A good example of this is at the KSC runway when landing on a 90 degree bearing. When dealing with high-speed landings, you may touch down too quickly and cause the front of the plane to smack into the runway. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. This is starting to get really frustrating. Necessary for heavy/long spaceplane. They could go up to 120 m/s on the runway and still not lift up. As lift increases you remove some strain on the gear, however you've just increased the amount of sag. You can post now and register later. 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. I started investigating why this was happening. If you have an account, sign in now to post with your account. I have found a solution to my problem. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. Valve Corporation. I have created planes that have landing gears place right under the wing tips but they still won't work. Unstable Aircraft: "FAR Firehound" (Stock). These should be in the bottom left next to the display of the cost of the aircraft. It is also said that a good landing is one you can walk away from. 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. wings, unless they're very well braced). To slow down faster, you can increase the braking strength of your rear wheels. As such, you will need various control surfaces. Beyond that, you're going to get some wobble once you get close to take off speed. 1. tilt of the plane. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. Reddit and its partners use cookies and similar technologies to provide you with a better experience. I made this aircraft based on real life commercial jet design. One final point to consider is the mass you're planning to store in the fuselage. Increasing the number of intakes will not allow you to continue using your jet engines at higher altitudes. This material may not be published, broadcast, rewritten, or redistributed. 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. 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. And also place them further apart. Plane spins/lurches to the side during takeoff? But, likely guess is your craft is not producing enough lift. Thanks for all the help. 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. You can even try refueling it before recovering your spaceplane further increasing your recovering value. KSC's runway is slightly north of Kerbin's equator and perfectly flat. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. 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! as Shkeec said check gear check gear check gear. Privacy Policy. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. 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. Powered by Invision Community. 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. The plane is clearly unstable. All the weight is pushed on the middle and it can't pull up. I just thought my planes were too heavy or not enough control surfaces. 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 do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. Espaol - Latinoamrica (Spanish - Latin America), http://steamcommunity.com/sharedfiles/filedetails/?id=484107795, http://steamcommunity.com/sharedfiles/filedetails/?id=484107807, http://steamcommunity.com/sharedfiles/filedetails/?id=484107735, http://steamcommunity.com/sharedfiles/filedetails/?id=484107761, http://steamcommunity.com/sharedfiles/filedetails/?id=484119427, http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures, http://steamcommunity.com/sharedfiles/filedetails/?id=484137556, http://images.akamai.steamusercontent.com/ugc/443953434412162923/42B3BB54A6A524CCC2E5C102AD88C8E521790F55/. I've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. All trademarks are property of their respective owners in the US and other countries. Here, the. To takeoff and land at low speed, it's helpful to rotate the wings so the leading edge is slightly above the trailing edge. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) (Yes, you personally, you lucky thing! Remember how you want your center of lift/drag to be behind the center of gravity? Valve Corporation. (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. 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. Flying a Space Station through a GAS GIANT! This plane will be able to take off, travel somewhere, perform a crew report, and then land. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. 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. Check out the following guide for some good info: http://forum.kerbalspaceprogram.com/threads/52080-Basic-Aircraft-Design-Explained-Simply-With-Pictures The problem could be due to several issues. 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. Besides the good advice others have given, I would also be very careful with that little tailwheel. Control surfaces are heavier than wings. I took off and at 60 m/s I was in the air! 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. Hello, I am having a small problem with a plane I have built. Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. I was wrong. 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. 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. 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. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. Then at the top, we'll put one tail fin, centred on the end of the fuselage. Try disabling friction control with on the front landing gears. 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. Hot ground causes air to rise, cooling as it moves away from the heat, which leads to increased density and a resulting fall back down. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. 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. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. Press question mark to learn the rest of the keyboard shortcuts. This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. 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. - Have enough lift, either by a big wing area or high speed. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. Clear editor. 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. Some testing is usually required with new designs to determine the best ascent profile. If you forget to put an air intake on your airplane, don't worry! If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. 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. Everything looks perfectly symmetrical as far as I can tell. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. If you have an account, sign in now to post with your account. First try speed over land reached over 210 m/s before flipping in the last second. 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. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. Clear editor. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. http://www.youtube.com/user/Cruzanak?. Go on, and take the plane capsule which looks like a converted fuel storage device. All of them had one thing in common though. You main problem is your landing gear. KSP handling death investigation High Winds Cause Widespread Power Outages Ohio . I believe the issue is there is not enough control surfaces to offset this issue, but it comes up very easy so it is not a very big deal. If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. 67K subscribers in the KerbalAcademy community. Your link has been automatically embedded. Need to move them up. 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. I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. I can not get any aircraft-style spaceplane take off from the runway, they will stay on until the end, where the engines crash into the ground and explode. This helped immensely and if you haven't been doing this already, do it. The default max stress value is just ridiculous, its like flying in hair gel, everything gets torn apart so easily, like that will ever happen in real life. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. I also used Intake build aid to balance the intakes. You want an elevon on each set of wings. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). 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.