my planes keep flipping backwards on take off . So yesterday I was playing some KSP2, and resumed the game from a save where I had landed in Duna. Brakes in the back keep you stable. http://kerbalspaceprogram.com, Press J to jump to the feed. 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! 2. All I have are the parts from the Aerodynamics tech and the gear bay (wheels). 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? I have doubled the max stress value for aerodynamics failure in FAR for every category. This plane will be able to take off, travel somewhere, perform a crew report, and then land. Increasing the number of intakes will not allow you to continue using your jet engines at higher altitudes. Tutorial:Aeris 4A mission - Kerbal Space Program Wiki They are able to operate at higher altitudes and can even continue operating in a vacuum by switching to a rocket mode. 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. 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. The Kerbal Space Program subreddit. 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. 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. 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! Your wheels should now have 0 degree angle between them, meaning they are both. Descending greater than -10 m/s usually makes a mess. So if I start encountering wobble it's time to pull back on the stick and get in the air. This thread is archived . 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. Obviously jet engines are air-breathing, so you need to include air intakes in your spaceplane. Second try, speed over land reached over 210 m/s and it didn't flip. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. That's over 2x the normal recommended max. I scoured the entire web for a solution, but found no working solution or at least dont work every time. Consequently, atmospheric reentry is less dangerous with a Mk2 or Mk3 fuselage, compared to reentry with Mk1 fuselages. If your rear wheels are too far back the aircraft will not be able to pivot on the wheels and lift its nose up. Lift maxes out at 30 and declines beyond that point, so avoid excessive fuselage tilt.[1]. How to make aircraft take off - Kerbal Space Program Forums If you keep all of the fuel in the front, you may find that your center of mass drifts backwards as your fuel drains. I can not get any aircraft-style spaceplane take off from the runway, they will stay on until the end, where the engines crash into the ground and explode. Or adding a RATO boosters. And, of course, try to take off and land as slow as possible. Make sure that all of your landing gears are pointing in exactly the same direction. 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. As such, you may want to line all forward Mk1 radial nodes on your aircraft with shock cones, if possible. Also pay attention to your fuel balance, especially if you're using several tanks placed in parallel to each other. 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. Be aware that landing on water is an option if your spaceplane can fly level at less than ~40-50 m/s. (Yes, you personally, you lucky thing! Balanced fuel saves Kerbal lives. At that point, the plane could potentially start spinning around as a result of losing the benefit of the gimbal control of the engine. 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? Valve Corporation. I was attaining high speeds on the runway without getting off the ground, which made the plane yaw back and forth. 2022 Take-Two Interactive Software, Inc. How do I fix this? Here is your convenient solution to this problem! As such, don't use control surfaces as substitutes for wings, and don't use more control surfaces than you need. KSP Stock Space Shuttle by _ForgeUser18393701. 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. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. 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. Display as a link instead, 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. If the problem has to do with lift then travelling very slowly, possibly even slower than that, should counteract the effects of lift and you won't drift nearly as much. How to keep an airplane stable on the runway in Kerbal Space - Arqade As with everything in KSP, experiment, experiment, experiment. I removed them and it works fine now. Your previous content has been restored. This is starting to get really frustrating. 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. When your nose is stable at about 10 degrees above the horizon, pull up hard and keep it pulled. A Ravenspear Mk3 taking off from the Runway in version 1.0.5. Your link has been automatically embedded. (For test purposes, all aircraft are not pitched up and SAS is turned off. Ideally, the wings should be tilted upward at an angle about 3-5 from the fuselage for optimal lift-to-drag ratio.[1]. However it's huge size can make it tricky to take off from the runway without destroying the engine. You may also want to deploy your landing gears to increase your drag, as well as airbrakes if you have them. This is most likely the standard jitterbugging problem. 1. make sure your main gear is not wobbling (ie. (Source). Elevators are usually places in the front or back of an aircraft, and their function, as the name implies, is to change the pitch of the nose up and down. Take the large delta wings and place them on the aircraft. LV-N "Nerv" nuclear thermal rockets are commonly used on SSTOs for the rocket stage if Rapiers are not used. 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. It Flips Up And Towards The Opposite Direction. Display as a link instead, The tutorial below explains everything very well. This can easily cause you to crash on landing. Ideally, you ought to test landing the spaceplane with full fuel tanks and with nearly empty fuel tanks prior to taking your spaceplane to orbit. Also avoid the basic fin for the same reason. You want an elevon on each set of wings. Keep at around 15 degrees to allow the plane to accelerate past 1000m/s. Temperature tolerance is the primary consideration for fuselage choice. Plane bouncing on takeoff - Kerbal Space Program Forums The Whiplash's ridiculous fuel efficiency allows a spaceplane to climb high into the atmosphere and gain a lot of speed while barely using any fuel at all. Why does my plane roll left on takeoff : r/KerbalSpaceProgram - reddit 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. 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. Enable mirror symmetry to save yourself some alignment effort. If you have an account, sign in now to post with your account. LV-N has less than 25% of its full power at Kerbin sea level. What causes turbulence? | WOWK 13 News Privacy Policy. It is due to the spinning up of the engines. A FedEx cargo plane in Austin nearly landed on a runway where a Southwest flight was preparing to take off. Real planes do this as well. my center of lift is always slightly infront of my mass. Controllability of a plane is on you. 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. If you have an account, sign in now to post with your account. This aircraft handles smoothly, no matter how you turn, roll and flip this aircraft, it will never lose control. That will align with the craft axis. Note: Your post will require moderator approval before it will be visible. Heavy transport seaplane inspired to the Soviet Beriev A-40 Albatros which also appears in Evangelion 2.0! Thanks for everyone trying to help! A relatively low-drag alternative is to use an inverted cargo bay and some hydraulic cylinders with structural panels as a cargo elevator. 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. You can post now and register later. 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. I have found a solution to my problem. This page was last edited on 14 April 2021, at 01:04. This would indicate two problems. DO NOT ANGLE THEM! For this to happen, I'm assuming you're using rocket fuel tanks. For a Mk1-based aircraft, your rear landing gears should not be tightly tucked together on the fuselage. The plane is clearly unstable. For myself, it always was the position of landing gear in terms of pitch. Note that most air intakes tend to produce less drag than aerodynamic nose cones and pointy cockpits, especially shock cone intakes. 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. Espaol - Latinoamrica (Spanish - Latin America), http://forum.kerbalspaceprogram.com/threads/65638-Basic-Airplane-Space-Plane-Aero-Tutorial. mods used are OPT for most of the body and the front canards and tail plane, B9 procedural wings for the wings, and mk4 . These have an ISP of 800 in a vacuum which is significantly better than all other rocket motors except the very weak IX-6315 ion rocket. 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. 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. The issue is my plane rolls very sharply to the left any time I pitch up. 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. 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. 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. - KSP - YouTube 0:00 / 31:25 Flying a Space Station through a GAS GIANT! Create an account to follow your favorite communities and start taking part in conversations. 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. Just after having taken off, the plane will immediately start rolling to the right, and completely uncontrollably. I have built lots of spaceplanes. 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. 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. Angled landing gear create rotational force for whatever reason. Upload or insert images from URL. Another trick is to move the rear landing gear forward, closer to the center of gravity. KSP v.22 Takeoff Troubleshooting Guide/Tutorial Lots of info to help get your plane off the runway! For heavy rockets, it might be required to use structure to space the gears away from the body to allow more pitch. 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. Is there a way to rectify this problem. 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. KSC's runway is slightly north of Kerbin's equator and perfectly flat. 67K subscribers in the KerbalAcademy community. When your jet engines stop working, it is time to ignite the old, reliable liquid fuel engine. But also check to make sure that your wheels are placed symmetrically and your engines are aligned properly. 3. angle of the wheels. Cookie Notice Basic structure Firstly you're going to want to make a short fuselage. 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. Keep your nose pointed prograde as you descend through the atmosphere. @TheEnvironmentalist There is one more method I'm sure would work in your case, although I didn't write about it because I think it's cheesy and wouldn't solve the root problem. 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. Such flight involves lift-induced drag, but reduces the total thrust required to traverse a distance at a given speed. 6.4K Downloads Updated Jun 7, 2017 Created Jun 7, 2017. . They all had to use the runway drop to take off. - KSP Matt Lowne 527K subscribers 1.3M views 2 years ago I've wanted. 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. Symmetry placement should give you perfect symmetry, as far as the game is concerned. You cannot paste images directly. Here, the. All lift-rating means is that the wing section will resist motion perpendicular to its plane. A control surface with 100% control surface portion will weigh twice as much as a wing with the same lift would weigh. 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. They sometimes coincide with ailerons on some, more space-economical, aircraft. An altitude set to 18,000 meters tops off at 19,000 meters and drops to 15,700 meters . Note: The large delta wing will ensure you won't backflip. . Aim to get your speed below 50m/s, and have plenty of water ahead of you; keep the plane level, and pitch up to shed velocity. 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. This material may not be published, broadcast, rewritten, or redistributed. 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. Paste as plain text instead, However, they do take a conventional mix of fuel and oxidizer, and thus require much more fuel mass than jet engines or LV-N Nerv. 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! That said, parachutes are an exceedingly effective means of reducing your stopping distance. 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. When your altitude reaches 35km, start pulling up gently. I started investigating why this was happening. Kerbal Space Program 2's early access launch is only for seasoned Note that dropping off cargo from the back with a Mk3 Cargo Ramp is bad for more than one reason. To slow down faster, you can increase the braking strength of your rear wheels. 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 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. To minimize drag, vertical tail fins can be kept minimal, since aircraft can be maneuvered adequately by roll and pitch alone. 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. Hot ground causes air to rise, cooling as it moves away from the heat, which leads to increased density and a resulting fall back down. Mk2 aircraft may be able to get away with it, but even then it's often best to space them further out. 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. Yours is a very light plane, and the standard suspension settings are for a medium heavy plane -- so your suspension is too stiff. (Sorry For Poor Image Quality) : r/KerbalAcademy 385 votes, 49 comments. For spaceplanes, avoid the FAT parts (wing, tail fin, and control surface). While having the same stock parts as in the VAB, spaceplane design is obviously quite different from pure rocket design. My plane usually take off at a little over 120m/s. 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. Some testing is usually required with new designs to determine the best ascent profile. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. 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. Check out the following guide for some good info: Your wheel base is the problem. You should have something called an "Elevon 1"; this will be the moving part for your wings. The problem could be about the angle of wheels, though there could be more problems with the COM and wheels placement. 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? Beyond that, you're going to get some wobble once you get close to take off speed. It provides a wider, more stable wheel base while keeping the wheels straight up and down (no camber). Here is the best aircraft I have created to date: Jet Aircraft. The same principle applies here. It's a prolem enough I have sever differen gear subassemblies that are stable (un wobbly) I can then position depending on COM. When I Start Why Engine, It Goes Straight But As Soon As I Takeoff. Next you need landing gear. You should be able to navigate fairly readily, and with the superb efficiency of jet engines, you should have plenty of fuel to go anywhere you need to go. This thread is quite old. Easier just to bring the rear wheels closer as well as a in line reacton wheel. Notice how the landing gears are placed out on the wings. KSP Quick Guides: Takeoff Troubleshooting Stock v.22 - YouTube Mods needed for this aircraft to work: Procedural wings, Adjustable Landing Gear, FAR. http://www.youtube.com/user/Cruzanak?. While I am not a great plane builder there is a part in the structural (I think it is a pylon?) I was wrong. 1. 200 m/s runway stability just doesn't seem to have a worthwhile purpose to me, and is inducing counter productive engineering challenges. Does your plane never pull up taking off? I have been building - reddit If your aircraft is burning up during this stage, you may need larger wings to slow you down faster, radiator panels to carry away the heat more effectively, parts with a higher temperature tolerance (like the Mk2 liquid fuel fuselage instead of the Mk1 liquid fuel fuselage), or parts to increase your maneuverability, like RCS thrusters, reaction wheels, or canards and elevons. Now for the engines. - SF. If rear landing gear are strutted together, or braced to a center point, they are less likely to torque in different directions. 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.