ksp how to make a stable plane

Keep pitching up as you approach stall speed. Try not to make your first airplanes longer than 3 MK1 fuselages. So the ones that go straight up and down can only be straight up and down, no angling left, right, backwards or forwards such as when you place the little wheel on the angled body of the cockpit part. First off, make sure you are using the newest version of Kerbal Space Program, and it is NOT pirated, when you buy it, the devs get helped out. Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). And start small. 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. Yes, although they have only been flown with nearly full tanks. This guide will show how to make simple-ish planes and other aerodynamic tips. Move them back and fill them with fuel or weigh them down with control surfaces. 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. Always look at your aircraft from a 90* angle on the side. The gear of the craft can also easily be overlooked, but can make the difference between flying masterpiece and soon-to-be-scraps. Rockets are much less efficient than air-breathers, so it needs to be much bigger than a Kerbin-bound craft performing the same mission! For more information, please see our This thread is quite old. If you have more than one engine, you can get asymmetric thrust at low speeds. When braking most of the power should be on the rear, or you may see Kerbin up close. I don't have many aerodynamic parts unlocked yet though. For all your gaming related, space exploration needs. It also depends on whether you're using FAR or another aerodynamic rewrite mod that would change the way your aircraft behave. If you have an account, sign in now to post with your account. 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. For most small-to-normal-sized craft, you should end up with CoL sitting right at the back of the yellow CoM ball. You need about 150 m/s for the landing, less than that for take-off. If it is, you'll never get the nose off the runway. About the landing gear, the best way to stop the weird self steering issue is to increase the spring and damper strength. Thanks to this guide I did my first ever landing on the VAB helipad! I used the angle snapping feature (to the right of the symmetry selector in the bottom left hand corner of the screen in the space plane hangar view) to mount the steerable wheel perpendicular to the ground, and the two fixed wheels symmetrically such that zoomed in, the wheels themselves are perpendicular, though the fixed wheel part itself comes with something like a 45 degree angle between the wheel and the shaft that attaches it to the craft, so the shafts naturally sit at something like a 45 degree angle out to either side so the wheels can sit perpendicular. 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. 5. 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. I think it might be so small it starts with floating-point rounding errors; it's exponential and compounds every frame. 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. Archived post. Smaller wings on the cockpit can be good. One of the most finicky problems with VTOL craft is managing centre of mass. instead i atach the fuel tanks as radial fuel tanks, or underwing droptanks, so i can slide them on the hull. i dont know what kind of range youre looking for but i would make a significantly smaller plane. Basic Plane Design - KSP Tutorials #9 - YouTube They're obviously bigger and less efficient than conventional landers again because of the extra engines you're hauling; the advantage is being able to land them exactly where you want, while having the capability to explore the planet with atmospheric flight. 2. Your very own tutorial.). Roll is the main way to change direction in flight, and best way to crash the plane on the ground. Now to try it on one of those high altitude missions. 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. Can't remember where I saw/read about it - Scott Manley maybe? Then at the top, we'll put one tail fin, centred on the end of the fuselage. Except for the parts regarding drag and number of intakes, everything else is still very valid. All other versions are slower and lower and unstable in turns. Two MacBook Pro with same model number (A1286) but different year. However, don't put any fuel tanks on it yet, and empty any fuel-containing parts that you are using. 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. Reaction wheels will balance smaller craft just fine, but are probably insufficient for bigger ones. How to Make a Perfect Space Plane - KSP1 Tutorials - Kerbal Space As such, you will need various control surfaces. I only very recently got into planes. This is always my strategy for building planes (although sometimes things go horribly wrong for a different reason.) If his problem is the plane doing backflips at a touch of 's', I wouldn't go with 'slightly'. That is really weird. A VTOLaircraftas discussed here is a craft that's designed to fly aerodynamically, using lift produced by lifting surfaces, but take off and land vertically. 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! There are a few missions for which a VTOL aircraft is ideal. They optimize use of oxidizer in SSTOs. I have some really good tips and tricks to add to your tutorial,but Im on my phone at the moment. CoL (Blue ball) position relative to CoM (Yellow ball) is very important. Build yourself a plane. You're one of the few I've read that recognized the potential of Junos in vtol vs the more popular panthers or using rotating clamp-o-tron assemblies- bigger engines have the huge design downside of shifting COM above fuselage longitudinal axis, which makes rocket placement difficult for SSTOs. Any insights? This guide also applies to STOL (Short Take-Off and Landing) aircraft which do their thing using downward-pointing jets or rockets, because they're pretty much the same thing. Do you have a picture? If you have a delta wing with a slight AoA and pitch-control elevons at the back, I also find it works well to rotate the elevons back to the pure horizontal. 2023 Take-Two Interactive Software, Inc. [Stock] Brikoleur's Guide to VTOL Aircraft, fuel and trying to add more fuel means you need. The longest flight got them down to a little more than half full. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. You want to keep the CoL slightly behind the CoM, but not too much to not create torque. - but they were talking about having two intakes/engine. You can post now and register later. But they are tons of fun both to design and to fly, which for me is kind of the point of KSP. We're also not discussing helicopters here, because stock kerbals have not invented the propeller, and stock propellers are a whole big topic of their own. I actually like canard layouts, but I'm going to endorse this post because it's a simple, easy way to do it. [1] At this speed it is possible to circumnavigate Kerbin in about 29 minutes at an altitude of 40 km. I wrote a post that covers similar topics. The downside is that it isn't as pretty, but it *does* top out at mach 1.8 with a humble wheesly. May 19, 2013 in KSP1 Tutorials. Your link has been automatically embedded. It may be too far forward, especially if the tail is too small relative to the plane's wings. Here's how you go about building a VTOL under these constraints. Tutorial: Your First Plane - Kerbal Space Program Wiki This is my current best hi alt plane. I might try to write a more advanced guide for spaceplane construction. You should have something called an "Elevon 1"; this will be the moving part for your wings. I moved the wheels from the tail to the fuel fuselage, and now she takes off like a dream! Thank you and happy landings. After the drag was sorted out, it wasn't very hard to create a dockable SSTO version. Check out Mike from Merrimack, New Hampshire as he explains to filmmaker Rod Webber what' Your previous content has been restored. To land a VTOL aircraft, approach the landing zone as you would with a regular HTOL craft, until on final approach. That should just about do it for basic planes. It's a flatbed freighter suitable for shuttling base modules to and from the surface. That's what this guide is all about, so we're not talking about VTOL rockets that don't make use of wings to produce lift. @gocket the reason why your solution works is because you are counteracting the imbalance of friction in the wheels as they wobble. Really nice overview and some incredible looking craft! 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). OK, I have a really pedantic question here: Is it even possible to have a practical VTOL craft without using the unlimited fuel cheat? (if the front gear is the same ditance from the CoM as the 2 rear gears. Display as a link instead, Browse other questions tagged, Start here for a quick overview of the site, Detailed answers to any questions you might have, Discuss the workings and policies of this site. This plane will be able to take off, travel somewhere, perform a crew report, and then land. At this point you'll probably need to go back to the plane design you started with, because air intakes are dry mass and will shift the CoM as you add them. Adding more engines without adding intakes will make the problem worse. I didn't try for 20000m as it probably wouldn't do well. Steam Community :: Guide :: Basic Planes Guide All trademarks are property of their respective owners in the US and other countries. 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. 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. In the crash log, it says that at 00:00:00 there is "Lift-Off!" The Cyclone uses Aerospikes for propulsion. 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! Because of that if you for example place control surfaces at the front you can make a plane that has CoL behind CoM (like in the picture) unstable because CoL will drift forward past CoM as AoA increases (contrary to your 4th point). But mostly, the answer is still "because they're fun and educational and you can.". 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. Your plane will be slow and have limited range, or you'll have to make it a lot bigger to brute-force your way around that limitation. - SF. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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. Please consider starting a new thread rather than reviving this one. 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. What i do when i build a plane (except the tings others allready mentioned) is playing a lot with the Fuel sliders on fuel tanks in SPH and then moving the tanks and adding removing "balance mass" to the plane untill the COM doesnt move at all relatively to COL, no matter how much fuel i have with tanks. what do you mean by "wheels are mounted with angle snapping"? The Center of Gravity is ALWAYS above Center of Lift. Then I'd go with moving it towards more maneuvrable by moving CoL towards CoM. If I'm running something with a long delta-wing layout, I'll then use canards and have the dynamic instability to allow for manouvering; if it's something without a lot of pitch inertia, I'll go tail stabilizer. E.g. What version is the Kerbal Space Program demo?

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ksp how to make a stable plane

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Historic Osborne House is one step closer to it mega makeover with Geelong City Council agreeing upon the expressions of interest (EOI) process that will take the sustainable redevelopment forward.

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Just to re-cap: CoGG Council voted in July 2018, to retain Osborne House in community ownership and accepted a recommendation for a Master Plan to be created. This Master Plan was presented to Council in August 2019 but was rejected because it failed to reflect said motion of elected councillors.

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At the CoGG Council meeting of 25th February 2020, councillors voted unanimously to accept the recommendations of council officers regarding Agenda Item 4: Osborne House