Do you have a screenshot of the craft? 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. everytime i make a powered plane, it always flips over and points backwards after i take off. Such as not producing lift, which is not what you want with a plane. And at the extreme, producing down force, which I'm sure would cause more gear issues. Thanks for all the help. All trademarks are property of their respective owners in the US and other countries. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. 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 should have something called an "Elevon 1"; this will be the moving part for your wings. 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. 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. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. Basic structure Firstly you're going to want to make a short fuselage.
Why does my plane roll left on takeoff : r/KerbalSpaceProgram - reddit 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. Besides the good advice others have given, I would also be very careful with that little tailwheel. One FL-T100 tank can't power any rocket into space, yet a Shock Cone Intake, a Mk1 Inline Cockpit, a half-filled FL-T100 and a J-X4 "Whiplash" Turbo Ramjet Engine aimed in the general direction of "up" will let you laugh your way past the 70km mark at nearly 1200m/s. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. This can easily cause you to crash on landing. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. 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! 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.
My spaceplanes keep drifting off runway during takeoff. What am I doing I have found a solution to my problem. I have done everything imaginable to try to remedy this problem. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. if its too far behind plane cannot lift. 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. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. Upload or insert images from URL. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. 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. I was wrong. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. KSP Stock Space Shuttle by _ForgeUser18393701. 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. If you have an account, sign in now to post with your account. Those and the fixed main gear are NOTORIOUSLY bouncy. 2022 Take-Two Interactive Software, Inc.
Flying a Space Station through a GAS GIANT! - KSP - YouTube Powered by Invision Community.
Plane wobble during takeoff - Kerbal Space Program Forums All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. my planes keep flipping backwards on take off .
Mechjeb Spaceplane Guidance : r/KerbalSpaceProgram - reddit Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. 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. Now right click each elevon and the tail fin and set what movement each controls; the ones on the large wings control roll only, the ones on the back wings control pitch only, and the tail fin controls yaw only.
Kerbal Space Program 2's early access launch is only for seasoned You've just unlocked "Aviation" tech, you have a bunch of contracts that require you to stay at low altitude, and you want to build your first plane? 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. Necessary for heavy/long spaceplane.
FAA investigating 'close call' between planes at Boston airport Bit late i know, but i had the same problem. Your wheels should now have 0 degree angle between them, meaning they are both. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. That will align with the craft axis. All rights reserved.
Does your plane never pull up taking off? I have been building - reddit All of them had one thing in common though. I have created planes that have landing gears place right under the wing tips but they still won't work. 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. Do you have new pics after you moved the rear wheels forward? 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. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. 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. They sometimes coincide with elevators. 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. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. 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 that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. 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. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. Either put more engines or reduce the amount of rocket fuel. Clear editor. Next you need landing gear. It is also said that a good landing is one you can walk away from.
KSP 2 || First Plane Take-off || Kerbal Space Program 2 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. Hit the launch button and watch your magnificent bird fly! here are some images and a gif. Install S5 moon rocket By lightbreaker_64.
Plane bouncing on takeoff - Kerbal Space Program Forums I managed to successfully takeoff and land this aircraft at least 20 times in a roll now and I haven't even lost a single pilot flying this. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. 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. Heavy Cargo Space Plane SSTO Download. Re-entry heating can destroy parts of your spaceplane, or destroy it entirely. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. EDIT: It was the b9 procedural wings. Now for the engines. Your previous content has been restored. This helps to keep the performance of your spaceplane stable with any amount of fuel. 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 dont really need 200m/s for take off.
Tutorial:Basic SSTO Design - Kerbal Space Program Wiki As you reach 100m/s, hold S to pull the stick back, and you should be in the air! First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet.
How to make aircraft take off - Kerbal Space Program Forums They could go up to 120 m/s on the runway and still not lift up. I started investigating why this was happening. In vanilla KSP, wings have a predefined lift factor. 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. (Source). The problem could be due to several issues. Create an account to follow your favorite communities and start taking part in conversations. 1. tilt of the plane. For all your gaming related, space exploration needs. 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. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. A good example of this is at the KSC runway when landing on a 90 degree bearing. 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. as Shkeec said check gear check gear check gear. When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). All the weight is pushed on the middle and it can't pull up. Cookie Notice You can even try refueling it before recovering your spaceplane further increasing your recovering value. Keep your nose pointed prograde as you descend through the atmosphere. 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. Note: The large delta wing will ensure you won't backflip. 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! * Gear not mounted to parts that will flex (e.g. 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. However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. 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. Everything looks perfectly symmetrical as far as I can tell. This thread is archived . KSC's runway is slightly north of Kerbin's equator and perfectly flat.
http://www.youtube.com/user/Cruzanak?. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. The same principle applies here.
Planes and Ships - Shareables - Kerbal Space Program - CurseForge My Space Plane Keeps Flipping Backwards On The Runway. See if there is still a problem when only travelling slowly, say <20m/s. You're going to have a bad time. wings, unless they're very well braced). They all had landing gear placed at the front and at the back. That, combined with a Unity joint bug, makes your plane bounce. 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. All of them had one thing in common though. I was wrong. - Have enough lift, either by a big wing area or high speed. Unstable Aircraft: "FAR Firehound" (Stock). You main problem is your landing gear. mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 spaceplane parts for the engines. Center of Mass and Center of Lift are the usual causes of instability. I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. Some testing is usually required with new designs to determine the best ascent profile. 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. my center of lift is always slightly infront of my mass. 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 such, you will need various control surfaces. 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 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. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch.
Kerbal Space Program 2 - Overview and Tutorial for All the New Parts