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ksp how to make a stable plane

What Trump's very stable geniuses lack in intelligence they more than make up for in confidence. It uses six Mk 1 utility bay-mounted Junos for hovering. Terriers will also work on Duna. You've landed. [1] At this speed it is possible to circumnavigate Kerbin in about 29 minutes at an altitude of 40 km. I have a simple Vtol SSTO that can take off with junos, hit LKO with rapiers, maybe with 100 m/s left on the rocket side, then return to spaceport and have sufficient liquid fuel for vertical landing. Start with simplest, easiest planes you can and then increase complexity observing and mitigating problems as they arise. For all your gaming related, space exploration needs. Use Pilot Assistant - it's SAS is meant for aircraft rather than general ( read: rocket ) use. Right click on the control surfaces and knock down the control authority of each item. 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." As you reach 100m/s, hold S to pull the stick back, and you should be in the air! You cannot paste images directly. Another way to manage this is to mount your wings above your CoM. Upload or insert images from URL. I'm finding it quite surprising you didn't manage to get the plane to fly yet. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. You can pick the main cockpit and rotate the whole craft with it in SPH to see where your CoL will drift. 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. Then at the top, we'll put one tail fin, centred on the end of the fuselage. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. I also had problems with a high altitude plane until I decided to follow the K.I.S.S. If you have an account, sign in now to post with your account. Hit the launch button and watch your magnificent bird fly! Your, Add enough downward-pointing jets to lift the plane, as symmetrically as you can around the, Adjust the thrust limiter on the fore (or aft) hoverjets until the thrust vector lines up with the. 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. It's a flatbed freighter suitable for shuttling base modules to and from the surface. Adding a vertical intake helps. Nah, the stabilizer will do it. Most of my planes I'm able to knock each of them down to 40% and still perform 7-8G maneuvers. Your choice of RCS jet is the Place-Anywhere or the Vernor. The longest flight got them down to a little more than half full. If it doesn't, he can just make the stabilizer bigger; instead of turning down control authority, just add more fixed wing. 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. 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. Hovering is expensive but you don't really need all that many seconds of hover either for take-off or for landing. Intakes are your friend when you use liquid fuel. All trademarks are property of their respective owners in the US and other countries. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. Adding more engines without adding intakes will make the problem worse. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. This is my current best hi alt plane. Absolutely! Remember the, fuel flows from the front in KSP, so you might want to start off with the CoM in front of the CoL. A bigger twin-boom design using two arrays of 18 Junos on each boom and a single array of 9 on the nose. You too!Like - Subscribe - Check out my other tutorials. Congratulations! This plane will be able to take off, travel somewhere, perform a crew report, and then land. 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. Powered by Invision Community. Is there any way to reliably fix this? Your previous content has been restored. You would need a lot of orbits at 69 km to come down into the ground. principle. I was hoping that the new intakes would give it the added altitude. 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. Hi @Brikoleur, nice work! 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. In the crash log, it says that at 00:00:00 there is "Lift-Off!" 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). In a twin-boom design, you have one hoverjet at the nose, and one in each of the booms. It is certainly possible to make VTOLs that can circumnavigate the planet. But it should most definitely be in front of it, and preferably NEVER move behind it, even with empty fuel tanks. 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. The more intakes added, the higher a plane can go before a flame-out, which makes multiple intakes a must on SSTO spaceplanes. ps: use caps lock(fine control) to reduce the amount you're actually moving the control surfaces. This can be most helpful when transitioning to or from level flight. Can you check what happens if you increase the tail size to pull the center of drag back? 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. 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. My question is really about controllability. Another pointer is to make your wings larger with the same amount of control surface. Similar to the fuel pump mods out there now. 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. Larger ones have additional wing-mounted pods. 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. Now I have a plane that will fly around the world at an altitude of the low-20s. After the drag was sorted out, it wasn't very hard to create a dockable SSTO version. A twin-pod design is similar to a twin-boom, except that it has a conventional tail extending from the fuselage. All rights reserved. Two MacBook Pro with same model number (A1286) but different year. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). i recently used a single whiplash plane and was able to maintain a stable 21-22k meter altitude. It also depends on whether you're using FAR or another aerodynamic rewrite mod that would change the way your aircraft behave. front, then it automatically disbalances the weight moving the weight to the back. Learn more about Stack Overflow the company, and our products. Keeping it from crashing is usually the hard part. 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. All other versions are slower and lower and unstable in turns. This item will only be visible in searches to you, your friends, and admins. Smaller wings on the cockpit can be good. For most small-to-normal-sized craft, you should end up with CoL sitting right at the back of the yellow CoM ball. Now for the engines. Your link has been automatically embedded. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. 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. You want an elevon on each set of wings. 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. The craft will lift off once generated lift + hoverjet thrust overcome its mass. You need about 150 m/s for the landing, less than that for take-off. 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. 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=. We look at the principles behind designing a basic jet. 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. Roll is the main way to change direction in flight, and best way to crash the plane on the ground. Things get ugly!!). 4. If additionally you can give it a controlled tilt and hold it there, then it'll start accelerating in that direction, like a helicopter. The gear of the craft can also easily be overlooked, but can make the difference between flying masterpiece and soon-to-be-scraps. 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. Enable mirror symmetry to save yourself some alignment effort. I'm trying to build a high altitude plane and have found out that the rules are different. The solution is to house the hoverjets in a cargo bay of some kind, with the doors opening downwards. Set the thrust limiter on your main engines to zero. 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. by fixing the suspension issues the need to sacrifice traction, and in turn, braking power, is not needed. In 5e D&D and Grim Hollow, how does the Specter transformation affect a human PC in regards to the 'undead' characteristics and spells? Simply changing the intakes made it fly completely out of control and impossible to land. Getting a plane of the round isn't that hard. 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. How do I make aircraft stable & smooth to control? 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. I didn't try for 20000m as it probably wouldn't do well. 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? 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! Is it even possible to have a practicalVTOLcraft without using the unlimited fuel cheat? @gocket the reason why your solution works is because you are counteracting the imbalance of friction in the wheels as they wobble. 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). Before you can make a successful plane, you must understand what makes a plane go in places other than the ground - the wings. The writing is a bit disjointed, because it's been edited and restructured a few times andI'm not a native english speaker. And start small. However, don't put any fuel tanks on it yet, and empty any fuel-containing parts that you are using. For the CoM / CoL relationship to get a stable-yet-maneuverable craft, I'd recommend doing the tweaks in two stages. If his problem is the plane doing backflips at a touch of 's', I wouldn't go with 'slightly'. 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. I've found that all my runway wiggling planes are caused by the wheels. Arqade is a question and answer site for passionate videogamers on all platforms. Try reducing control authority (or even generally amount) of control surfaces - rudder, ailerons, the front wheel (maybe even make it a fixed one). Can you check what happens if you swap in larger gear? If you (or SAS) turns even just a little, the engine opposite your turn will have a higher velocity than the one towards your turn. Ill link it if interested. Now, imagine it forward, it will stall like a REAL plane and will go forward, Front is on the left, and back is on the right. Thanks for any answers! "Type E" is the smallest you should have, and you want a set of those connected at the back of the fuselage. Otherwise tune the suspension to keep takeoff and landing stable. To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Before building planes though, there are some inportant things to know. I'm going to strongly suggest using the angle set to 90 degrees + symmetry mode to place landing gears. This is always my strategy for building planes (although sometimes things go horribly wrong for a different reason.) 2023 Take-Two Interactive Software, Inc. Flight records. And start small. Note: Your post will require moderator approval before it will be visible. For what it's worth - watching 1.2 pre-release streams, the upcoming changes to SAS are profound. - SF. Improving the copy in the close modal and post notices - 2023 edition, New blog post from our CEO Prashanth: Community is the future of AI, Screenshot of the Week #89 [Submissions Closed, Vote Now!]. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. 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). Light craft have a single engine at the rear of the fuselage. Your plane is almost finished. I don't have many aerodynamic parts unlocked yet though. KSP should be handing out engineering degrees :). I've always found that best way to not crash on the take off is to take off. Valve Corporation. All rights reserved. NEVER go forwards, causing the aircraft to crash itself. And above all: have fun! Clear editor. But it flies horribly, it's all over the place even with SAS on it doesn't fly even remotely stable. Plane body deformations can cause the wheels to touch the ground at a slightly different angle. Why did DOS-based Windows require HIMEM.SYS to boot? @gokcet @DANKTER I usually run my front wheel override friction on 0.3 when the front gear has steering disabled, it needs lower friction. 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. From your description of your plane I would check the following: You seem to have done a lot of things right. 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. If you have a perturbation that gives your left engine a tiny bit more thrust, you will turn slightly right. air) that high up. Powered by Invision Community. Valve Corporation. 2023 Take-Two Interactive Software, Inc. the front should be close to double the rear gears strength) And Good Guide! 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. zombie2u, Turns out it was wheel positioning! Do you have a picture? +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." @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. Yes! 3. I only very recently got into planes. a craft that's designed to fly aerodynamically, using lift produced by lifting surfaces. You can either go with four "LY-O1 Fixed" or a tricycle of two LY-01 near the back and one "LY-05 Steerable" at the front; either is fine for now. Have you noticed this or do you think I might just need more vertical engines when using horizontal intakes only? 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. And you would need to stay hours spectating the ship, because the game doesn't simulate atmospheric drag otherwise. Which reverse polarity protection is better and why? You may need to add several on bigger craft. what do you mean by "wheels are mounted with angle snapping"? 2. 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. In particular, there's one constraint that needs special attention: centre of mass, and the invariance thereof, as you burn fuel. Making a fuselage. @italian man Great guide, and for people who would like to know the basics of plane building i will be pointing them here. I would really suggest this guide for beginners trying to get into the world of planes in Kerbal Space Program. You may need to change control authority to a negative value if they bend "the wrong way". if that does not work, lower the spring strength until it works properly. Cookie Notice You might still be able to turn very quickly, but if you don't have enough wing you won't drag your velocity vector with you, which means you force your wings into a stall and bleed energy in a hurry (and can also lose control, depending). Keep pitching up as you approach stall speed. Usually, having one or two medium-sized intakes will more than suffice on a regular plane. 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. What is this brick with a round back and a stud on the side used for? 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'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? Any insights? Touch down, CUT throttle, CUT engines, BRAKES ON. (as in, like 45 degrees) usually resulting in the plane exploding. there aren't any aerodynamics when you are a kraken scientist like me. Also, I would like to know how I can tweak my aircraft to make them smooth at the controls.

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