Landing is hard. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. In contrast, if you attempt a landing at the KSC runway on a 270 degree bearing, you run the risk of colliding with the upward slope shortly beyond the runway if you can't slow down initially and then can't speed up fast enough. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. 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. So I have played the game for 200 hours and I love it. If you need to carry more fuel, consider using the Big-S Delta Wing as it provides the same lift-to-drag and lift-to-weight ratio as any other wing of the same mass, yet has the ability to carry fuel as well. They all had to use the runway drop to take off. All rights reserved. I have created planes that have landing gears place right under the wing tips but they still won't work. It's said that takeoffs are optional but landings are mandatory. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. 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. 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? You can post now and register later. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. Enable mirror symmetry to save yourself some alignment effort. Tutorial:Aeris 4A mission - Kerbal Space Program Wiki 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. 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. 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. Saves a lot of headache in wheels placement. It is due to the spinning up of the engines. KSP 2 speculation: I believe terraforming will be a feature of the game 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. Having said all that, these are the issues you must contend with. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. If you use an Advanced SAS, and raise your front landing wheel so that it is higher than the rear wheels, by just turning the SAS on and going full throttle, due to the 10 degree angle of the plane, it should eventually take off by itself. See if there is still a problem when only travelling slowly, say <20m/s. 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. Bit late i know, but i had the same problem. A plane is any craft which flies horizontally in an atmosphere utilizing lift primarily generated by wings, winglets, or control surfaces. 1. make sure your main gear is not wobbling (ie. 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. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. You could do it the kerbal way by attaching two SRBs to the nose of the plane pointing upwards. Managed to fix it with some different wings; idk what was going on with the other ones but I was just thr FAT aeroplane wings. https://forum.kerbalspaceprogram.com/index.php?/topic/124380-wing-lift-amp-wing-lift-to-drag-ratio-charts/, https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Spaceplane_basics&oldid=100619. http://kerbalspaceprogram.com, Press J to jump to the feed. 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. Suggest a Correction Copyright 2023 Nexstar Media Inc. All rights reserved. The same principle applies here. All of these problems can be exacerbated or reduced by adjusting the amount of fuel in your tanks during landing. Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. 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). This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. As with everything in KSP, experiment, experiment, experiment. The centre of mass was between the 2 landing gears. This thread is archived . Kerbal Space Program 2's early access launch is only for seasoned If you can't slow down in time, you can simply flick your engines back on to take off and turn around for another try as you pass over the coast. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. 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. If you have an account, sign in now to post with your account. I see absolutely no need to be traveling that fast down the runway. my planes keep flipping backwards on take off . They could go up to 120 m/s on the runway and still not lift up. 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). Your link has been automatically embedded. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). 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. Valve Corporation. 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. KSC's runway is slightly north of Kerbin's equator and perfectly flat. 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. Re-entry heating can destroy parts of your spaceplane, or destroy it entirely. DO NOT ANGLE THEM! How do I fix this? Do you have a screenshot of the craft? Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! 2. I was wrong. You should have something called an "Elevon 1"; this will be the moving part for your wings. Powered by Invision Community. Unstable Aircraft: "FAR Firehound" (Stock). LV-N engines also have the advantage of using the same liquid for propellant that jet engines use for fuel. 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? 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. Everything looks perfectly symmetrical as far as I can tell. I have found a solution to my problem. Besides the good advice others have given, I would also be very careful with that little tailwheel. I have also thought about a wider base. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). 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. 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. 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. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. - SF. 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). Do you have new pics after you moved the rear wheels forward? Controllability of a plane is on you. Angled landing gear create rotational force for whatever reason. 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! I just thought my planes were too heavy or not enough control surfaces. 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. Quick context, I am a software engineer. How to Fly a Plane - KSP Beginner's Tutorial - YouTube This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. Your previous content has been restored. I started investigating why this was happening. Real planes do this as well. Thermal turbulence, caused by convection, happens below clouds and typically only impacts planes during takeoff and landing. I just built a plane but when i launch it just slides and spins slowly to the right, any ideas on why this is happening? 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. It Flips Up And Towards The Opposite Direction. Depending on which surface you place them on, they might not be parallel to the axis in which case. 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. Next you need landing gear. FAA investigating 'close call' between planes at Boston airport If you can give a craft file and a mod list I could take a look. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. 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). Easier just to bring the rear wheels closer as well as a in line reacton wheel. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. 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. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. KSP 2 speculation: I believe terraforming will be a feature of the game. (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. if its too far behind plane cannot lift. I removed them and it works fine now. Nothing bad will happen. I have done everything imaginable to try to remedy this problem. After a successful touchdown, high-speed motion on the runway (let alone uneven ground) can be unstable, causing the aircraft to careen to one side or the other, potentially resulting in loss of a wing and sometimes the entire aircraft. When flying straight the plane is pretty stable but pitching up causes a sharp roll and I cant figure out why. Note: Some high-efficiency rocket engines lose most of their power and efficiency in low atmosphere. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. All of them had one thing in common though. They could go up to 120 m/s on the runway and still not lift up. And also place them further apart. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. 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. Upload or insert images from URL. And above all: have fun! 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. 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. Brakes in the back keep you stable. 3. angle of the wheels. - Have enough lift, either by a big wing area or high speed. They all had landing gear placed at the front and at the back. if mounted on not struted part) 2. put your main gear slightly behind center of mass. 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. If the front landing gear touches down first and has its brakes on, it's going to make the rest of your aircraft pivot around it as it's pressed into the ground.