ksp how to make a stable plane

Can't remember where I saw/read about it - Scott Manley maybe? I'd start with a lawn arrow that can be hardly pulled up, horrible to maneuver, with CoL way behind, but rock-stable. The BAK Karmilla. If you believe your item has been removed by mistake, please contact, This item is incompatible with Kerbal Space Program. Adding more engines without adding intakes will make the problem worse. The CoG shouldn't be TOO far in front of the CoL, though. The ones that are at an angle must be placed at that exact angle, you can't angle them to make them wider. 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. It only takes a minute to sign up. Please help, This is an okay guide but it does not go into the nuts and bolts of the deal.like what exactly do all of these wing parts do? I'm finding it quite surprising you didn't manage to get the plane to fly yet. 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. Now for the engines. Before building planes though, there are some inportant things to know. And start small. 3. This should reduce ground control authority and make oscillations less powerful. Rasterpropmonitor for Kerbal Space Program, How can I cheat docking in Kerbal Space Program. By You need to sign in or create an account to do that. Unexpected uint64 behaviour 0xFFFF'FFFF'FFFF'FFFF - 1 = 0? Your airspeed will also fall. But they are tons of fun both to design and to fly, which for me is kind of the point of KSP. You want those tires facing straight to the ground! 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. You want to keep the CoL slightly behind the CoM, but not too much to not create torque. You need enough intakes to keep them fed. 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. Is there such a thing as "right to be heard" by the authorities? You do need rather a lot of them. Now stick a jet engine on the back, and don't forget to put an . Which was the first Sci-Fi story to predict obnoxious "robo calls"? The CoM (Center of Mass) is a yellow ball on your spacecraft when you enable it in the SPH. 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. Lift, the canard button), and finally CoT (Center of Thrust, the thruster button) 2. All rights reserved. Powered by Invision Community. Can I use the spell Immovable Object to create a castle which floats above the clouds? Which reverse polarity protection is better and why? A Screenshot of Kerbal Space Program. How do I make aircraft stable & smooth to control? When braking most of the power should be on the rear, or you may see Kerbin up close. However, don't put any fuel tanks on it yet, and empty any fuel-containing parts that you are using. 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. Try not to make your first airplanes longer than 3 MK1 fuselages. The main challenge for hover control is to keep the craft horizontal. 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. @gocket the reason why your solution works is because you are counteracting the imbalance of friction in the wheels as they wobble. 100% is fine for doing a pure Pilot Assisted flight but for keyboard piloting it's too much. I had my rear wheels mounted on the tail, and it seems the taper of the tail messed up the angle of the wheels creating instability. 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). Any insights? 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). Also as others have pointed out, keeping the COM/COL/COT alignments proper is essential for aircraft. The craft will lift off once generated lift + hoverjet thrust overcome its mass. Pasted as rich text. ps2. Are there any canonical examples of the Prime Directive being broken that aren't shown on screen? Smaller wings on the cockpit can be good. [Stock] Brikoleur's Guide to VTOL Aircraft, fuel and trying to add more fuel means you need. Now to try it on one of those high altitude missions. This thread is quite old. This one is balanced with reaction wheels. Somebody figured out how to make a stable orbit inside of the atmosphere Scan this QR code to download the app now. 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. You can park a ship into an elliptical . one last thing to verify: look from the side, observe where your center of mass is, then how the control surfaces are located relative to it and if the way they react to your controls makes sense (just try to pull up, down, or roll, on the runway without even starting the engine or disengaging brakes and watch which way the control surfaces move). In principle it's simple just place your fuel symmetrically around the dry CoM, and centre your vertical thrust vector on it but how? I don't have that other stuff yet. Try reducing control authority (or even generally amount) of control surfaces - rudder, ailerons, the front wheel (maybe even make it a fixed one). Pasted as rich text. 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. Display as a link instead, But be careful and don't crash it! It flames out at 25,000. the vertical stabilizer only handles yaw? 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. The Panther engine can hold 19,000 steady and oscillates around 20,000. That is really weird. Can you check what happens if you swap in larger gear? Such a simple and basic tip, but so unknown throughout KSP. Have you set your control surfaces to only respond to appropriate controls? In particular, there's one constraint that needs special attention: centre of mass, and the invariance thereof, as you burn fuel. Mount your rear wheels out on the wings for better stability. Making a fuselage. 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. (KSP 1.9.1) Subscribe - http://www.youtube.com/c/MikeAben?sub-confirmation=1 Patreon - https://www.patreon.com/MikeAbenPatreon supporters receive early, ad-free, access to videos, kOS and craft files, and more. Absolute Beginner's Playlist - https://www.youtube.com/playlist?list=PLB3Ia8aQsDKgGHrNZnz2ca8NVuyj7eHXc Craft File - https://drive.google.com/file/d/1cfFBMm4EBhDh8mQ2UuOn9f5DL6jBgM05/view?usp=drivesdk0:00 - Introduction1:42 - Planning our Science Collection3:36 - Starting our Build4:49 - Changing Symmetry Mode6:40 - Adding Fuel8:07 - Adding Jet Engines \u0026 Air Intakes9:10 - Adding Wings \u0026 Elevons10:55 - Adding a Tail12:03 - Understanding Center of Lift16:24 - Understanding Control Surfaces18:31 - Adding Landing Gear22:25 - Summary Of course the cargo capacity is less than with a HTOL since you're using some of it to haul those vertical thrusters. One point I would mention is that the more wing area you have relative to your control surfaces, the less angle of attack you can generate. The BAK Zephyr, a rocket-powered VTOL craft designed for conducting science missions on Duna. The parts regarding landing gear placement is especially relevant in 1.1.x. Please see the. To land a VTOL aircraft, approach the landing zone as you would with a regular HTOL craft, until on final approach. On the other hand, atmospheric craft are superb for exploring it for the very same reason you can scout for the perfect spot for your base, then land precisely there. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. Learn more about Stack Overflow the company, and our products. Is there any way to reliably fix this? Getting all of this into one craft is a pretty intricate business, however. Always look at your aircraft from a 90* angle on the side. ps: use caps lock(fine control) to reduce the amount you're actually moving the control surfaces. 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!). Control surfaces are your friend. These should be in the bottom left next to the display of the cost of the aircraft. Intakes are your friend when you use liquid fuel. 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. It's a flatbed freighter suitable for shuttling base modules to and from the surface. as a rule of thumb they all lose thrust at higher altitudes and at high velocities. Then: I hope you've found this short tutorial useful. Interesting, though even being exponential theres a chance it starts out so small it takes longer than a takeoff to reach noticeable levels. and our In this tutorial we cover the basics of building and flying a jet in Kerbal Space Program. Subscribe - http://www.youtube.com/c/MikeAben?sub-confirmation=. OK, I have a really pedantic question here: Is it even possible to have a practical VTOL craft without using the unlimited fuel cheat? 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! Eventually you either crash, or you reach a high enough speed that SAS wiggling can't cause a significant enough difference in engine speeds. Standard KSP airplane-stability request: post a screenshot of your airplane in the SPH, with the center-of-mass, center-of-lift, and center-of thrust markers shown. 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. Your CoT vector will disappear. In vanilla KSP, wings have a predefined lift factor. 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. I didn't try for 20000m as it probably wouldn't do well. The Kerbal Space Program subreddit. Another pointer is to make your wings larger with the same amount of control surface. 2. With a decent lever arm to work with you can be both perfectly stable in level flight and very agile in pitch and yaw controls. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! Ill link it if interested. A basic tutorial on building a single prop plane. For more information, please see our I can make a design that's quite good at hovering, landing, and maneuvering around a site like a helicopter, but it'll be crap as an actual aerodynamic plane- as the control surfaces and wing setup are designed for forward flight - and for hovering I want something that has no forward-bias (ever started sliding backwards in a vtol craft designed for otherwise normal forward flight? The more intakes added, the higher a plane can go before a flame-out, which makes multiple intakes a must on SSTO spaceplanes. Kerbin has some biomes that are difficult to reach any other way. Usually, having one or two medium-sized intakes will more than suffice on a regular plane. 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. A bigger twin-boom design using two arrays of 18 Junos on each boom and a single array of 9 on the nose. So yes, it most definitely is possible. 3. I might try to write a more advanced guide for spaceplane construction. Turns out it was wheel positioning! As crazy as this sounds, it's true, they really get helped out, and it's a really nice thing to do. If it is, you'll never get the nose off the runway. You don'thave touse their fuel capacity you might want to leave them dry if they're not symmetrical to the CoM. Why don't we use the 7805 for car phone chargers? Firstly you're going to want to make a short fuselage. Congratulations! One challenge I've run into for myself with more elegant VTOL SSTOs is low-speed-hover controllability; beyond using brute-force RCS or SAS. Privacy Policy. You've landed. 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. 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. Intriguingly, there is one thing I've found that does prevent the wobble from starting, and that is to use a single engine mounted directly on the back of the fuselage, which prevents using a tail and is ultimately a fairly significant restriction to build around. Intakes aren't something usually causing planes to fail, however need some thought. 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). To start off with, use ANY cockpit you want, this tutorial is going to teach you how to make anything using anything, as long as you follow these directions. Getting a plane of the round isn't that hard. All rights reserved. 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. Here's how you go about building a VTOL under these constraints. Best way to get down into thicker air and land is to perform what dogfighters called a 'Split-S'. 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. @davidalangay all of the wings provide lift, and some of them also act as a control surfaces, its pretty self explanitory, Im having a weird glitch, where whenever I make a plane (I even tried copying your design in this guide, to the T, and it broke too) they spawn, and if it's a big plane will always veer off to the left and be completely unable to turn right, and if it's small, then it'll start rocking side to side and flip over. 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. 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. The downside is that it isn't as pretty, but it *does* top out at mach 1.8 with a humble wheesly. Note the landing area markers. It is entirely powered by Terriers. 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. Jets are good for a certain amount of static thrust but they don't allow quick control of your vertical speed because of their slow spool time. 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). Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. 1. 5. It is also said that a good landing is one you can walk away from. You would need to get down into the 37k-45k zone to aerobrake enough to come down in one orbit. This item has been removed from the community because it violates Steam Community & Content Guidelines. Does the order of validations and MAC with clear text matter? 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). There are lots of ways to make this work, but here are some designs I've used successfully: For rocket-powered hover, use Spark,Aerospike, or Vector (if you really need a lotof hover power). As you reach 100m/s, hold S to pull the stick back, and you should be in the air! Ill edit this sometime this week. I have not had much success usingonly horizontally oriented intakes - the engines do not have sufficient air flow to generate enough thrust to actually lift the craft. the front should be close to double the rear gears strength) And Good Guide! Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. Is it even possible to have a practicalVTOLcraft without using the unlimited fuel cheat? 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). You may be correct and that 3 engine plane is a lemon. 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. Also stock fuel priority is in 1.2, allowing very stable CoM builds. The best answers are voted up and rise to the top, Not the answer you're looking for? Interesting design!! If the fuel flows from the. SAS sees this and turns the other way, which just causes the same problem in the other direction. Your link has been automatically embedded. The BAK Drakula. First, @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, Hahaha absolutely right, but distinctly less satisfying. And above all: have fun! Starting from something with MK3 hull without experience in MK1 will be an uphill battle. Also: high proportion of lifting surfaces to non-lifting surfaces. Your very own tutorial.). and adust the springs according to how much weight thier carrying. 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. Archived post. To fly a VTOL craft, you need to be able to perform the following actions, which must be bound to a an action group: If you have full RCS control, you will additionally need control for that, and if your hoverjets are inside pods, you will want a control for toggling them too. also, you state that a stabilizer (you called it a tail) isn't necessary, and although that's true, it's worth noting that a stabilizer is vital in preventing, and recovering, from flat spins, which can be extremely dangerous. They'll still happen but you'll have more time to get off the ground. Once you got a hang of these, try bigger stuff. Have fun with your S/VTOL craft and don't forget there are more ways to do them as well, including helicopter-like things that don't fly aerodynamically at all. 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? 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. Now put on center of mass and center of lift view, and move the delta wings until the center of lift is slightly behind of the center of mass - not in front, otherwise your aircraft will be able to easily flip out of control. If it doesn't, he can just make the stabilizer bigger; instead of turning down control authority, just add more fixed wing. These tend to handle best. Paste as plain text instead, This can be most helpful when transitioning to or from level flight. You would need a lot of orbits at 69 km to come down into the ground. Your previous content has been restored. You arent doing anything wrong. Check out Mike from Merrimack, New Hampshire as he explains to filmmaker Rod Webber what' 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.

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