ksp plane takeoff

ksp plane takeoff

Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. So I have played the game for 200 hours and I love it. i have no idea why this happens please help. 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. If you can give a craft file and a mod list I could take a look. You cannot paste images directly. Hit the launch button and watch your magnificent bird fly! 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), which hinders the plane taking off. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. It is also advisable to add some control surfaces to your plane to have some control in the atmosphere: you can manually add them to the wings or choose winglets with effective control surfaces, like the Standard Canard. I was wrong. 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. Make sure that all of your landing gears are pointing in exactly the same direction. Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. 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. I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. The centre of mass was between the 2 landing gears. As with everything in KSP, experiment, experiment, experiment. So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. 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. This page was last edited on 19 February 2020, at 07:08. I checked my planes and I found the problem. They could go up to 120 m/s on the runway and still not lift up. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. Slowly pitch up to avoid overheating. And, of course, try to take off and land as slow as possible. When your altitude reaches 35km, start pulling up gently. - Make sure you have enough control authority to lift the nose up. Notice how the landing gears are placed out on the wings. Cookie Notice An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . 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. Wow, if you need 200 m\s to take off, you should think about adding more lift. These should be in the bottom left next to the display of the cost of the aircraft. 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). Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. KSC's runway is slightly north of Kerbin's equator and perfectly flat. Nothing bad will happen. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. DO NOT ANGLE THEM! The issue is my plane rolls very sharply to the left any time I pitch up. Or adding a RATO boosters. 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! The problem could be due to several issues. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. Symmetry placement should give you perfect symmetry, as far as the game is concerned. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. 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. They all had landing gear placed at the front and at the back. It's said that takeoffs are optional but landings are mandatory. As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. You want to start by attaching a Mk 0 Liquid Fuel Tank under the wings, making sure you're mirrored so it goes under both wings. 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. 1. make sure your main gear is not wobbling (ie. They all had to use the runway drop to take off. Bit late i know, but i had the same problem. 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. Firstly you're going to want to make a short fuselage. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. Center of Mass and Center of Lift are the usual causes of instability. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! 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. 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. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. 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. In an aircraft with two or more engines, this can potentially cause you to enter a flat spin which can be unrecoverable if your center of mass is behind your center of lift. Paste as plain text instead, All I have are the parts from the Aerodynamics tech and the gear bay (wheels). Flying a Space Station through a GAS GIANT! Your wheels should now have 0 degree angle between them, meaning they are both. 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). Is there a way to rectify this problem. wings, unless they're very well braced). Note: The large delta wing will ensure you won't backflip. 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 moved the back landing gear to right underneath the COM. As such, you will need various control surfaces. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. Depending on which surface you place them on, they might not be parallel to the axis in which case. everytime i make a powered plane, it always flips over and points backwards after i take off. 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. You want an elevon on each set of wings. 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. 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. Your link has been automatically embedded. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . my center of lift is always slightly infront of my mass. Any ideas? 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. 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. 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. You should have something called an "Elevon 1"; this will be the moving part for your wings. Also avoid the basic fin for the same reason. I've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. Here's a quick installment in to the. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. 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. 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. * Unlock steering and disable brakes on front gear. You can post now and register later. Display as a link instead, 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. Beyond that, you're going to get some wobble once you get close to take off speed. I see absolutely no need to be traveling that fast down the runway. 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. See the tutorial below. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). The tutorial below explains everything very well. 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! Plane spins/lurches to the side during takeoff? If you have an account, sign in now to post with your account. Check out the following guide for some good info: Your wheel base is the problem. 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). 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. 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. 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. Quick context, I am a software engineer. These occur at their worst when your center of gravity is far ahead of your rear landing gears and you have a heavy plane at high speeds and a high angle of attack on landing, resulting in your front landing gear rapidly striking the runway after your rear landing gears touchdown. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. My plane usually take off at a little over 120m/s. I scoured the entire web for a solution, but found no working solution or at least dont work every time. 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? (Source). 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. Clear editor. You want to get up to get the gear tucked away and reduce drag. The same principle applies here. Basic structure Firstly you're going to want to make a short fuselage. 1. tilt of the plane. And also place them further apart. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. It is also said that a good landing is one you can walk away from. I also used Intake build aid to balance the intakes. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. Please consider starting a new thread rather than reviving this one. 2022 Take-Two Interactive Software, Inc. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. Temperature tolerance is the primary consideration for fuselage choice. I have built lots of spaceplanes. Saves a lot of headache in wheels placement. Note that as you fly higher the air intakes will become less effective and you may come to a point when the engines will shut down due to the lack of air. You can even try refueling it before recovering your spaceplane further increasing your recovering value. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. In vanilla KSP, wings have a predefined lift factor. All you need to do is add landing gear (one right before the cockpit, and two on the tips or middle of the wings), and you're done! Note: Your post will require moderator approval before it will be visible. . To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. I am definitely aware that there are multiple reasons as to why the plane flips. 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). KSP v.22 Takeoff Troubleshooting Guide/Tutorial Lots of info to help get your plane off the runway! 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. Here is your convenient solution to this problem! 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. 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. Privacy Policy. Enable mirror symmetry to save yourself some alignment effort. 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. Hello, I am having a small problem with a plane I have built. However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. 5.whether the body you anchor the landing gears to are firm. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). 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. You can deploy your chutes just prior to touchdown for rapid deceleration. Although I usually only need 50 m/s for most planes to wobble out of control. As the title says, my plane dips and turns to the side, clips its wing on the runway and loses it, does the same on the other side, then crashes and explodes, without even getting airborne. 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. They all had to use the runway drop to take off. 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. 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. How do I fix this? My Space Plane Keeps Flipping Backwards On The Runway. Powered by Invision Community. Your previous content has been restored. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Works well on small craft. This thread is archived . Does anybidy have any tips on how to build spaceplanes? Controllability of a plane is on you. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. Even with a stable landing, you may find that you don't have enough room on your desired landing area to come to a stop before you reach the end. 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. 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. 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. [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . Increasing the number of intakes will not allow you to continue using your jet engines at higher altitudes. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. here are some images and a gif. 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. When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. I just thought my planes were too heavy or not enough control surfaces. if mounted on not struted part). Then this tutorial is for you. 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. When I use it for spaceplane guidance it keeps me on the correct heading, but the flight is very busy sine wave of a path. If you have a very short length of runway remaining and your parachutes can't slow you down fast enough, you'll be forced to cut the chutes and attempt a second landing without them. It Flips Up And Towards The Opposite Direction. 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. Safety note: Disable the brakes on the front landing gear. Besides the good advice others have given, I would also be very careful with that little tailwheel.

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ksp plane takeoff