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. 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: Your post will require moderator approval before it will be visible. I removed them and it works fine now. However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. 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. Here is the best aircraft I have created to date: Jet Aircraft. Firstly you're going to want to make a short fuselage. Tell ya what, I'm gonna try to recreate that thing in my sandbox and see what I get. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. If you've been able to successfully re-enter on previous low orbit test runs, you should be able to use this method to achieve similar rates of success once you've slowed down sufficiently. 67K subscribers in the KerbalAcademy community. 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 exceeds 75% of its full power at just 7700m altitude on Kerbin. 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. Description: "Originally called the Cockpit-plus-two, the 5 seat "Cockatoo" is a second-generation command pod that provides both safety and comfort It is rumored to have enough room to pack several days of emergency snack rations and board games" Useful stats: As the description states this large command pod holds 5 kerbals 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. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. I have built lots of spaceplanes. Similar principles apply when finding suitable landing sites away from the KSC. Congratulations! They all had to use the runway drop to take off. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. You can deploy your chutes just prior to touchdown for rapid deceleration. Be warned that if you do not provide sufficient air intakes for the engines you've placed, you may find that some of your engines shut down before others. Clear editor. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. 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. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). Note: Your post will require moderator approval before it will be visible. Here's a quick installment in to the. 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? 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. A good example of this is at the KSC runway when landing on a 90 degree bearing. All of them had one thing in common though. This helps to keep the performance of your spaceplane stable with any amount of fuel. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. Wow, if you need 200 m\s to take off, you should think about adding more lift. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. A Ravenspear Mk3 taking off from the Runway in version 1.0.5. Please consider starting a new thread rather than reviving this one. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . You cannot paste images directly. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. 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. Try disabling friction control with on the front landing gears. 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. If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. Angled landing gear create rotational force for whatever reason. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. 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. When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. Or maybe launching it in a vertical, Space Shuttle-style config. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. Also avoid the basic fin for the same reason. It is due to the spinning up of the engines. And, of course, try to take off and land as slow as possible. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures Display as a link instead, 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 should have something called an "Elevon 1"; this will be the moving part for your wings. 2022 Take-Two Interactive Software, Inc. 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). 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. Then this tutorial is for you. The plane is clearly unstable. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. Slowly pitch up to avoid overheating. At around . 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 . - Have enough lift, either by a big wing area or high speed. My plane usually take off at a little over 120m/s. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). 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. 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! Mechjeb Spaceplane Guidance. Note: The large delta wing will ensure you won't backflip. This plane will be able to take off, travel somewhere, perform a crew report, and then land. 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. 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. Though, I use the FAR mod which will change things, so I can't guarantee the results will be useful, but it might be interesting. Notice how the landing gears are placed out on the wings. If there is, I would have found it long ago. These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. This is an important distinction; a plane with great lift rating but without any control surfaces will fly easily but will be almost uncontrollable. The FedEx plane pulled back up in time to avoid a collision. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. This is starting to get really frustrating. Paste as plain text instead, 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. When your altitude reaches 35km, start pulling up gently. 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. 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. 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. Thanks for everyone trying to help! Those and the fixed main gear are NOTORIOUSLY bouncy. This can easily cause you to crash on landing. 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). 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. Display as a link instead, 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. In vanilla KSP, wings have a predefined lift factor. Easier just to bring the rear wheels closer as well as a in line reacton wheel. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. Install S5 moon rocket By lightbreaker_64. It's a prolem enough I have sever differen gear subassemblies that are stable (un wobbly) I can then position depending on COM. FOX 56 News Video More Videos Please consider starting a new thread rather than reviving this one. I was wrong. Quick context, I am a software engineer. Create an account to follow your favorite communities and start taking part in conversations. 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 also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. Pasted as rich text. 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. 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! Your link has been automatically embedded. 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. 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. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). 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. Ideally, you ought to test landing the spaceplane with full fuel tanks and with nearly empty fuel tanks prior to taking your spaceplane to orbit. 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. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. 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!). Clear editor. Upload or insert images from URL. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . First try speed over land reached over 210 m/s before flipping in the last second. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. Descending greater than -10 m/s usually makes a mess. I moved the back landing gear to right underneath the COM. 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. 3. angle of the wheels. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. All rights reserved. Does anybidy have any tips on how to build spaceplanes? Go on, and take the plane capsule which looks like a converted fuel storage device. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. Heavy Cargo Space Plane SSTO Download. This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. Your wheels should now have 0 degree angle between them, meaning they are both. Control surfaces are heavier than wings. 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. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. S5 moon rocket by lightbreaker_64. In subsequent missions, you may want to launch with less fuel to cut down on cost and make landing a quicker and easier process. KSP 2 speculation: I believe terraforming will be a feature of the game. They could go up to 120 m/s on the runway and still not lift up. To maximize lift, your aircraft should rest on the ground with the fuselage tilted upward at anywhere up to a 25-27 angle so that the wings will end up tilted back at up to 30. 1. make sure your main gear is not wobbling (ie. Pasted as rich text. 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. Alternatively, you can try landing at higher speeds with your nose pointed further down, but this increases challenges with stability and deceleration while on the runway. Reddit and its partners use cookies and similar technologies to provide you with a better experience. I scoured the entire web for a solution, but found no working solution or at least dont work every time. I have doubled the max stress value for aerodynamics failure in FAR for every category. You're going to have a bad time. 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. I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. For all your gaming related, space exploration needs. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. When landing, you can achieve the highest lift for a given speed by raising the total angle of attack of your wings to 30 degrees (although this induces a great deal of drag). (Yes, you personally, you lucky thing! Basic structure Firstly you're going to want to make a short fuselage. What you ought to be using is the Swept Wings and Elevon 1s instead of the Delta-Deluxe Winglets. It is also said that a good landing is one you can walk away from. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa 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). Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. I was wrong. Re-entry heating can destroy parts of your spaceplane, or destroy it entirely. 1. make sure your main gear is not wobbling (ie. If you can give a craft file and a mod list I could take a look. After a successful touchdown, high-speed motion on the runway (let alone uneven ground) can be unstable, causing the aircraft to careen to one side or the other, potentially resulting in loss of a wing and sometimes the entire aircraft. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator.