https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. Upload or insert images from URL. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. 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. 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. Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures Any ideas? How wide is the base. Clear editor. Next you need landing gear. This plane will be able to take off, travel somewhere, perform a crew report, and then land. I made a KSP replica of the Horten Ho 229 while trying to make a short takeoff plane.If you have any questions or suggestions, let me know in the comments.My. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. 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. Or maybe launching it in a vertical, Space Shuttle-style config. They sometimes coincide with ailerons on some, more space-economical, aircraft. If your spaceplane is difficult to land when full of fuel but easy to land when empty, then it may be helpful to burn off or transfer out most of the excess fuel before landing to make the aircraft lighter. 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. 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. Thanks for everyone trying to help! my center of lift is always slightly infront of my mass. Aim to get your speed below 50m/s, and have plenty of water ahead of you; keep the plane level, and pitch up to shed velocity. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). 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. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. Maybe ;making the tailwheel less stiff would help, too. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. They could go up to 120 m/s on the runway and still not lift up. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take 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. Display as a link instead, 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. If your Mk3 design jam-packed full of heavy gear can't seem to survive reentry, one option might be to reduce the payload a bit. 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. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. Create an account to follow your favorite communities and start taking part in conversations. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). For more information, please see our You can post now and register later. Let it get good and clear of the ground before applying any control to it. 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. 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. But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. . Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. 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. If you have seen the examples above, I have planes that have angled landing gear and they work perfectly, yet some planes with straight landing gears don't. And at the extreme, producing down force, which I'm sure would cause more gear issues. I've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. They could go up to 120 m/s on the runway and still not lift up. So I started a new career file after not really playing for a long time and I'm now at the point where I just dropped 45 Science to unlocked Aviation to get some of the plane parts that I need. I dunno why but this picture makes the one side look like it is tipped in but I know they are straight, I believe it just the angle that the picture was taken that is causing it to look like this. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. I started investigating why this was happening. 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. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. One final point to consider is the mass you're planning to store in the fuselage. This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. 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. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. Or adding a RATO boosters. . You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. That will align with the craft axis. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. I don't have any mods but sometimes a problem may be a simple bug. To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. S5 moon rocket by lightbreaker_64. 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. 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. Depending on which surface you place them on, they might not be parallel to the axis in which case. 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! If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. 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. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. This is most likely the standard jitterbugging problem. 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. Powered by Invision Community. It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. Powered by Invision Community. 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? I have found a solution to my problem. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. Having said all that, these are the issues you must contend with. You can post now and register later. I moved the back landing gear to right underneath the COM. 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. LV-N has less than 25% of its full power at Kerbin sea level. Besides the good advice others have given, I would also be very careful with that little tailwheel. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. 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. 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. The plane is clearly unstable. Either put more engines or reduce the amount of rocket fuel. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. wings, unless they're very well braced). I am definitely aware that there are multiple reasons as to why the plane flips. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. I feel tat it is either due to the symmetry placement in this game being inaccurate or certain parts where i anchor my landing gears on are not perfectly symmetrical and the physics calculation is just too sensitive about even the slightest misalignment. However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. Slowly pitch up to avoid overheating. Be aware that while this angle will provide the lowest possible landing speed for your spaceplane, it will create problems if your center of gravity is too far ahead of your rear landing gears (causing a high-speed nose collision on touchdown) or if your rear landing gears are too far ahead of your engines, causing them to strike the runway first. 2022 Take-Two Interactive Software, Inc. At around . The problem could be due to several issues. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. I shouldn't have placed landing gears on the fuselage, I found that placing landing gears on flat surfaces like wings make landing gears a lot more stable. Does anybidy have any tips on how to build spaceplanes? Here is the best aircraft I have created to date: Jet Aircraft. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! 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. But be careful and don't crash it! if mounted on not struted part) 2. put your main gear slightly behind center of mass. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. Some testing is usually required with new designs to determine the best ascent profile. 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. This material may not be published, broadcast, rewritten, or redistributed. 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. You want to get up to get the gear tucked away and reduce drag. As lift increases you remove some strain on the gear, however you've just increased the amount of sag. All of them had one thing in common though. 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. Pasted as rich text. 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). Real planes do this as well. 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. 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.