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ksp plane takeoff

1. make sure your main gear is not wobbling (ie. http://kerbalspaceprogram.com, Press J to jump to the feed. It is advised to place your control surfaces as far from your center of mass as possible. Your aircraft might just be too heavy - there might not be enough wing lift for it to take off the ground. 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. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. Clear editor. At around . This thread is archived . 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. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Basic_Plane_Design&oldid=97453, In the front of the plane - In this position, the control surfaces are also known as , In the back of the plane, on the tail - The most usual position; usually, close to the rudder. Although I usually only need 50 m/s for most planes to wobble out of control. How wide is the base. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. A good example of this is at the KSC runway when landing on a 90 degree bearing. 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. 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. DO NOT ANGLE THEM! If you forget to put an air intake on your airplane, don't worry! Here is your convenient solution to this problem! I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. Alright, it's late where I live so I'm gonna hit the hay and come back to it tommorrow, I read on the guide someone sent me and I think it is taht it doesn't have any way of pointing the up, so I'll tinker with some of the wings and see what I can do. All lift-rating means is that the wing section will resist motion perpendicular to its plane. I just thought my planes were too heavy or not enough control surfaces. 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. Some testing is usually required with new designs to determine the best ascent profile. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. As lift increases you remove some strain on the gear, however you've just increased the amount of sag. 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. It is also common to add an Inline Clamp-O-Tron, which, unlike all the other docking ports, can be placed in the middle of the spacecraft (a handy solution, since there is not much space at either end of the craft) to allow your plane to dock with space stations or other spacecrafts. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! Now imagine what happens like that. While it's true that jet engines don't work in space, they offer one large advantage over rocket engines while inside the atmosphere: fuel efficiency. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. 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! Or maybe launching it in a vertical, Space Shuttle-style config. Enable mirror symmetry to save yourself some alignment effort. i have no idea why this happens please help. Congratulations! They all had to use the runway drop to take off. This thread is quite old. When your spaceplane rolls shortly after touchdown, veers to one side and then explodes on the runway, you have a problem with landing stability. They could go up to 120 m/s on the runway and still not lift up. Balanced fuel saves Kerbal lives. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. 2022 Take-Two Interactive Software, Inc. All rights reserved. Works well on small craft. 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. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . 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. 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). All rights reserved. You can post now and register later. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. 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. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. The same principle applies here. Note: Your post will require moderator approval before it will be visible. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. 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. Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. 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. Create an account to follow your favorite communities and start taking part in conversations. It's said that takeoffs are optional but landings are mandatory. Plane wobble during takeoff - KSP1 Gameplay Questions and Tutorials - Kerbal Space Program Forums 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? Pasted as rich text. Any plane needs speed - so you need thrust (usually). 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. And above all: have fun! This page was last edited on 17 December 2021, at 13:14. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Powered by Invision Community. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. 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. 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. If you can maintain level flight at about 30-40 m/s, you should be able to perform an ocean landing if needed. Symmetry placement should give you perfect symmetry, as far as the game is concerned. This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. I also used Intake build aid to balance the intakes. 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. @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. 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. I'm trying to do some of the surveying and taxi-ing missions because now that's all the games giving me but flying with a regular rockets just not working for me. You cannot paste images directly. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. Why is it doing this? * Unlock steering and disable brakes on front gear. Also avoid the basic fin for the same reason. I have doubled the max stress value for aerodynamics failure in FAR for every category. Flying a Space Station through a GAS GIANT! 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. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). Similar principles apply when finding suitable landing sites away from the KSC. Tell ya what, I'm gonna try to recreate that thing in my sandbox and see what I get. 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. They could go up to 120 m/s on the runway and still not lift up. 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). All of them had one thing in common though. - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). Finally you need to make sure it's all balanced, this means the centre of lift marker needs to be very slightly behind the centre of mass marker. Conversely, if you keep all of the fuel in the back, you may find that your center of mass gradually drifts so far in front of your center of lift that you can't keep your nose up anymore, also potentially resulting in a fatal scenario. I have found a solution to my problem. 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. But be careful and don't crash it!

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