here are some images and a gif. 1. tilt of the plane. They could go up to 120 m/s on the runway and still not lift up. 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. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. This thread is archived . KSP Stock Space Shuttle by _ForgeUser18393701. Enable mirror symmetry to save yourself some alignment effort. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. (For test purposes, all aircraft are not pitched up and SAS is turned off. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. Here, the. 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. 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. When gear is placed, it has just one point of attachment. If your aircraft is burning up during this stage, you may need larger wings to slow you down faster, radiator panels to carry away the heat more effectively, parts with a higher temperature tolerance (like the Mk2 liquid fuel fuselage instead of the Mk1 liquid fuel fuselage), or parts to increase your maneuverability, like RCS thrusters, reaction wheels, or canards and elevons. 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. As such, you will need various control surfaces. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. 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. and our 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. Your plane is almost finished. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. This is starting to get really frustrating. All trademarks are property of their respective owners in the US and other countries. Now for the engines. Here is the best aircraft I have created to date: Jet Aircraft. Create an account to follow your favorite communities and start taking part in conversations. 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). Tell ya what, I'm gonna try to recreate that thing in my sandbox and see what I get. Symmetry placement should give you perfect symmetry, as far as the game is concerned. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa as Shkeec said check gear check gear check gear. See if there is still a problem when only travelling slowly, say <20m/s. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. Take the large delta wings and place them on the aircraft. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Descending greater than -10 m/s usually makes a mess. 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. 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). 1. make sure your main gear is not wobbling (ie. You main problem is your landing gear. 2022 Take-Two Interactive Software, Inc. Then this tutorial is for you. You want to get up to get the gear tucked away and reduce drag. KSC's runway is slightly north of Kerbin's equator and perfectly flat. It is due to the spinning up of the engines. This page was last edited on 17 December 2021, at 13:14. Your very own tutorial.). I checked my planes and I found the problem. 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. A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. . 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. They all had to use the runway drop to take off. Or adding a RATO boosters. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. This is most likely the standard jitterbugging problem. I see absolutely no need to be traveling that fast down the runway. Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. Balanced fuel saves Kerbal lives. I have built lots of spaceplanes. 3. angle of the wheels. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. Here's a quick installment in to the. How do I fix this? So if I start encountering wobble it's time to pull back on the stick and get in the air. That, combined with a Unity joint bug, makes your plane bounce. First try speed over land reached over 210 m/s before flipping in the last second. This page was last edited on 19 February 2020, at 07:08. Nothing bad will happen. 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). Congratulations! 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 thread is quite old. EDIT: It was the b9 procedural wings. Re-entry heating can destroy parts of your spaceplane, or destroy it entirely. Basic structure Firstly you're going to want to make a short fuselage. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! 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. Besides the good advice others have given, I would also be very careful with that little tailwheel. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. 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. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. I am definitely aware that there are multiple reasons as to why the plane flips. They all had to use the runway drop to take off. The FedEx plane pulled back up in time to avoid a collision. 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. 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. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. How wide is the base. All of them had one thing in common though. 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. 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. 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. The default max stress value is just ridiculous, its like flying in hair gel, everything gets torn apart so easily, like that will ever happen in real life. For an example, see the A-10 Warthog's landing gears: link. And also place them further apart. 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. Beyond that, you're going to get some wobble once you get close to take off speed. The problem could be due to several issues. Your link has been automatically embedded. I have done everything imaginable to try to remedy this problem. 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. That said, parachutes are an exceedingly effective means of reducing your stopping distance. everytime i make a powered plane, it always flips over and points backwards after i take off. 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. 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. 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. 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). Safety note: Disable the brakes on the front landing gear. They could go up to 120 m/s on the runway and still not lift up. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. 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. Second try, speed over land reached over 210 m/s and it didn't flip. It Flips Up And Towards The Opposite Direction. If you have an account, sign in now to post with your account. 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? My Space Plane Keeps Flipping Backwards On The Runway. 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. 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?
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