ascent profile. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. Here is your convenient solution to this problem! Slowly pitch up to avoid overheating. 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. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). 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. Note: This tutorial was last updated for version 1.7.2. I have created planes that have landing gears place right under the wing tips but they still won't work. Does anybidy have any tips on how to build spaceplanes? However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. Remember how you want your center of lift/drag to be behind the center of gravity? Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. You should have something called an "Elevon 1"; this will be the moving part for your 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. DO NOT ANGLE THEM! This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. So you want to make a plane but all your contraptions explode on the runway, crash into the runway a few seconds after taking off, crash into the side of the runway, crash into the ocean after doing a tight turn or otherwise fail to do what you intended? Conversely, if you keep all of the fuel in the back, you may find that your center of mass gradually drifts so far in front of your center of lift that you can't keep your nose up anymore, also potentially resulting in a fatal scenario. They sometimes coincide with ailerons on some, more space-economical, aircraft. 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. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. However, I want to place my wheels where i want to and not only on X parallel surfaces.

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