This is for the same reason that you keep your fuel balanced. This page was last edited on 19 February 2020, at 07:08. my planes keep flipping backwards on take off : r/KerbalAcademy - reddit Valve Corporation. 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). 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. 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. If, instead, all goes well, then once your jet engines have shut down you will need to start the second part of your space mission by switching to rockets. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. Any ideas? To slow down faster, you can increase the braking strength of your rear wheels. Mechjeb Spaceplane Guidance. You can deploy your chutes just prior to touchdown for rapid deceleration. Powered by Invision Community. At around . And above all: have fun! This is most likely the standard jitterbugging problem. I have built lots of spaceplanes. 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. Plane spins/lurches to the side during takeoff? * Gear not mounted to parts that will flex (e.g. All of them had one thing in common though. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. Alternatively, if you're returning from a high orbit or from an interplanetary trip, you can try repeated shallow passes through the atmosphere. here are some images and a gif. 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). Plane wobble during takeoff - Kerbal Space Program Forums 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. 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. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. DO NOT ANGLE THEM! Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. 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. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. Controllability of a plane is on you. This is also the same reason why planes start rolling toward the middle of the runway; because both ends of the runway are further from the center of Kerbin than the middle (because it's totally flat), the runway is a valley from a gravitational frame of reference. 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. 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. An aircraft without control surfaces is like a rocket without RCS or reaction wheels - it will hardly turn and will be equally hard to control (perhaps even impossible!). You want an elevon on each set of wings. 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. The only drawback to the reduced friction is reduced steering control, so this setting may need to be adjusted when taxiing to/from a runway, but should otherwise be kept minimal for takeoff and landing. All rights reserved. KSP Quick Guides: Takeoff Troubleshooting Stock v.22 - YouTube This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. Beyond that, you're going to get some wobble once you get close to take off speed. KSP 2 || First Plane Take-off || Kerbal Space Program 2 Having said all that, these are the issues you must contend with. I also used Intake build aid to balance the intakes. An alternative is making sure you have complete control of the craft. My plane usually take off at a little over 120m/s. If there is, I would have found it long ago. 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. Note: Your post will require moderator approval before it will be visible. My Space Plane Keeps Flipping Backwards On The Runway. Those and the fixed main gear are NOTORIOUSLY bouncy. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. Center of Mass and Center of Lift are the usual causes of instability. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. 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. Heavy Cargo Space Plane SSTO Download. Or adding a RATO boosters. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. 3. make sure your center of mass is slightly in front of center of lift force. Here, the. 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. They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. 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 keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! Why does my plane roll left on takeoff : r/KerbalSpaceProgram - reddit 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. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. 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. Although I usually only need 50 m/s for most planes to wobble out of control. Note: This tutorial was last updated for version 1.7.2. However, they are extremely heavy for their power, weighing as much as a conventional rocket nearly 11 times more powerful. I just thought my planes were too heavy or not enough control surfaces. 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. Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! It Flips Up And Towards The Opposite Direction. 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. Here is your convenient solution to this problem! If you forget to put an air intake on your airplane, don't worry! if its too far behind plane cannot lift. Doesnt make sense so just do this: Nope that didn't solve anything, even when the plane is past the runway and gliding on the little bit of space before the ocean it will slowly lower to the ocean, what am I doing wrong? Flying a Space Station through a GAS GIANT! However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. 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. I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. 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. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. Do you have a screenshot of the craft? Landing is hard. When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. @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. 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. 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. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. wings, unless they're very well braced). This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. Also avoid the basic fin for the same reason. Enable mirror symmetry to save yourself some alignment effort. Here is your convenient solution to this problem! . Nothing bad will happen. Paste as plain text instead, My plane won't take off :: Kerbal Space Program - Steam Community Kerbal Space Program 2's early access launch is only for seasoned Powered by Invision Community. Elevators are usually places in the front or back of an aircraft, and their function, as the name implies, is to change the pitch of the nose up and down. Valve Corporation. Now put on center of mass and center of lift view, and move the delta wings until the center of lift is slightly behind of the center of mass - not in front, otherwise your aircraft will be able to easily flip out of control. 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. Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. 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. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. Thank you and happy landings. This thread is quite old. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. It is usually placed back because it can be placed further back than it is possible in the front (if it is placed in the front, it can obstruct the view of the pilot, which is undesired) as well as making the plane unstable (by the same effect that you would get if the center of lift (horizontal lifting surfaces) were in front of the center of mass, but with vertical surfaces). Here's a quick installment in to the. Planes and Ships - Shareables - Kerbal Space Program - CurseForge 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. FOX 56 News Video More Videos 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? http://kerbalspaceprogram.com, Press J to jump to the feed. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. 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. A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. 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! 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. 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. Your previous content has been restored. S5 moon rocket by lightbreaker_64. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. 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. The reverse also happens. 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. 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. You main problem is your landing gear. Tutorial: Basic Plane Design - Kerbal Space Program Wiki Works well on small craft. The most dangerous part of a spaceplane flight is returning from orbit. This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. Otherwise, you can either shift your wings till it's right (though this may crowd them near the back), or you can very slightly rotate the big wings so they're slightly higher near the front of the plane. You cannot paste images directly. For this to happen, I'm assuming you're using rocket fuel tanks. Saves a lot of headache in wheels placement. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. How wide is the base. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. Hit the launch button and watch your magnificent bird fly! my center of lift is always slightly infront of my mass. 4. 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. Remember how you want your center of lift/drag to be behind the center of gravity? And at the extreme, producing down force, which I'm sure would cause more gear issues. 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 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. The plane is clearly unstable. Your plane is almost finished. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa Do agree that the rear wheels either need to be brought closer or or the Nenter of mass needs to be move closer to the rear wheels. Privacy Policy. Please consider starting a new thread rather than reviving this one. For example, having your landing gears located near the ends of the wings is an easy way to ensure that you don't roll and shred your wings when landing or taking off. I have also thought about a wider base. It is also said that a good landing is one you can walk away from. 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. However it's huge size can make it tricky to take off from the runway without destroying the engine. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. 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. KSP Stock Space Shuttle by _ForgeUser18393701. So I have played the game for 200 hours and I love it. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. . 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! I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. Does anybidy have any tips on how to build spaceplanes? See if there is still a problem when only travelling slowly, say <20m/s. For an example, see the A-10 Warthog's landing gears: link. (Idea is moot, if you haven't unlocked them yet.) Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). It doesn't really matter if you angle them or not, there is not a single configuration for the wheels that can work on all plane parts. Go on, and take the plane capsule which looks like a converted fuel storage device. 2022 Take-Two Interactive Software, Inc. Your link has been automatically embedded. I've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. Some testing is usually required with new designs to determine the best ascent profile. I don't have any mods but sometimes a problem may be a simple bug. 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. 2022 Take-Two Interactive Software, Inc. I just thought my planes were too heavy or not enough control surfaces. Similar principles apply when finding suitable landing sites away from the KSC. I scoured the entire web for a solution, but found no working solution or at least dont work every time. 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. 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. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. The same principle applies here. Firstly you're going to want to make a short fuselage. All rights reserved. Geometric shape of the body you attach the landing gear to. [KSP] - Heavy Seaplane Take-off, Water-landing and Re-take-off! Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. 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. 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. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. 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? Your link has been automatically embedded. I was wrong. Tutorial:Aeris 4A mission - Kerbal Space Program Wiki Safety note: Disable the brakes on the front landing gear. Thanks for everyone trying to help! Does your plane never pull up taking off? I have been building - reddit 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. 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). I checked my planes and I found the problem. Plane bouncing on takeoff - Kerbal Space Program Forums Now imagine what happens like that. You can even try refueling it before recovering your spaceplane further increasing your recovering value. They sometimes coincide with ailerons on some, more space-economical, aircraft. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. 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. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. Second try, speed over land reached over 210 m/s and it didn't flip. For more information, please see our 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). 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! This material may not be published, broadcast, rewritten, or redistributed. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. But, likely guess is your craft is not producing enough lift. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. The issue is my plane rolls very sharply to the left any time I pitch up. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. 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. (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.