Plane wobble during takeoff - Kerbal Space Program Forums 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/. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. When gear is placed, it has just one point of attachment. Display as a link instead, LV-N exceeds 75% of its full power at just 7700m altitude on Kerbin. Clear editor. 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. Landing is hard. This thread is archived . 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. Hit the launch button and watch your magnificent bird fly! I have no problems using Mechjeb to launch rockets into orbit, rendezvousing and docking with other craft. Depending on which surface you place them on, they might not be parallel to the axis in which case. I made this aircraft based on real life commercial jet design. The reverse also happens. - Have enough lift, either by a big wing area or high speed. 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. 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). 1. tilt of the plane. This is starting to get really frustrating.
Kerbal Space Program 2 - Overview and Tutorial for All the New Parts Kerbal Space Program 2's early access launch is only for seasoned Any plane needs speed - so you need thrust (usually). everytime i make a powered plane, it always flips over and points backwards after i take off. That's over 2x the normal recommended max. One final point to consider is the mass you're planning to store in the fuselage.
my planes keep flipping backwards on take off : r/KerbalAcademy - reddit Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. 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. I see absolutely no need to be traveling that fast down the runway. My Space Plane Keeps Flipping Backwards On The Runway. Necessary for heavy/long spaceplane. Make sure that all of your landing gears are pointing in exactly the same direction.
To avoid wobble, wheels need to be absolutely vertical, and they shouldn't be attached to something that is likely to flex as speed builds up, as this could also affect the vertical alignment. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. The centre of mass was between the 2 landing gears. It's strongly recommended to keep your landing gears well-spaced from each other to ensure that the aircraft will be difficult to roll into a collision. 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. 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. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. Now for the engines. So if I start encountering wobble it's time to pull back on the stick and get in the air. LV-N has less than 25% of its full power at Kerbin sea level. They all had to use the runway drop to take off. Cookie Notice - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! 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 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. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! I worked through the tutorials and I think my problem was most often a lack of lift, or perhaps more accurately sufficient control surfaces. A good example of this is at the KSC runway when landing on a 90 degree bearing. This material may not be published, broadcast, rewritten, or redistributed. It Flips Up And Towards The Opposite Direction. KSP 2 speculation: I believe terraforming will be a feature of the game. Or adding a RATO boosters. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. So I have played the game for 200 hours and I love it. Whether you're storing your fuel in fuselage sections, wing sections, or attached inside of cargo bays, it's generally a good idea to keep equal amounts of fuel at equal distances from your center of mass. When landing, you can achieve the highest lift for a given speed by raising the total angle of attack of your wings to 30 degrees (although this induces a great deal of drag). 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). 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. Try getting the wings to deflect the air down, either by lifting the front end up using canards or by mounting them at an angle using shift + wasdqe. 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. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator.
KSP 2 || First Plane Take-off || Kerbal Space Program 2 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. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! Plane spins/lurches to the side during takeoff?
Why does my plane roll left on takeoff : r/KerbalSpaceProgram - reddit I have doubled the max stress value for aerodynamics failure in FAR for every category. 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. [KSP 2] I'm trying really hard to make a Mun capable ship but this rocket . EDIT: So, I set the front landing gear spring and damper to 0.5, and also set the tail gear spring and damper to 2, and the problem was fixed! Here is your convenient solution to this problem! They all had landing gear placed at the front and at the back. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. It is also advisable to add some control surfaces to your plane to have some control in the atmosphere: you can manually add them to the wings or choose winglets with effective control surfaces, like the Standard Canard. Notice how the landing gears are placed out on the wings. Angled landing gear create rotational force for whatever reason. my center of lift is always slightly infront of my mass. First, I'm sure this is WAY overengineered, but I haven't gotten to the point of caring about that yet. FOX 56 News Video More Videos Similar principles apply when finding suitable landing sites away from the KSC. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. They could go up to 120 m/s on the runway and still not lift up. I checked my planes and I found the problem. Saves a lot of headache in wheels placement. So I have played the game for 200 hours and I love it.
My plane won't take off :: Kerbal Space Program - Steam Community That said, parachutes are an exceedingly effective means of reducing your stopping distance. However, don't bother going overboard with intakes because your engines will still shut off at high altitudes due to the low air pressure regardless of how many intakes you have. http://kerbalspaceprogram.com, Press J to jump to the feed.
And at the extreme, producing down force, which I'm sure would cause more gear issues.
Plane spins/lurches to the side during takeoff? :: Kerbal Space Program 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. Please consider starting a new thread rather than reviving this one. As such, you will need various control surfaces. Go on, and take the plane capsule which looks like a converted fuel storage device Contents 1 Making a fuselage 2 Understanding Lift 3 Control Surfaces 3.1 Elevator 3.2 Aileron 3.3 Rudder 4 Landing gear Making a fuselage Any plane needs speed - so you need thrust (usually). You've just unlocked "Aviation" tech, you have a bunch of contracts that require you to stay at low altitude, and you want to build your first plane? "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. Descending greater than -10 m/s usually makes a mess. Ailerons to roll your aircraft should be placed as far off to the edges of your wings as possible. 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. 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 . #2 DaSkippa Mar 14, 2014 @ 2:56am as Shkeec said check gear check gear check gear. Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. If your spaceplane is difficult to land when full of fuel but easy to land when empty, then it may be helpful to burn off or transfer out most of the excess fuel before landing to make the aircraft lighter. All of them had one thing in common though. Note: Your post will require moderator approval before it will be visible. I'm making sure that I keep trying to get it up but it just wont go! 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. 2022 Take-Two Interactive Software, Inc. Pasted as rich text. symmetry building makes them face slightly towards (or away from) each other, with wobbly results. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. You can also angle the wings themselves slightly upwards (using WASDQE) in order to make them generate more lift when horizontal. 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. my planes keep flipping backwards on take off . 2. 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). My plane tends to wobble on the runway with the stock game so i decided to download FAR, but the problem still persists. You should have something called an "Elevon 1"; this will be the moving part for your wings. You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. 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). As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. 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. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. If there is, I would have found it long ago. Your link has been automatically embedded. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. 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. When you are near the end of the runway, quickly activate then detach them to get the nose pointing up. Brakes in the back keep you stable. Second try, speed over land reached over 210 m/s and it didn't flip. 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. Powered by Invision Community. Although I usually only need 50 m/s for most planes to wobble out of control. Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. More mass will mean it takes more drag to slow down on reentry, which will mean you go faster at lower altitudes and experience more reentry heating. 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. I moved the back landing gear to right underneath the COM. I have created planes that have landing gears place right under the wing tips but they still won't work. ), Stable aircraft: "Untitled" (lost the file upon loading after aircraft), Stable jet car: "Untitled" (Lost the file), Speed over land > 350 m/s before veering off the runway, Sometimes Stable Spaceplane: "Hypersonic Experimental".