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. 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. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. 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. Your very own tutorial.). It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. Control surfaces are heavier than wings. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. (Idea is moot, if you haven't unlocked them yet.) Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. How do I fix this? FOX 56 News Video More Videos For myself, it always was the position of landing gear in terms of pitch. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! Do you have a screenshot of the craft? And also place them further apart. However it's huge size can make it tricky to take off from the runway without destroying the engine. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. if mounted on not struted part) 2. put your main gear slightly behind center of mass. This page was last edited on 17 December 2021, at 13:14. But be careful and don't crash it! I have built lots of spaceplanes. You can post now and register later. LV-N has less than 25% of its full power at Kerbin sea level. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. Works well on small craft. 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. Clear editor. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. 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. A good example of this is at the KSC runway when landing on a 90 degree bearing. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. You want an elevon on each set of wings. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. The FedEx plane pulled back up in time to avoid a collision. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Any plane needs speed - so you need thrust (usually). Geometric shape of the body you attach the landing gear to. 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. Those and the fixed main gear are NOTORIOUSLY bouncy. Powered by Invision Community. Plane wobble during takeoff - KSP1 Gameplay Questions and Tutorials - Kerbal Space Program Forums 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? As such, you will need various control surfaces. 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. Keep in mind that as your altitude increases, your control surfaces and winglets will become increasingly ineffective and will no longer work at all once you leave the atmosphere, so you may need to add alternative control systems like reaction wheels or RCS thrusters. Balanced fuel saves Kerbal lives. I just thought my planes were too heavy or not enough control surfaces. Easier just to bring the rear wheels closer as well as a in line reacton wheel. This allows you to avoid the extra weight and mass of additional fuselage parts, so you only have to deal with the extra weight of the fuel itself. Need to move them up. 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. I have also thought about a wider base. Thank you and happy landings. if mounted on not struted part). Pasted as rich text. This helps to keep the performance of your spaceplane stable with any amount of fuel. 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. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. 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. Try disabling friction control with on the front landing gears. 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! After placing wheels I always use the rotate gizmo on snap with absolute orientation. Another trick is to move the rear landing gear forward, closer to the center of gravity. http://www.youtube.com/user/Cruzanak?. Thanks for all the help. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. Wow, if you need 200 m\s to take off, you should think about adding more lift. To slow down faster, you can increase the braking strength of your rear wheels. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 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. A plane is any craft which flies horizontally in an atmosphere utilizing lift primarily generated by wings, winglets, or control surfaces. 1. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. I started investigating why this was happening. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). I'm making sure that I keep trying to get it up but it just wont go! Tell ya what, I'm gonna try to recreate that thing in my sandbox and see what I get. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. Hit the launch button and watch your magnificent bird fly! KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. Your previous content has been restored. All of them had one thing in common though. So if I start encountering wobble it's time to pull back on the stick and get in the air. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. 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? (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. Here's a quick installment in to the. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. Now for the engines. 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. To recover the most value from your spaceplane, you should try to land on the runway at the Space Center (this tutorial, although it has been written for spacecraft and not spaceplanes, is a great help). As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. However, I want to place my wheels where i want to and not only on X parallel surfaces. Hello, I am having a small problem with a plane I have built. In vanilla KSP, wings have a predefined lift factor. 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 . 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. . I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. All of them had one thing in common though. I made this aircraft based on real life commercial jet design. This is most likely the standard jitterbugging problem. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! Although I usually only need 50 m/s for most planes to wobble out of control. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. i have no idea why this happens please help. 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. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. This is starting to get really frustrating. 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. 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. That said, parachutes are an exceedingly effective means of reducing your stopping distance. You cannot paste images directly. Congratulations! 1. tilt of the plane. 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. These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. 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. Here is your convenient solution to this problem! 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. 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). My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. Your link has been automatically embedded. - Make sure you have enough control authority to lift the nose up. 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. Keep your nose pointed prograde as you descend through the atmosphere. 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. 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). Bit late i know, but i had the same problem. Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). I scoured the entire web for a solution, but found no working solution or at least dont work every time. All trademarks are property of their respective owners in the US and other countries. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. 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. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. This helped immensely and if you haven't been doing this already, do it. 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. Let it get good and clear of the ground before applying any control to it. Then this tutorial is for you. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. 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. 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! Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. Thanks for the help guys. I have doubled the max stress value for aerodynamics failure in FAR for every category. as Shkeec said check gear check gear check gear. I am definitely aware that there are multiple reasons as to why the plane flips. Paste as plain text instead, So the answer is: in the SPH, click on your front gear, set the spring to .5 and set the damper to .5 -- then save it and give it another shot at launching. This is all right if their high efficiency saves enough fuel, but that may not be the case in small spaceplanes with limited fuel capacity. Necessary for heavy/long spaceplane. This is generally an issue of not spacing your landing gears out far enough apart. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. 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). If there is, I would have found it long ago. Or maybe launching it in a vertical, Space Shuttle-style config. 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. Cookie Notice I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. 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. 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. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. 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. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. wings, unless they're very well braced). Create an account to follow your favorite communities and start taking part in conversations. Note: Your post will require moderator approval before it will be visible. 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. Besides the good advice others have given, I would also be very careful with that little tailwheel. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. First try speed over land reached over 210 m/s before flipping in the last second. That will align with the craft axis. I was wrong. EDIT: It was the b9 procedural wings. here are some images and a gif. Plane spins/lurches to the side during takeoff? LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. Unfortunately, with only these basic parts, landing on the runway won't be easy; a viable alternative is to throttle down to nothing, then belly-flop in the ocean. 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. 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. 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. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). 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. (Yes, you personally, you lucky thing! https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. Throttle up to full, activate SAS, stage to start the engine (you'll only have one stage here), and start rolling (or sliding) down the runway! 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. 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. 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.