ksp how to make a stable plane

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The BAK Karmilla. Then at the top, we'll put one tail fin, centred on the end of the fuselage. Do you by chance know how much the thrust varies with these small velocity perturbations? Sorry if this is just too basic, it is kind of for beginners, edit: [snipped the stupid thought] i need to stop trying to post when dead tired, I like rules of thumb like these All the info you need without getting bogged down with specifics, Just a quick FYI, you say that CoL is center of thrust and CoT is center of lift; these are the wrong way around. Another way to manage this is to mount your wings above your CoM. The downside is that it isn't as pretty, but it *does* top out at mach 1.8 with a humble wheesly. I didn't try for 20000m as it probably wouldn't do well. You want an elevon on each set of wings. Can you check what happens if you increase the tail size to pull the center of drag back? 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. Simply changing the intakes made it fly completely out of control and impossible to land. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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. If the fuel flows from the. By I don't have that other stuff yet. Also there it's important to place small landing gear after setting up CoL to CoM relation since it's mass is calculated in CoM in SPH/VAB but not counted in flight. They have in common that it's easy to tweak the balance by moving things around, rather than having to add or remove pieces. Also, a good tip: If you use a Panther as a lifting engine, and link the 'Dry/Wet' control to the Stage action group, it allows you to have a lot of control over your lifting thrust (by toggling the Space bar). In other words classic tripod. Similar to the fuel pump mods out there now. Paint a picture in that little head of yours, imagine that the Mass was in the back, when you stall it, it will ALWAYS fall backwards and. Adding a vertical intake helps. Eventually you either crash, or you reach a high enough speed that SAS wiggling can't cause a significant enough difference in engine speeds. For the vertical engines, do you also need to have some verticalintakes? About the landing gear, the best way to stop the weird self steering issue is to increase the spring and damper strength. That should just about do it for basic planes. Reaction wheels will balance smaller craft just fine, but are probably insufficient for bigger ones. Next question? 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. You cannot paste images directly. 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. Use Pilot Assistant - it's SAS is meant for aircraft rather than general ( read: rocket ) use. The ones that are at an angle must be placed at that exact angle, you can't angle them to make them wider. Thank you and happy landings. In 5e D&D and Grim Hollow, how does the Specter transformation affect a human PC in regards to the 'undead' characteristics and spells? The juno 8-pack in a mk2 bay is my go-to, plus, a single Engine nacelle will provide enough air for them all and fuel is self-contained, making the design easy to scale for larger craft. 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? This page was last edited on 17 December 2021, at 13:14. 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 more than one engine, you can get asymmetric thrust at low speeds. Thanks to this guide I did my first ever landing on the VAB helipad! 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. For the CoM / CoL relationship to get a stable-yet-maneuverable craft, I'd recommend doing the tweaks in two stages. Kerbal Space Program - Beginners Guide to Aircraft Aerodynamics This can be most helpful when transitioning to or from level flight. In addition to the tips others have suggested, try locking steering on all your wheels. 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? Interesting design!! I've spent the past three hours committing a genocide of historical proportions against my Kerbals, and it's making me quite sad. A V/STOL atmospheric craft built for Duna can drop you on any dime, anywhere on the surface. This thread is quite old. I think it might be so small it starts with floating-point rounding errors; it's exponential and compounds every frame. The more intakes added, the higher a plane can go before a flame-out, which makes multiple intakes a must on SSTO spaceplanes. 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. This item will only be visible in searches to you, your friends, and admins. You know you don't have enough if you're getting engine flame-outs on take-off or, worse, landing. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. I only very recently got into planes. Best way to get down into thicker air and land is to perform what dogfighters called a 'Split-S'. That would oscillate slowly between 16000m and 17000m but was otherwise fully controllable. By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. Your link has been automatically embedded. You can pick the main cockpit and rotate the whole craft with it in SPH to see where your CoL will drift. This ensures that your aircraft will go up once it achieves a high enough speed, and also helps with placing ailerons. Display as a link instead, 2023 Take-Two Interactive Software, Inc. 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. They'll still happen but you'll have more time to get off the ground. Now, get a pair of winglets, and place them at the front of the plane to get that approximate spacing of COM . 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. Firstly you're going to want to make a short fuselage. 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. Please see the. As with everything in KSP, experiment, experiment, experiment. Try not to make your first airplanes longer than 3 MK1 fuselages. QAnon follower explains that Trump is the shadow President and James Reddit and its partners use cookies and similar technologies to provide you with a better experience. I also had problems with a high altitude plane until I decided to follow the K.I.S.S. 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. Pasted as rich text. ps. 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! You may be correct and that 3 engine plane is a lemon. 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 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). 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. How to Make a Perfect Space Plane - KSP1 Tutorials - Kerbal Space Even though it just spawned. Rasterpropmonitor for Kerbal Space Program, How can I cheat docking in Kerbal Space Program. Roll is the main way to change direction in flight, and best way to crash the plane on the ground. Also, I would like to know how I can tweak my aircraft to make them smooth at the controls. the vertical stabilizer only handles yaw? I'd start with a lawn arrow that can be hardly pulled up, horrible to maneuver, with CoL way behind, but rock-stable. @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. Such a simple and basic tip, but so unknown throughout KSP. Ill edit this sometime this week. Except for the parts regarding drag and number of intakes, everything else is still very valid. Now stick a jet engine on the back, and don't forget to put an . Please consider starting a new thread rather than reviving this one. The longest flight got them down to a little more than half full. I might try to write a more advanced guide for spaceplane construction. 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! If the CoM is in the back, then it will ALWAYS not be able to get out of a stall, flatspin all the time, and will be an all around horrible plane. 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. You cannot paste images directly. The CoL should be in the center or just behind the CoM. It can be as crazy or as normal as you want, just remember these basic tips, 1. 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. All trademarks are property of their respective owners in the US and other countries. Are there any canonical examples of the Prime Directive being broken that aren't shown on screen? 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. 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. [Stock] Brikoleur's Guide to VTOL Aircraft - Kerbal Space Program Forums Cookie Notice But mostly, the answer is still "because they're fun and educational and you can.". 100% is fine for doing a pure Pilot Assisted flight but for keyboard piloting it's too much. 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. 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. Absolutely! Right click on the control surfaces and knock down the control authority of each item. Additionally if you have any off-center fuel tanks, double check the fuel is drawn from both at the same rate (same priority). Also, lift is usually placed in the middle-to-back of the wing, depending on the shape. New comments cannot be posted and votes cannot be cast. This guide will show how to make simple-ish planes and other aerodynamic tips. This page was last edited on 19 February 2020, at 07:08. 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. 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. How do I build a good stable basic plane? Can you check what happens if you swap in larger gear? Most of my planes I'm able to knock each of them down to 40% and still perform 7-8G maneuvers. It is also said that a good landing is one you can walk away from. 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. Some more advanced tips you can use in the guide: In stock (no FAR) game to have a stable plane its also important to place control surfaces behind the wings, since their lift increases faster with AoA. 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. KSP should be handing out engineering degrees :). Plane - Kerbal Space Program Wiki 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. 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. All other versions are slower and lower and unstable in turns. Hit the launch button and watch your magnificent bird fly! The parts regarding landing gear placement is especially relevant in 1.1.x. Their hoverjets just have a TWR of less than 1.0. i dont know what kind of range youre looking for but i would make a significantly smaller plane. November 1, 2018 in KSP1 Tutorials. 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. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. You too!Like - Subscribe - Check out my other tutorials. 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). Learn more about Stack Overflow the company, and our products. Ill link it if interested. Set the thrust limiter on your main engines to zero. 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. 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. ps: use caps lock(fine control) to reduce the amount you're actually moving the control surfaces. When your airspeed is low enough that aerodynamic control is getting sluggish. My Hats off to Brikoleur, as a fellow VTOL/general spaceplane [stock] enthusiast, your tips were easy to read and right on the money! 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. 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. 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. - but they were talking about having two intakes/engine. These should be in the bottom left next to the display of the cost of the aircraft. You can horse hundreds of tonnes, up and down both, with the standard canard pieces. Kerbin has some biomes that are difficult to reach any other way. 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. It's said that takeoffs are optional but landings are mandatory. Body deformation can be caused by heavy parts, many parts connected together, or forces on the plane. That is really weird. Sometimes though, planes need to do more complex jobs, like flying farther or making it to space, so I am planning on adding another guide to explain how to make and what to consider in an SSTO spaceplane. You can post now and register later. So if you're getting those flame-outs, add more intakes until you don't get them anymore. 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. Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. You've landed. Somebody figured out how to make a stable orbit inside of the atmosphere Scan this QR code to download the app now. i recently used a single whiplash plane and was able to maintain a stable 21-22k meter altitude. Intakes aren't something usually causing planes to fail, however need some thought. (Yes, you personally, you lucky thing! Paste as plain text instead, Powered by Invision Community. When your airspeed is near zero and you're above your landing spot, reduce throttle until you start descending. 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. But be careful and don't crash it! My question is really about controllability. You do need rather a lot of them. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. You want to keep the CoL slightly behind the CoM, but not too much to not create torque. Start with simplest, easiest planes you can and then increase complexity observing and mitigating problems as they arise. The gear of the craft can also easily be overlooked, but can make the difference between flying masterpiece and soon-to-be-scraps. Why don't we use the 7805 for car phone chargers? 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. (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 The BAK Zephyr, a rocket-powered VTOL craft designed for conducting science missions on Duna. (as in, like 45 degrees) usually resulting in the plane exploding. It's a flatbed freighter suitable for shuttling base modules to and from the surface. 2. A bigger twin-boom design using two arrays of 18 Junos on each boom and a single array of 9 on the nose. Powered by Invision Community. The CoT (Center of Thrust) is purple. Why did DOS-based Windows require HIMEM.SYS to boot? If you believe your item has been removed by mistake, please contact, This item is incompatible with Kerbal Space Program. 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. Your CoT vector will disappear. You can park a ship into an elliptical . The main challenge for hover control is to keep the craft horizontal. There's no tutorial in KSP that explains plane design to you and this guide could have taken the lead on that. User without create permission can create a custom object from Managed package using Custom Rest API. Reddit and its partners use cookies and similar technologies to provide you with a better experience. There are a few missions for which a VTOL aircraft is ideal. 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 it is, you'll never get the nose off the runway. I didn't try for 20000m as it probably wouldn't do well. So, if you're having this problem then. Finally you need to make sure it's all balanced, this means the centre of lift marker needs to be very slightly behind the centre of mass marker. One of the most finicky problems with VTOL craft is managing centre of mass. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. That is something I am really looking forward to. 5. 2023 Take-Two Interactive Software, Inc. Build yourself a plane. 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. jet engine efficiency in this game is based on built in thrust curves. The BAK Cyclone, delivering a station module to Duna.

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ksp how to make a stable plane