As with everything in KSP, experiment, experiment, experiment. KSP Stock Space Shuttle by _ForgeUser18393701. 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. So I have played the game for 200 hours and I love it. http://kerbalspaceprogram.com, Press J to jump to the feed. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. Does anybidy have any tips on how to build spaceplanes? Wow, if you need 200 m\s to take off, you should think about adding more lift. 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. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. 2022 Take-Two Interactive Software, Inc. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. Some testing is usually required with new designs to determine the best ascent profile. 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. Works well on small 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. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. https://forum.kerbalspaceprogram.com/index.php?/topic/124380-wing-lift-amp-wing-lift-to-drag-ratio-charts/, https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Spaceplane_basics&oldid=100619. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. Note: Your post will require moderator approval before it will be visible. This plane will be able to take off, travel somewhere, perform a crew report, and then land. 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 (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. Basic structure Firstly you're going to want to make a short fuselage. 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. Whether you're storing your fuel in fuselage sections, wing sections, or attached inside of cargo bays, it's generally a good idea to keep equal amounts of fuel at equal distances from your center of mass. They could go up to 120 m/s on the runway and still not lift up. 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). (Source). They all had to use the runway drop to take off. Symmetry placement should give you perfect symmetry, as far as the game is concerned. See if there is still a problem when only travelling slowly, say <20m/s. You want an elevon on each set of wings. 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. See the tutorial below. I don't have any mods but sometimes a problem may be a simple bug. I have created planes that have landing gears place right under the wing tips but they still won't work. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. Thanks for everyone trying to help! I scoured the entire web for a solution, but found no working solution or at least dont work every time. 67K subscribers in the KerbalAcademy community. 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. You should have something called an "Elevon 1"; this will be the moving part for your wings. Please consider starting a new thread rather than reviving this one. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. 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. Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! ), 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". 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. They sometimes coincide with ailerons on some, more space-economical, aircraft. if mounted on not struted part) 2. put your main gear slightly behind center of mass. 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. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. 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? What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. Geometric shape of the body you attach the landing gear to. 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. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. 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. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. However it's huge size can make it tricky to take off from the runway without destroying the engine. 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. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. I dont really need 200m/s for take off. 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. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. 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. Now for the engines. However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. 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. Here is your convenient solution to this problem! If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. EDIT: It was the b9 procedural wings. Balanced fuel saves Kerbal lives. 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. This would indicate two problems. As you approach 35-50 km, your aircraft will most likely level itself out, at which point you can try aiming about five degrees above the horizon line. It is due to the spinning up of the engines. As such, you will need various control surfaces. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. 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. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. 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. - Make sure you have enough control authority to lift the nose up. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. Display as a link instead, Pasted as rich text. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. If the front landing gear touches down first and has its brakes on, it's going to make the rest of your aircraft pivot around it as it's pressed into the ground. That will align with the craft axis. Hit the launch button and watch your magnificent bird fly! 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. Easier just to bring the rear wheels closer as well as a in line reacton wheel. Then at the top, we'll put one tail fin, centred on the end of the fuselage. Descending greater than -10 m/s usually makes a mess. 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. 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. Drive gently off the runway and use the huge grassy field to take off, without care in the world about the plane veering to a side. FAR says it would take an Angle of Attack of 24.3 degrees at 119 m/s to generate enough lift to get it to take off. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). 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. And above all: have fun! 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. 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. Tell ya what, I'm gonna try to recreate that thing in my sandbox and see what I get. For myself, it always was the position of landing gear in terms of pitch. Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. Bit late i know, but i had the same problem. 1. tilt of the plane. my center of lift is always slightly infront of my mass. Install S5 moon rocket By lightbreaker_64. But be careful and don't crash it! Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. 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 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. They all had landing gear placed at the front and at the back. 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. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. 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. as Shkeec said check gear check gear check gear. * Gear not mounted to parts that will flex (e.g. How wide is the base. 2022 Take-Two Interactive Software, Inc. Enable mirror symmetry to save yourself some alignment effort. 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. Thanks for all the help. 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. 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. Paste as plain text instead, 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. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. 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. Do you have new pics after you moved the rear wheels forward? 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. So I have played the game for 200 hours and I love it. All rights reserved. As long as you're in space, your spaceplane won't differ from any spacecraft: you will probably want to add batteries and generators to prevent the command pod from running out of power. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. Cookie Notice This thread is quite old. everytime i make a powered plane, it always flips over and points backwards after i take off. This helps to keep the performance of your spaceplane stable with any amount of fuel. @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. Having said all that, these are the issues you must contend with. You can even try refueling it before recovering your spaceplane further increasing your recovering value. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures Your plane is almost finished. Congratulations! Unstable Aircraft: "FAR Firehound" (Stock). To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. I thought after buying this I would have all the parts I need to build a small plane that can at least get off the ground, but I'm having trouble. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. If you have an account, sign in now to post with your account. I started investigating why this was happening. At around . Hot ground causes air to rise, cooling as it moves away from the heat, which leads to increased density and a resulting fall back down. As you would expect, spaceplanes need wings: they have various shapes and dimensions, and they differ basically in lift rating: you will want to have enough lift to keep your fuselage approximately prograde during your ascent to orbit. Then this tutorial is for you. Secondly, it would suggest that your spaceplane's center of lift is too far forward compared to its center of gravity (causing the uncontrollable spin). KSP 2 speculation: I believe terraforming will be a feature of the game. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. Or maybe launching it in a vertical, Space Shuttle-style config. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. All rights reserved. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. 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. This material may not be published, broadcast, rewritten, or redistributed. 2022 Take-Two Interactive Software, Inc. 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. 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. An alternative is making sure you have complete control of the craft. 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. 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. Those and the fixed main gear are NOTORIOUSLY bouncy.
Nextbase Rear View Camera With Zoom,
Tv Replay Naturiste,
Tennessee Soccer Club Board Of Directors,
Articles K
Comments are closed.