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. A good example of this is at the KSC runway when landing on a 90 degree bearing. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). 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 You can deploy your chutes just prior to touchdown for rapid deceleration. Your wheels should now have 0 degree angle between them, meaning they are both. Such as not producing lift, which is not what you want with a plane. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. Geometric shape of the body you attach the landing gear to. Quick context, I am a software engineer. This thread is quite old. KSP Stock Space Shuttle by _ForgeUser18393701. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. I moved the back landing gear to right underneath the COM. 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 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. Canards and horizontal tail fins should be placed as far towards the front and back of your aircraft as possible, respectively. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. Second try, speed over land reached over 210 m/s and it didn't flip. Firstly you're going to want to make a short fuselage. That way you can use aerodynamics to lower the tail, rather than trying to raise the nose. 4. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . Do you have new pics after you moved the rear wheels forward? - SF. Hit the launch button and watch your magnificent bird fly! (Yes, you personally, you lucky thing! if mounted on not struted part) 2. put your main gear slightly behind center of mass. 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. T-1 "Dart" engines are unique amongst conventionally-fuelled rocket engines: They have close to the highest efficiency in both vacuum and low atmosphere. LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. LV-N has less than 25% of its full power at Kerbin sea level. The problem could be due to several issues. 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. When gear is placed, it has just one point of attachment. Angled landing gear create rotational force for whatever reason. It is also said that a good landing is one you can walk away from. 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. 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. As lift increases you remove some strain on the gear, however you've just increased the amount of sag. I don't have any mods but sometimes a problem may be a simple bug. Another trick is to move the rear landing gear forward, closer to the center of gravity. Then this tutorial is for you. My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. 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. Necessary for heavy/long spaceplane. These should be in the bottom left next to the display of the cost of the aircraft. All of them had one thing in common though. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Set up for a long glide path, and watch rate of climb indicator at top of screen, aim for -5 m/s. Safety note: Disable the brakes on the front landing gear. You probably won't have much luck landing the fuselage intact if your Mk3 plane gets its wings scorched off on reentry. DO NOT ANGLE THEM! 2022 Take-Two Interactive Software, Inc. Here are a few pictures of it: Take a picture with center of mass and center of lift turned on. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. 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. 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: Your post will require moderator approval before it will be visible. This is starting to get really frustrating. FOX 56 News Video More Videos You can also use parachutes on landing, but care must be taken to ensure that an adequate length of runway remains since you'll only get one chance to use them. 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. Or adding a RATO boosters. I scoured the entire web for a solution, but found no working solution or at least dont work every time. Your very own tutorial.). 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. I've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. However, it's not a matter of "atmosphere or not", just a matter of air pressure which decreases rapidly with altitude. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. Symmetry placement should give you perfect symmetry, as far as the game is concerned. Your link has been automatically embedded. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. Landing is hard. There are several forces in Kerbal Space Program which have an effect on the flight characteristics of SSTO craft. - Have enough lift, either by a big wing area or high speed. 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? Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. Does anybidy have any tips on how to build spaceplanes? For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. I have also thought about a wider base. Here is the best aircraft I have created to date: Jet Aircraft. Try disabling friction control with on the front landing gears. And, of course, try to take off and land as slow as possible. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. All trademarks are property of their respective owners in the US and other countries. Thanks for everyone trying to help! Congratulations! mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 . So if I start encountering wobble it's time to pull back on the stick and get in the air. http://kerbalspaceprogram.com, Press J to jump to the feed. 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. 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). You cannot paste images directly. 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. That's over 2x the normal recommended max. Here is your convenient solution to this problem! They sometimes coincide with elevators. 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. Upload or insert images from URL. Easier just to bring the rear wheels closer as well as a in line reacton wheel. Privacy Policy. Please consider starting a new thread rather than reviving this one. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. 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! If you are using B9 Rocketery or other parts that utilize Firesplitter, this is normal. There are multiple ways to place them: Ailerons control the roll of the aircraft, and are (almost) always placed on the wings, as far out as possible and as centered (compared to the center of mass) as could be. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) 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. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! 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. 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. This plane will be able to take off, travel somewhere, perform a crew report, and then land. So I have played the game for 200 hours and I love it. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! One final point to consider is the mass you're planning to store in the fuselage. It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. Doesnt make sense so just do this: Nope that didn't solve anything, even when the plane is past the runway and gliding on the little bit of space before the ocean it will slowly lower to the ocean, what am I doing wrong? All of them had one thing in common though. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. 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. Is there a way to rectify this problem. They all had to use the runway drop to take off. 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). How wide is the base. Your previous content has been restored. Also avoid the basic fin for the same reason. So I have played the game for 200 hours and I love it. Your wings provide the lift, and they cant provide lift if your wheels are too far back because then your base is to stable and the craft wont pivot 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. How do I fix this? And also place them further apart. Make sure that all of your landing gears are pointing in exactly the same direction. #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. But be careful and don't crash it! This aircraft can takeoff at just above 50 m/s and can glide for a few minutes without engine. Note that when your jet engines shut down simultaneously while climbing in otherwise normal flight, it is generally due to a lack of pressure from the altitude you're flying at. Keep your nose pointed prograde as you descend through the atmosphere. One idea I haven't noticed here yet: "wire up" the landing gear, with strut connectors. Hello, I am having a small problem with a plane I have built. For this to happen, I'm assuming you're using rocket fuel tanks. 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. This helped immensely and if you haven't been doing this already, do it. The only drawback to the reduced friction is reduced steering control, so this setting may need to be adjusted when taxiing to/from a runway, but should otherwise be kept minimal for takeoff and landing. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. I'm making sure that I keep trying to get it up but it just wont go! 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. 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. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. 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. Firstly, inadequate air intakes for the number and type of engines you're using (causing some engines to shut down before others). Note: Your post will require moderator approval before it will be visible.
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ksp plane takeoff