KSP 2 speculation: I believe terraforming will be a feature of the game. 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. Your previous content has been restored. Everything looks perfectly symmetrical as far as I can tell. The Kerbal Space Program subreddit. Necessary for heavy/long spaceplane. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. First try speed over land reached over 210 m/s before flipping in the last second. 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. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. I just thought my planes were too heavy or not enough control surfaces. Also, try this mod: http://forum.kerbalspaceprogram.com/threads/99660-0-25-Adjustable-Landing-Gear-v1-0-4%28doors-fixed%29-Nov-14 (still works in 0.90 if you get updated firespitter.dll). The tutorial below explains everything very well. All rights reserved. If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. This is starting to get really frustrating. Heavy Cargo Space Plane SSTO Download. [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. I checked my planes and I found the problem. So I started a new career file after not really playing for a long time and I'm now at the point where I just dropped 45 Science to unlocked Aviation to get some of the plane parts that I need. 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. A good example of this is at the KSC runway when landing on a 90 degree bearing. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. Some testing is usually required with new designs to determine the best ascent profile. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. 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. That said, parachutes are an exceedingly effective means of reducing your stopping distance. . 2022 Take-Two Interactive Software, Inc. 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. For more information, please see our 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. If there is, I would have found it long ago. 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. This can easily cause you to crash on landing. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. I am accelerating it to over 200m/s on the runway just to test the stability of those wheels since the faster you go, the more likely the plane will wobble and flip on the runway. In an aircraft with two or more engines, this can potentially cause you to enter a flat spin which can be unrecoverable if your center of mass is behind your center of lift. Paste as plain text instead, Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. DO NOT ANGLE THEM! As such, you will need various control surfaces. Thanks for all the help. Depending on which surface you place them on, they might not be parallel to the axis in which case. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. Try not to place your gears to wings, especially wingtips - if they wobble even slightly, your plane lose the balance. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. 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). 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. 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. I also used Intake build aid to balance the intakes. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. Then this tutorial is for you. Subscribe! You want to get up to get the gear tucked away and reduce drag. It is also said that a good landing is one you can walk away from. Your very own tutorial.). LV-N has less than 25% of its full power at Kerbin sea level. my planes keep flipping backwards on take off . - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). 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. 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! This plane will be able to take off, travel somewhere, perform a crew report, and then land. 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. 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. This helps to keep the performance of your spaceplane stable with any amount of fuel. To recover the most value from your spaceplane, you should try to land on the runway at the Space Center (this tutorial, although it has been written for spacecraft and not spaceplanes, is a great help). I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. Create an account to follow your favorite communities and start taking part in conversations. The most dangerous part of a spaceplane flight is returning from orbit. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. if its too far behind plane cannot lift. Works well on small craft. 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). 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. KSC's runway is slightly north of Kerbin's equator and perfectly flat. You can even try refueling it before recovering your spaceplane further increasing your recovering value. When your altitude reaches 35km, start pulling up gently. They all had landing gear placed at the front and at the back. They could go up to 120 m/s on the runway and still not lift up. See the tutorial below. 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? First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. See if there is still a problem when only travelling slowly, say <20m/s. Pasted as rich text. Having said all that, these are the issues you must contend with. That will align with the craft axis. 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. Your plane is almost finished. Rapiers generally provide less thrust than a Whiplash at speeds below mach 2, but provide more thrust at higher speeds. Tips aplenty in this thread: http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane It taught me everything I know, except for the stuff I learned elsewhere. They all had to use the runway drop to take off. Or adding a RATO boosters. At around . Or maybe launching it in a vertical, Space Shuttle-style config. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. I dont really need 200m/s for take off. How wide is the base. Keep your nose pointed prograde as you descend through the atmosphere. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. This page was last edited on 14 April 2021, at 01:04. After placing wheels I always use the rotate gizmo on snap with absolute orientation. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. 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. The problem could be due to several issues. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. I have built lots of spaceplanes. Thanks for the help guys. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. But regardless of that, try very hard to let the plane fly itself off the ground without you applying any controls. Do you have new pics after you moved the rear wheels forward? So you want to make a plane but all your contraptions explode on the runway, crash into the runway a few seconds after taking off, crash into the side of the runway, crash into the ocean after doing a tight turn or otherwise fail to do what you intended? 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. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! 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. It is advised to place your control surfaces as far from your center of mass as possible. My first test of the plane parts in KSP2.Like and Subscribe for more Kerbal stuffs!#kerbalspaceprogram #ksp2 #kerbalspaceprogram2 #shorts #spaceplane #nasa 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. 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. 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. 1. make sure your main gear is not wobbling (ie. It is due to the spinning up of the engines. The reverse also happens. Valve Corporation. You cannot paste images directly. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . 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. My Space Plane Keeps Flipping Backwards On The Runway. Maybe ;making the tailwheel less stiff would help, too. 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. Now for the engines. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. Paste as plain text instead, 67K subscribers in the KerbalAcademy community. Take the large delta wings and place them on the aircraft. 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. 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. If you can give a craft file and a mod list I could take a look. If you have an account, sign in now to post with your account. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. Note: The large delta wing will ensure you won't backflip. Real planes do this as well. Such as not producing lift, which is not what you want with a plane. 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. 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. The centre of mass was between the 2 landing gears. S5 moon rocket by lightbreaker_64. After that, you face the challenge of touching down on the ground and coming to a stop safely without rolling and breaking off a wing or taking a nosedive and blowing your aircraft up on touchdown, or rolling off of the runway and into the ocean. Here is your convenient solution to this problem! Here is your convenient solution to this problem! For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. Firstly you're going to want to make a short fuselage. wings, unless they're very well braced). However, I want to place my wheels where i want to and not only on X parallel surfaces. Although I usually only need 50 m/s for most planes to wobble out of control. 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. For some reason, when the plane is trying to take off and pulling up, the plane begins to bounce on it's front wheels (the back wheel kicks up), whichhinders the plane taking off. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. 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.