ksp how to make a stable plane

i dont know what kind of range youre looking for but i would make a significantly smaller plane. 3. However, don't put any fuel tanks on it yet, and empty any fuel-containing parts that you are using. There are some really useful tidbits here which deserve some credit. And one other, more remote possibility to check: Where is your plane's center of drag? 2023 Take-Two Interactive Software, Inc. Wings have been flown both with and without struts, Wheel friction was even decreased to 0.3 for front wheel and increased to 2.0 for rear wheels, as per a tip found online. Next you need landing gear. Ok, you will want to start building. Starting from something with MK3 hull without experience in MK1 will be an uphill battle. Love it!! Take the large delta wings and place them on the aircraft. Control surfaces near center of mass sometimes get "confused" as to their role and do stupid things. In a twin-boom design, you have one hoverjet at the nose, and one in each of the booms. You need to sign in or create an account to do that. It may be too far forward, especially if the tail is too small relative to the plane's wings. Things that work at low altitude don't work so well up high and the plane ends up going up and down while slowly losing speed until it can't maintain altitude anymore. So if you're getting those flame-outs, add more intakes until you don't get them anymore. RCS will get the job done nicely, and looks cool to boot. A basic tutorial on building a single prop plane. You want to keep the CoL slightly behind the CoM, but not too much to not create torque. Always look at your aircraft from a 90* angle on the side. Roll is the main way to change direction in flight, and best way to crash the plane on the ground. Getting all of this into one craft is a pretty intricate business, however. Regular HTOL aircraft can afford to be a bit sloppy with this because aerodynamic forces will effectively obliterate moderate shifts in CoM -- if your plane gets a bit more tail-happy as the tanks drain it's no problem, as long as your CoM stays ahead of your CoL. Mostly anyway. Haha I think Ive perfected an aestheticallyclean turbine jet VTOL USAF F-35b Lightning II2020 https://imgur.com/gallery/918HyM4 https://imgur.com/gallery/f0NDJxR. They optimize use of oxidizer in SSTOs. Ill edit this sometime this week. It is also said that a good landing is one you can walk away from. Remember the, fuel flows from the front in KSP, so you might want to start off with the CoM in front of the CoL. It flames out at 25,000. Move them back and fill them with fuel or weigh them down with control surfaces. The two engines have been mounted every imaginable way with the same result: Over the wings, on the fuselage, on girder segments, on the wingtips, etc. The second one is likely to be aerodynamics if you just stick on some downward-pointing jets, you will find that they produce a lot of drag, which is going to be really inefficient. When braking most of the power should be on the rear, or you may see Kerbin up close. But it should most definitely be in front of it, and preferably NEVER move behind it, even with empty fuel tanks. Turns out it was wheel positioning! @TheEnvironmentalist No clue, but it doesn't need to be much because it's a feedback loop. Nah, the stabilizer will do it. Your link has been automatically embedded. You cannot paste images directly. Here is your convenient solution to this problem! 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. @gocket the reason why your solution works is because you are counteracting the imbalance of friction in the wheels as they wobble. What is this brick with a round back and a stud on the side used for? instead i atach the fuel tanks as radial fuel tanks, or underwing droptanks, so i can slide them on the hull. Now for the engines. Stack Exchange network consists of 181 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers. The Center of Gravity is ALWAYS above Center of Lift. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Another possibility to add to the existing answers (it's a bit hard to diagnose without seeing the plane) is that your landing gear might be insufficient for your plane's mass. 19000m. Stunt planes tend to go for the latter layout and use powerful ailerons, because getting more roll authority is easier than getting more pitch and causes much fewer knock-on effects. We look at the principles behind designing a basic jet. After the drag was sorted out, it wasn't very hard to create a dockable SSTO version. Can you check what happens if you increase the tail size to pull the center of drag back? It is entirely powered by Terriers. User without create permission can create a custom object from Managed package using Custom Rest API. Any insights? You may need to change control authority to a negative value if they bend "the wrong way". Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. This happens in two instances; initial placement and plane body deformation. What are the arguments for/against anonymous authorship of the Gospels. Also hopefully you're not using any mods that use throttle (Throttle Controlled Avionics etc) as with engines as sluggish to react as jet, this is bound to cause trouble. Even though it just spawned. there aren't any aerodynamics when you are a kraken scientist like me. The CoT (Center of Thrust) is purple. @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. You do need rather a lot of them. If you forget to put an air intake on your airplane, don't worry! http://kerbalspaceprogram.com. 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. 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. +1 for "If that all fails, you may try building your plane lighter and with mightier (or just more) engines, so it just doesn't have the time to start misbehaving on the runway before you bring it up in the air." This makes one engine generate more thrust than the other, exacerbating the turn. A twin-pod design is similar to a twin-boom, except that it has a conventional tail extending from the fuselage. I'm going to strongly suggest using the angle set to 90 degrees + symmetry mode to place landing gears. Rockets are much less efficient than air-breathers, so it needs to be much bigger than a Kerbin-bound craft performing the same mission! These tend to handle best. A slight "inwards" tilt on your wings (5 degrees or less) will improve stability hugely and will cause your plane to slowly correct itself in flight, also if you're using large control surfaces at high speeds then the result is obvious. QAnon follower explains that Trump is the shadow President and James Can't remember where I saw/read about it - Scott Manley maybe? You can "smooth" controls by toggling capslock on your keyboard, the control indicators in the bottom left will turn blue from orange and they are instance dependant (if you revert your flight you'll have to toggle capslock again). Making a fuselage. In the crash log, it says that at 00:00:00 there is "Lift-Off!" I only very recently got into planes. Your main lift, though, should always be as closely centered on your CoM as you can manage. a craft that's designed to fly aerodynamically, using lift produced by lifting surfaces. 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! For the CoM / CoL relationship to get a stable-yet-maneuverable craft, I'd recommend doing the tweaks in two stages. Go on, and take the plane capsule which looks like a converted fuel storage device. I've spent some time scouring the internet for ways of solving this problem, and found a number of pieces of advice on preventing wobble and improving planes in general, some of which made it into the above list, but Valentina's still dying, and I'm tired of Kerbal funerals. Otherwise tune the suspension to keep takeoff and landing stable. What is Wario dropping at the end of Super Mario Land 2 and why? The most helpful thing to do would probably be to make a craft and share it so things you're doing wrong can easily be pointed out for you to fix. 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 is always my strategy for building planes (although sometimes things go horribly wrong for a different reason.) Learn more about Stack Overflow the company, and our products. Hit the launch button and watch your magnificent bird fly! I've spent the past three hours committing a genocide of historical proportions against my Kerbals, and it's making me quite sad. Another way to manage this is to mount your wings above your CoM. I don't have that other stuff yet. Part of the reason I like the standard canards so much, though, is because they're an all-moving surface, which means you get the maximum possible profile changes with your commands. Some general pointers to make more stable aircraft, one is to set your COL just behind your COM, another is that your centre of drag should be as far back as possible - there's no way to visually show this as far as I know but a light but aerodynamically bulky rear to an aircraft generally makes it more stable. Getting a plane of the round isn't that hard. Kerbal Space Program max Surface Sample storage? That is really weird. Junos, Panthers, and Wheesleys are all fairly efficient at low altitude and low speed - when you said 'guzzle' i screwed up my face because when I think guzzle I think rapiers and whiplash's putting out 300 kN and just gorging on fuel. While I couldn't accept this one because ultimately it was changing wheel positioning that increased stability enough to elegantly take off, I don't think it's unreasonable to imagine that the oscillations originated or were exacerbated through asymmetric thrust. 2023 Take-Two Interactive Software, Inc. You would need to get down into the 37k-45k zone to aerobrake enough to come down in one orbit. Terriers will also work on Duna. Remembering the FW TA152 and the U2 I put long wings on it and while its turn rate makes an airliner look like a fighter plane it is stable enough at 19000m. Now for wings, the "Wing Connector Type B" is the largest you have so far; connect a set of those where the centre of mass is. Use Pilot Assistant - it's SAS is meant for aircraft rather than general ( read: rocket ) use. In other words, your fuel tanks need to be placed symmetrically around the centre of mass so it doesn't shift as the tanks dry, and you need to get your vertical thrust vector exactly aligned with said centre of mass. So basic, anyone can do it. (as in, like 45 degrees) usually resulting in the plane exploding. And there's the ever awesome 101 from @keptin. Sparks will fit in Mk 1 utility bays, the bigger ones will fit in the bigger cargo bays (Mk 2, 2.5m utility bay, Mk 3). KSP should be handing out engineering degrees :). My question is really about controllability. Air-breathing hoverjetsneedintakes. Wings on the front of the craft can cause pitching and rolling, causing you to hold W constantly. Even exponential growth can take a while to get going if it starts out microscopic, and Id be fascinated to find someone who could figure out a way of measuring the growth rate. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. If it starts tipping in one direction, you're really likely to flip over and crash dramatically, like a tree falling over. This can be most helpful when transitioning to or from level flight. It's a flatbed freighter suitable for shuttling base modules to and from the surface. You will need more jets at the nose and tail than on the wingtips, as there will be more forces on pitch when transitioning to or from level flight. I haven't encountered oscillations like that in an airplane but I have encountered them aplenty in case of lightweight probes that have too strong control authority - too good RCS or reaction wheels, so I suspect the source here is the same. Enable mirror symmetry to save yourself some alignment effort. Aircraft are surprisingly difficult beasts to build and control, building a stable, flyable aircraft is surprising complicated, so this is the first of a num. Do you have a picture? All rights reserved. - SF. It only takes a minute to sign up. You can pick the main cockpit and rotate the whole craft with it in SPH to see where your CoL will drift. Also, I would like to know how I can tweak my aircraft to make them smooth at the controls. An aircraft without control surfaces is like a rocket without RCS or reaction wheels - it will hardly turn and will be equally hard to control (perhaps even impossible!). Flying planes will be much simpler, with much reduced cross-control issues. Any plane needs speed - so you need thrust (usually). You arent doing anything wrong. Just sounds like the engines can't get enough air, in KSP high speed also generates air intake so I'm guessing what is happening is that you have the initial speed to get to altitude but the lack of air at altitude is starving the engine resulting in lower speed which further reduces air intake and it cascades until either the engine shuts down or you return to denser atmosphere at a lower altitude. This should reduce ground control authority and make oscillations less powerful. These should be in the bottom left next to the display of the cost of the aircraft. Set the thrust limiter on your main engines to zero. I moved the wheels from the tail to the fuel fuselage, and now she takes off like a dream! You can horse hundreds of tonnes, up and down both, with the standard canard pieces. Also: high proportion of lifting surfaces to non-lifting surfaces. You need enough intakes to keep them fed. You should talk about the rocket engine's dV (approx., since not all users use Mechjeb or any other mod capable of showing dV for a given engine and tank). 1) Before adding your pitch control surfaces, move the main wing to make sure that CoM is very very slightly in front of CoL, or exactly on the same spot (if you want more maneuverability). You are simply running out of atmosphere (i.e. It is certainly possible to make VTOLs that can circumnavigate the planet. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. In other words classic tripod. and our The CoL should be behind the CoM on a horizontal angle, unless you're building a shuttle. Set up your control scheme: one action group for toggling the hover jets, another action group for toggling the main jets, plus yet another one to toggle the hover jet bays, if you're using them (as you should). You too!Like - Subscribe - Check out my other tutorials. I didn't try for 20000m as it probably wouldn't do well. Is it even possible to have a practicalVTOLcraft without using the unlimited fuel cheat? You want to start by attaching a Mk 0 Liquid Fuel Tank under the wings, making sure you're mirrored so it goes under both wings. The buttons show you CoM (Center of Mass, The anvil button), CoL (Center of, Lift, the canard button), and finally CoT (Center of Thrust, the thruster button). By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. I've covered all my bases, as far as I can tell: It seems if I turn off SAS, I can prevent the oscillation from starting as it's initiated by some control input, whether from me or SAS, but then the plane veers off the runway until it hits something. Reaction wheels will balance smaller craft just fine, but are probably insufficient for bigger ones. Hi @Brikoleur, nice work! Archived post. Also, make sure you read this slowly, some of this stuff may be confusing, but, if you read carefully, I will help you out with what everything means. Finally, it is really difficult to land a HTOL atmospheric craft on Duna because of the thin air: you'll be going really fast and terrain is really bumpy, so there's a huge risk of ending up as a big ball of fire, whereas it's very hard to land a conventional rocket lander precisely,like when you're aiming for your surface base. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! 2) Then add the pitch control surfaces. Then go into the move part thing with the "2" key in the editor, remove the degree setting, and then drag them apart manually and position parts with fine tuning that way. Steam Community :: Guide :: Basic Planes Guide LTTP again (KSP on hiatus for a bit), but here's an answer anyway. Good, strong control authority - instead of reducing the pitch control authority, make the plane aerodynamically stable, so that even if you do flip it, it will right itself. They can be placed on wings. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). Building planes is one of the more fun things to do in Kerbal Space Program, and also leads to more science on kerbin and eventually SSTO spaceplanes. 2023 Take-Two Interactive Software, Inc. Intakes aren't something usually causing planes to fail, however need some thought. Things get ugly!!). (The spacing of COM and COL in your second picture is about right.) This page was last edited on 19 February 2020, at 07:08. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. Really nice overview and some incredible looking craft! I've never found them to be practical (at least on Kerbin) for anything except short flights around the KSC and flying to the island runway and back. I've found that all my runway wiggling planes are caused by the wheels. On the other hand, something with a wide wingspan but narrow wings (like the connector Cs) will pitch easily but need more oomph to roll. On 11/1/2018 at 10:54 AM, Brikoleur said: On 1/25/2019 at 4:03 AM, panzerknack said: This thread is quite old. Now stick a jet engine on the back, and don't forget to put an air intake or other air-sucking device (you can find them in aerodynamics) on the airplane. For more information, please see our Better still, three screenshots showing side, top, and rear views. Also stock fuel priority is in 1.2, allowing very stable CoM builds. 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. We look at the principles behind designing a basic jet. The cargo is near the centre of mass, but because it can shift, it's important to adjust the exact balance by tuning the power on the nose hoverjet At its core, a VTOL aircraft is a plain old aircraft, with downward-pointing jets that produce a TWR of > 1.0 with the vector centred on the craft's centre of mass, and some way of controlling its attitude when it is hovering, because control surfaces do nothing at an airspeed of zero. You cannot paste images directly. You can post now and register later. Also stock fuel priority is in 1.2, allowing very stable CoM builds. Tutorial: Your First Plane - Kerbal Space Program Wiki Why don't we use the 7805 for car phone chargers? To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. Note: Your post will require moderator approval before it will be visible. 3. The fastest known plane demonstrated, in version 0.23, a top speed of about 2377 m/s relative to Kerbin's surface just short of Mach 7. I didn't try for 20000m as it probably wouldn't do well. I think it might be so small it starts with floating-point rounding errors; it's exponential and compounds every frame. 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. Also: high proportion of lifting surfaces to non-lifting surfaces. Would I be better unlocking more parts and leaving this contract for later? Do you by chance know how much the thrust varies with these small velocity perturbations? A Screenshot of Kerbal Space Program. You want an elevon on each set of wings. In that vein I drag optimized the Karmilla, and added science parts. 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. Valve Corporation. I really hope that this will help you, if you would like more tutorials, click these links: Hello, today I will be showing you how to make an absolutely perfect space plane! by fixing the suspension issues the need to sacrifice traction, and in turn, braking power, is not needed. Yes! Rasterpropmonitor for Kerbal Space Program, How can I cheat docking in Kerbal Space Program. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. Note the landing area markers. Privacy Policy. Level:Intermediate/Advanced:You need to be able to slap together a plane that flies reasonably well before attempting a VTOL.Background reading:Start with the fantastic Basic Aircraft Design tutorial in this very forum.Craft used to illustrate this tutorial: VTOL stands for "Vertical Take-Off and Landing." Espaol - Latinoamrica (Spanish - Latin America), https://steamcommunity.com/sharedfiles/filedetails/?id=1933948095, https://steamcommunity.com/sharedfiles/filedetails/?id=1933948668, https://steamcommunity.com/sharedfiles/filedetails/?id=1934517923, https://steamcommunity.com/sharedfiles/filedetails/?id=1335577943, https://steamcommunity.com/sharedfiles/filedetails/?id=1640213502, https://steamcommunity.com/sharedfiles/filedetails/?id=1640214586, https://steamcommunity.com/sharedfiles/filedetails/?id=1937826505, https://steamcommunity.com/sharedfiles/filedetails/?id=1937931692. By The BAK Zephyr, a rocket-powered VTOL craft designed for conducting science missions on Duna. Please consider starting a new thread rather than reviving this one. 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. Their hoverjets just have a TWR of less than 1.0. This reduces the amount of trim you need to apply to get the craft level in flight. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Of course the cargo capacity is less than with a HTOL since you're using some of it to haul those vertical thrusters. So this guide is about atmospheric craft designed to fly by makinguse of lift generated by wings, which can take off and land vertically by use of downward-pointing jets or rockets. This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. Then this tutorial is for you. and adust the springs according to how much weight thier carrying. For the vertical engines, do you also need to have some verticalintakes? Note: Your post will require moderator approval before it will be visible. All three wheels (one steerable in front, two fixed in back) are mounted with angle snapping, symmetrically, Wheels are mounted to the fuselage, rather than to the wings (which flex under load), Center of lift is behind center of mass, and slightly raised, Rear wheels are in front of tail, but not enough to make tail strikes easy. The downside is that it isn't as pretty, but it *does* top out at mach 1.8 with a humble wheesly. high altitude flight :: Kerbal Space Program General Discussions Touch down, CUT throttle, CUT engines, BRAKES ON. Good, strong control authority - instead of reducing the pitch control authority, make the plane aerodynamically stable, so that even if you do flip it, it will right itself. The same applies to Laythe, although it has gentler topography. zombie2u, I've always found that best way to not crash on the take off is to take off. Because they're fun and educational and you can. Your previous content has been restored. 5. Now stick a jet engine on the back, and don't forget to put an . But mostly, the answer is still "because they're fun and educational and you can.". May 19, 2013 in KSP1 Tutorials. 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! How to keep an airplane stable on the runway in Kerbal Space - Arqade Lift, the canard button), and finally CoT (Center of Thrust, the thruster button) 2. 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. Most of my planes I'm able to knock each of them down to 40% and still perform 7-8G maneuvers. However, don't put any fuel tanks on it yet, and empty any fuel-containing parts that you are using. Adding a vertical intake helps. ps2. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. Set the thrust limiter on your main engines to zero. Any plane needs speed - so you need thrust (usually). @gokcet @DANKTER I usually run my front wheel override friction on 0.3 when the front gear has steering disabled, it needs lower friction. I was a diehard rocketer (5k hours or so) until a month ago and then suddenly got the spaceplane bug, I can now see why some people (*cough*Val*cough*) come out with dozens of designs: it's neat when it works so well. Remember the, fuel flows from the front in KSP, so you might want to start off with the CoM in front of the CoL. TO achieve the easisest way to balance the fuel tanks i never put usable fuel tank in where i cant move ti easily eg. Can you check what happens if you swap in larger gear? CoL (Blue ball) position relative to CoM (Yellow ball) is very important. I've had a lot of people comment that their planes veer off the runway or flip around madly even though they think they got everything right. My 'plane science' is more advanced than my 'rocket science' (career mode) because I got tired of seeing all the high-altitude missions I had on the books and wanted to finish them. Valentina would really appreciate if I could get my airplane off the ground, but it keeps exploding on the runway by the exact same failure mode: The plane veers to one side or another, either I or SAS correct it, which starts a left/right wobble, which builds until one of the wings hits pavement, at which point the craft quickly brings Valentina to her untimely end. do you put them vertically or are they at an angle to the ground? It is usually placed back because it can be placed further back than it is possible in the front (if it is placed in the front, it can obstruct the view of the pilot, which is undesired) as well as making the plane unstable (by the same effect that you would get if the center of lift (horizontal lifting surfaces) were in front of the center of mass, but with vertical surfaces). Imagine that first plane but with the bubble cockpit and the old style round intakes. As such, you will need various control surfaces. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Thanks to this guide I did my first ever landing on the VAB helipad! When off the ground at a sufficient altitude to clear obstacles, main jets ON, When at sufficient speed for aerodynamic flight, hoverjets OFF, pods CLOSED, gear UP. Whether VTOL craft arepracticalor efficientcompared to other solutions is a different matter -- and to be perfectly honest, I'm inclined to think not really.

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ksp how to make a stable plane