2022 Take-Two Interactive Software, Inc. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! (Idea is moot, if you haven't unlocked them yet.) Do you have a screenshot of the craft? Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. 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. But I am still not sure if there are more reasons or perhaps it is just a physics bug which I am wasting my time on. If there is, I would have found it long ago. 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. Temperature tolerance is the primary consideration for fuselage choice. Subscribe! Or maybe launching it in a vertical, Space Shuttle-style config. . If you forget to put an air intake on your airplane, don't worry! 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. the I place on the wing and attach landing gear on those, it sometimes takes a few tries to find the right spot but well worth it. Some testing is usually required with new designs to determine the best ascent profile. This can easily cause you to crash on landing. 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. It Flips Up And Towards The Opposite Direction. Powered by Invision Community. So I have played the game for 200 hours and I love it. Hello, I am having a small problem with a plane I have built. 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. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. Although I usually only need 50 m/s for most planes to wobble out of control. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. I dont really need 200m/s for take off. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. This page was last edited on 17 December 2021, at 13:14. 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). Necessary for heavy/long spaceplane. 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. 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. Display as a link instead, Besides the good advice others have given, I would also be very careful with that little tailwheel. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. A Ravenspear Mk3 taking off from the Runway in version 1.0.5. 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. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. Basic structure Firstly you're going to want to make a short fuselage. I was wrong. To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. 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. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. 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. 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? I have doubled the max stress value for aerodynamics failure in FAR for every category. i have no idea why this happens please help. 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. Reddit and its partners use cookies and similar technologies to provide you with a better experience. And also place them further apart. 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. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. 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. (Source). Saves a lot of headache in wheels placement. As such, you will need various control surfaces. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. You're going to have a bad time. 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. 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. 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? * Unlock steering and disable brakes on front gear. ), Stable aircraft: "Untitled" (lost the file upon loading after aircraft), Stable jet car: "Untitled" (Lost the file), Speed over land > 350 m/s before veering off the runway, Sometimes Stable Spaceplane: "Hypersonic Experimental". - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). Safety note: Disable the brakes on the front landing gear. An alternative is making sure you have complete control of the craft. I have found a solution to my problem. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . These should be in the bottom left next to the display of the cost of the 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. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. So I have played the game for 200 hours and I love it. See if there is still a problem when only travelling slowly, say <20m/s. All of them had one thing in common though. here are some images and a gif. That will align with the craft axis. 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). And, of course, try to take off and land as slow as possible. 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. Go on, and take the plane capsule which looks like a converted fuel storage device. Spaceplanes generally ascend best on a 10-30 degree incline, often leveling out towards higher altitudes to pick up the maximum horizontal velocity before switching to rocket motors. You want to get up to get the gear tucked away and reduce drag. 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. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. 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. The plane is clearly unstable. 67K subscribers in the KerbalAcademy community. Nothing bad will happen. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. Please consider starting a new thread rather than reviving this one. 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. 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. 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. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! Note: The large delta wing will ensure you won't backflip. Try disabling friction control with on the front landing gears. One final point to consider is the mass you're planning to store in the fuselage. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. 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! 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), whichhinders the plane taking off. (Yes, you personally, you lucky thing! 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. 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 . They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. 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. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. 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. Hit the launch button and watch your magnificent bird fly! This helps to keep the performance of your spaceplane stable with any amount of fuel. I have built lots of spaceplanes. Your wheels should now have 0 degree angle between them, meaning they are both. EDIT: It was the b9 procedural wings. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. 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. 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. Everything looks perfectly symmetrical as far as I can tell. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. I just thought my planes were too heavy or not enough control surfaces. Does anybidy have any tips on how to build spaceplanes? 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!). Install S5 moon rocket By lightbreaker_64. Your plane is almost finished. This material may not be published, broadcast, rewritten, or redistributed. KSP 2 speculation: I believe terraforming will be a feature of the game. This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. * Gear not mounted to parts that will flex (e.g. 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. Upload or insert images from URL. Having said all that, these are the issues you must contend with. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! Display as a link instead, Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures The SSTO I took to Laythe recently has only one minor flaw using this design, I have to raise the landing gear and pull back slightly to take off. 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). The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). 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. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. I'm making sure that I keep trying to get it up but it just wont go! @TheEnvironmentalist There is one more method I'm sure would work in your case, although I didn't write about it because I think it's cheesy and wouldn't solve the root problem. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. 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. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. 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. Another trick is to move the rear landing gear forward, closer to the center of gravity. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. Please consider starting a new thread rather than reviving this one. 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. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. Bit late i know, but i had the same problem. KSP v.22 Takeoff Troubleshooting Guide/Tutorial Lots of info to help get your plane off the runway! LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. 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. 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. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. 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. 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. These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. The problem could be due to several issues. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Thanks for everyone trying to help! 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. 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. Need to move them up. In vanilla KSP, wings have a predefined lift factor. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. 3. make sure your center of mass is slightly in front of center of lift force. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. 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. 2022 Take-Two Interactive Software, Inc. I took off and at 60 m/s I was in the air! Now for the engines. 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. Thank you and happy landings. as Shkeec said check gear check gear check gear. FOX 56 News Video More Videos This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. 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? All the weight is pushed on the middle and it can't pull up. Press question mark to learn the rest of the keyboard shortcuts. Keep your nose pointed prograde as you descend through the atmosphere. KSC's runway is slightly north of Kerbin's equator and perfectly flat. I have also thought about a wider base. Brakes in the back keep you stable. 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. 4. . It's said that takeoffs are optional but landings are mandatory. To slow down faster, you can increase the braking strength of your rear wheels. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. 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. All of them had one thing in common though. Or adding a RATO boosters. Enable mirror symmetry to save yourself some alignment effort. 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. With initial passes, you start off with a periapsis at 50-60 km and gradually lower your apoapsis until you're in an almost circularized low orbit and then transition to your usual re-entry approach. Here is the best aircraft I have created to date: Jet Aircraft. Real planes do this as well. 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. Is there a way to rectify this problem. 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. I see absolutely no need to be traveling that fast down the runway. Next you need landing gear. It is advised to place your control surfaces as far from your center of mass as possible. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). Note: This tutorial was last updated for version 1.7.2. 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. 1. make sure your main gear is not wobbling (ie. 1. make sure your main gear is not wobbling (ie. Maybe ;making the tailwheel less stiff would help, too. 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? At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. But, likely guess is your craft is not producing enough lift. Tell ya what, I'm gonna try to recreate that thing in my sandbox and see what I get. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. Center of Mass and Center of Lift are the usual causes of instability. 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/. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. Plane spins/lurches to the side during takeoff? KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . This is most likely the standard jitterbugging problem. Balanced fuel saves Kerbal lives. For myself, it always was the position of landing gear in terms of pitch. You cannot paste images directly. This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. Note that a Wheesley or Goliath engine can reverse its thrust to allow rapid deceleration during landing, but these are not recommended for a spaceplane due to being unreasonably heavy and inducing excessive drag when attempting to transition to orbital velocities. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. Powered by Invision Community. This thread is quite old. I've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. This is generally an issue of not spacing your landing gears out far enough apart. All trademarks are property of their respective owners in the US and other countries. 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). You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. Either put more engines or reduce the amount of rocket fuel. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) All I have are the parts from the Aerodynamics tech and the gear bay (wheels). Thanks for all the help. 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. Your link has been automatically embedded. As with everything in KSP, experiment, experiment, experiment. 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. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). Your wings provide the lift, and they cant provide lift if your wheels are too far back because then your base is to stable and the craft wont pivot upwards. This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. 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. Beyond that, you're going to get some wobble once you get close to take off speed.