It is due to the spinning up of the engines. This page was last edited on 17 December 2021, at 13:14. If you can give a craft file and a mod list I could take a look. This can easily cause you to crash on landing. 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. 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. 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. (Idea is moot, if you haven't unlocked them yet.) Hit the launch button and watch your magnificent bird fly! Display as a link instead, mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 . All rights reserved. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. If you have an account, sign in now to post with your account. Either one of those being misaligned will cause instability on the runway during takeoff (and the engines misaligned will cause flight problems). Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. Controllability of a plane is on you. 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. 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. 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. Thanks for everyone trying to help! Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. Re-entry heating can destroy parts of your spaceplane, or destroy it entirely. Let it get good and clear of the ground before applying any control to it. 1. tilt of the plane. I have doubled the max stress value for aerodynamics failure in FAR for every category. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa 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. Try disabling friction control with on the front landing gears. When gear is placed, it has just one point of attachment. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. Powered by Invision Community. 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. 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. All trademarks are property of their respective owners in the US and other countries. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. 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. It can be helpful to use a slightly taller front landing gear and slightly shorter rear landing gears so that your fuselage points slightly upward on the ground, thereby increasing the angle of attack of your wings while on the ground. 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). 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. The reverse also happens. My plane usually take off at a little over 120m/s. This plane will be able to take off, travel somewhere, perform a crew report, and then land. How to Fly a Plane - KSP Beginner's Tutorial - YouTube 0:00 / 25:53 How to Fly a Plane - KSP Beginner's Tutorial Mike Aben 30.6K subscribers 78K views 2 years ago KSP - Absolute Beginner's. See the tutorial below. 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. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) 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. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). Increasing the number of intakes will not allow you to continue using your jet engines at higher altitudes. And also place them further apart. 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. I just thought my planes were too heavy or not enough control surfaces. 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. I moved the back landing gear to right underneath the COM. 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. 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. You want to get up to get the gear tucked away and reduce drag. As with everything in KSP, experiment, experiment, experiment. 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. if mounted on not struted part). Bit late i know, but i had the same problem. Now for the engines. Flying a Space Station through a GAS GIANT! 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. This would indicate two problems. LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. You can post now and register later. Do you have a screenshot of the craft? Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. For more information, please see our Landing also often requires rapid deceleration to avoid running off the end of the runway or crashing into a slope when landing on open terrain. This thread is archived . The Kerbal Space Program subreddit. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. my center of lift is always slightly infront of my mass. Remember how you want your center of lift/drag to be behind the center of gravity? 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. 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. 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. - Make sure you have enough control authority to lift the nose up. 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! You can either go with four "LY-O1 Fixed" or a tricycle of two LY-01 near the back and one "LY-05 Steerable" at the front; either is fine for now. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. If there is, I would have found it long ago. 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). 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. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . These have extremely poor temperature tolerance and will almost inevitably break up during atmospheric reentry. 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. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. 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. 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. A good example of this is at the KSC runway when landing on a 90 degree bearing. They sometimes coincide with elevators. 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. I have also thought about a wider base. I was wrong. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. Or adding a RATO boosters. Place your rear wheels/gear in front of the flaps on your wings. Note: The large delta wing will ensure you won't backflip. * Gear not mounted to parts that will flex (e.g. You main problem is your landing gear. As long as you're in space, your spaceplane won't differ from any spacecraft: you will probably want to add batteries and generators to prevent the command pod from running out of power. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! Such as not producing lift, which is not what you want with a plane. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. Then at the top, we'll put one tail fin, centred on the end of the fuselage. 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. 1. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). You're going to have a bad time. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. If you have an account, sign in now to post with your account. 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. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. Second try, speed over land reached over 210 m/s and it didn't flip. 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. If you plan on either dropping off cargo or picking up cargo and traveling with it, you'll generally want to locate your cargo bay at the middle of your center of gravity. 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. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. LV-N has less than 25% of its full power at Kerbin sea level. 2022 Take-Two Interactive Software, Inc. The centre of mass was between the 2 landing gears. Nothing bad will happen. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. Safety note: Disable the brakes on the front landing gear. This is starting to get really frustrating. as Shkeec said check gear check gear check gear. Control surfaces are heavier than wings. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. If you forget to put an air intake on your airplane, don't worry! 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 don't have any mods but sometimes a problem may be a simple bug. You want an elevon on each set of wings. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. 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. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. Reddit and its partners use cookies and similar technologies to provide you with a better experience. 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. The plane is clearly unstable. EDIT: It was the b9 procedural wings. Valve Corporation. 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. Why is it doing this? If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. 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. 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. I scoured the entire web for a solution, but found no working solution or at least dont work every time. 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. 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. KSP v.22 Takeoff Troubleshooting Guide/Tutorial Lots of info to help get your plane off the runway! For this to happen, I'm assuming you're using rocket fuel tanks. Descending greater than -10 m/s usually makes a mess. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. Vice versa a plane with lots of control surfaces will be perfectly controllable (maybe even too much) but may have big difficulties with taking off and landing at reasonable speeds. . I dont really need 200m/s for take off. - SF. 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. This helped immensely and if you haven't been doing this already, do it. 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. 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!). 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.