March 14, 2023

Flying a Space Station through a GAS GIANT! LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. Note: Your post will require moderator approval before it will be visible. The centre of mass was between the 2 landing gears. Now for the engines. KSP Stock Space Shuttle by _ForgeUser18393701. 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 see absolutely no need to be traveling that fast down the runway. 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. The plane is clearly unstable. Note that no wings will tolerate more than 2400K, so the difference in temperature tolerance between Mk2 and Mk3 fuselages isn't terribly significant. Firstly you're going to want to make a short fuselage. I have created a score of other aircrafts with different designs but deleted them because they didnt work even on the runway. (Source). Your plane is almost finished. Close to empty tanks will allow you to fly slower, decelerate faster, and reduce touchdown strain. As such, you will need various control surfaces. I have doubled the max stress value for aerodynamics failure in FAR for every category. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. 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. I do add a strut to each wheel out of habit since my earlier versions use to roll, better safe than sorry. So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. KSP v.22 Takeoff Troubleshooting Guide/Tutorial Lots of info to help get your plane off the runway! Thank you and happy landings. 2. Your link has been automatically embedded. Brakes in the back keep you stable. Heavy Cargo Space Plane SSTO Download. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. 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. You cannot paste images directly. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. This page was last edited on 14 April 2021, at 01:04. Congratulations! To maximize lift, your aircraft should rest on the ground with the fuselage tilted upward at anywhere up to a 25-27 angle so that the wings will end up tilted back at up to 30. 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). If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. See the tutorial below. Here's a quick installment in to the. You can slow down either by deploying landing gears (and airbrakes if you have them) or by repeatedly pitching up and then back down to increase your drag. The Mk1 fuselage parts only tolerate up to 2000K, while Mk2 fuselages tolerate up to 2500K, and Mk3 fuselages tolerate up to 2700K. 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. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). 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. Try disabling friction control with on the front landing gears. Just like with rockets, get some courageous Kerbal in the cockpit and let's get started! A Ravenspear Mk3 taking off from the Runway in version 1.0.5. 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. Wow, if you need 200 m\s to take off, you should think about adding more lift. Second try, speed over land reached over 210 m/s and it didn't flip. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. The reverse also happens. I have never successfully landed a single aircraft before as they all tend to roll over when landing at high speed. 1. Note: The large delta wing will ensure you won't backflip. This makes design easier, eliminating all concern for balancing jet fuel against rocket fuel. Necessary for heavy/long spaceplane. Create an account to follow your favorite communities and start taking part in conversations. I just thought my planes were too heavy or not enough control surfaces. I have created planes that have landing gears place right under the wing tips but they still won't work. This helped immensely and if you haven't been doing this already, do it. They all had landing gear placed at the front and at the back. 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). It's a prolem enough I have sever differen gear subassemblies that are stable (un wobbly) I can then position depending on COM. You cannot paste images directly. 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. 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. Go on, and take the plane capsule which looks like a converted fuel storage device. Alternatively, you can try landing at higher speeds with your nose pointed further down, but this increases challenges with stability and deceleration while on the runway. If that's not an option, you can still recover some value by landing at any suitable flat place on Kerbin. They all had to use the runway drop to take off. I wanted to develop a plane to check how are the aerodynamics physics working, and went back to the KSC VAB to design a little plane. - Make sure the landing gear is as close to the center of gravity as possible, just slightly behind it (for nosewheel aircraft). 2022 Take-Two Interactive Software, Inc. http://kerbalspaceprogram.com/forum/showthread.php/13851-The-woes-of-building-a-space-plane?highlight=woes+spaceplane. Powered by Invision Community. if its too far behind plane cannot lift. Note that the lift rating does not mean that the wings will automatically lift a spaceplane into the air when it's moving forward. Do you have new pics after you moved the rear wheels forward? Press question mark to learn the rest of the keyboard shortcuts. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Do you have a screenshot of the craft? Basic structure Firstly you're going to want to make a short fuselage. While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. 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. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. 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. 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. But be careful and don't crash it! Unfortunately, with only these basic parts, landing on the runway won't be easy; a viable alternative is to throttle down to nothing, then belly-flop in the ocean. 2022 Take-Two Interactive Software, Inc. Descending greater than -10 m/s usually makes a mess. A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. Display as a link instead, Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Need to move them up. 32.5K Downloads Updated Dec 11, 2014 Created Dec 11, 2014. If there is, I would have found it long ago. Keep your spaceplane pointed about 90 degrees above prograde so that the wings and body of your aircraft slow you down as much as possible. Mechjeb Spaceplane Guidance. How wide is the base. Thanks for the help guys. 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. Either put more engines or reduce the amount of rocket fuel. Place your rear wheels/gear in front of the flaps on your wings. Re-entry heating can destroy parts of your spaceplane, or destroy it entirely. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. 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! See if there is still a problem when only travelling slowly, say <20m/s. Quick context, I am a software engineer. But, likely guess is your craft is not producing enough lift. This can turn into a fatal scenario if the center of mass gets behind the center of lift and you enter a flat spin. Plane spins/lurches to the side during takeoff? 1. make sure your main gear is not wobbling (ie. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. This is good for spaceplanes operating in low-oxygen atmospheres where jet engines can't be used. 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. 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. Symmetry placement should give you perfect symmetry, as far as the game is concerned. * Unlock steering and disable brakes on front gear. Pasted as rich text. That's over 2x the normal recommended max. 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. I'm making sure that I keep trying to get it up but it just wont go! Check out the following guide for some good info: Your wheel base is the problem. Plane bouncing on takeoff - Gameplay Questions and Tutorials - Kerbal Space Program Forums Hello, I am having a small problem with a plane I have built. It's said that takeoffs are optional but landings are mandatory. Thanks for everyone trying to help! Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. Also avoid the basic fin for the same reason. You need to make sure that the Orange axis on the rotate sphere is parallel to your, nose-tail axis. How do I fix this? It helps to have a center of gravity which is close to your engines so that the landing gears can be close to both. 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. 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. I am definitely aware that there are multiple reasons as to why the plane flips. To minimize the risk of such a situation, try to land on a large patch of flat open ground approaching a downhill slope. Or adding a RATO boosters. Or maybe launching it in a vertical, Space Shuttle-style config. - SF. 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. Next you need landing gear. Even if you can takeoff, landing will usually destroy tat aircraft so survival rate on an aircraft for a typical kerbal is nearly zero. Tell ya what, I'm gonna try to recreate that thing in my sandbox and see what I get. 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. 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. And, of course, try to take off and land as slow as possible. 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. ), 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". 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. 1. make sure your main gear is not wobbling (ie. Valve Corporation. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. Even a small deviation can cause serious instability, making your aircraft bounce and jolt left and right even during takeoff. I've had stability issues in planes where I'd have proper gear setup, balanced weight and lift. 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. This allows you to takeoff at lower speeds and on shorter runways, and likewise for landing. 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. 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. Keep your nose pointed prograde as you descend through the atmosphere. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . They could go up to 120 m/s on the runway and still not lift up. 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. 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.

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