ksp how to make a stable plane
what do you mean by "wheels are mounted with angle snapping"? Then at the top, we'll put one tail fin, centred on the end of the fuselage. Absolutely! and adust the springs according to how much weight thier carrying. 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. principle. Nothing bad will happen. Cookie Notice Thank you and happy landings. Light craft have a single engine at the rear of the fuselage. Thank you for posting this. Keeping it from crashing is usually the hard part. Always look at your aircraft from a 90* angle on the side. 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. 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. Plane veering off course is not uncommon but uneven fuel draw can exacerbate it a lot. Center of Mass - The average of all weight on the plane, this tool will show where gravity will pull . The Cyclone uses Aerospikes for propulsion. Rasterpropmonitor for Kerbal Space Program, How can I cheat docking in Kerbal Space Program. You can park a ship into an elliptical . 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. 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. I'm going to strongly suggest using the angle set to 90 degrees + symmetry mode to place landing gears. Upload or insert images from URL. I actually like canard layouts, but I'm going to endorse this post because it's a simple, easy way to do it. zombie2u, All other versions are slower and lower and unstable in turns. 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). Kerbal Space Program - Beginners Guide to Aircraft Aerodynamics [Stock] Brikoleur's Guide to VTOL Aircraft - Kerbal Space Program Forums i recently used a single whiplash plane and was able to maintain a stable 21-22k meter altitude. You too!Like - Subscribe - Check out my other tutorials. The craft will lift off once generated lift + hoverjet thrust overcome its mass. There are a few missions for which a VTOL aircraft is ideal. and our If you have a perturbation that gives your left engine a tiny bit more thrust, you will turn slightly right. Somebody figured out how to make a stable orbit inside of the atmosphere Scan this QR code to download the app now. 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. You want those tires facing straight to the ground! About the landing gear, the best way to stop the weird self steering issue is to increase the spring and damper strength. 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. 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. 2023 Take-Two Interactive Software, Inc. The solution is to house the hoverjets in a cargo bay of some kind, with the doors opening downwards. But mostly, the answer is still "because they're fun and educational and you can.". A bigger twin-boom design using two arrays of 18 Junos on each boom and a single array of 9 on the nose. You may be correct and that 3 engine plane is a lemon. The absurdly big wing and control surfaces make it highly economical for high-altitude supercruising. 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. Before building planes though, there are some inportant things to know. Ok, the panther engine is still not good enough. (This is key to making a simple functional plane in KSP.) Now for the engines. the vertical stabilizer only handles yaw? As such, you will need various control surfaces. For the vertical engines, do you also need to have some verticalintakes? 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. These tend to handle . 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? 1. Privacy Policy. My first VTOL craft was the Bumblebee, and it's still one of my favourites! November 1, 2018 in KSP1 Tutorials. Have you set your control surfaces to only respond to appropriate controls? 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. When your airspeed is low enough that aerodynamic control is getting sluggish. 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. Does the order of validations and MAC with clear text matter? Valve Corporation. The BAK Zephyr, a rocket-powered VTOL craft designed for conducting science missions on Duna. 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). What Trump's very stable geniuses lack in intelligence they more than make up for in confidence. Thanks for any answers! Paste as plain text instead, 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. The CoL (Center of Lift) is a blue ball. Of course the cargo capacity is less than with a HTOL since you're using some of it to haul those vertical thrusters. Intakes are your friend when you use liquid fuel. A V/STOL atmospheric craft built for Duna can drop you on any dime, anywhere on the surface. 2023 Take-Two Interactive Software, Inc. Here is your convenient solution to this problem! 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. Remember the, fuel flows from the front in KSP, so you might want to start off with the CoM in front of the CoL. I've spent the past three hours committing a genocide of historical proportions against my Kerbals, and it's making me quite sad. 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. It's said that takeoffs are optional but landings are mandatory. @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. Yes! 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. +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." As crazy as this sounds, it's true, they really get helped out, and it's a really nice thing to do. The hoverjets are housed in the big wing-mounted pods. New comments cannot be posted and votes cannot be cast. Whiplash is the engine you would want to use on a plane meant to go 20km. If it doesn't, he can just make the stabilizer bigger; instead of turning down control authority, just add more fixed wing. Then this tutorial is for you. For more information, please see our 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. 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? I'm finding it quite surprising you didn't manage to get the plane to fly yet. Also, layout matters: aircraft with a wing that runs along the length of the craft, but with a narrow wingspan (like the Mk2 fuselages or wing strakes, and to a lesser extend swept or delta wings) will take more effort to pitch over but will roll very, very easily. CoL (Blue ball) position relative to CoM (Yellow ball) is very important. You don'thave touse their fuel capacity you might want to leave them dry if they're not symmetrical to the CoM. 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. Is it even possible to have a practicalVTOLcraft without using the unlimited fuel cheat? Interesting design!! (However, it must be noted that it is bad practice to use ailerons as elevators since it makes it hard to control the aircraft), The rudder moves the tip of the plane left and right; it is rarely used, since it is hard to put it both up and down due to the possibility of hitting the ground. 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. Upload or insert images from URL. Also stock fuel priority is in 1.2, allowing very stable CoM builds. 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. 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. Reaction wheels will balance smaller craft just fine, but are probably insufficient for bigger ones. How do I build a good stable basic plane? By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. The CoL should be behind the CoM on a horizontal angle, unless you're building a shuttle. They have in common that it's easy to tweak the balance by moving things around, rather than having to add or remove pieces. If you're going for full VTOL you need to have a TWR > 1.0 at take-off weight; adding more vertical engines will make vertical landings easier and (if they're air-breathers) will make it possible to operate at higher elevations. What version is the Kerbal Space Program demo? Is there any way to reliably fix this? Paste as plain text instead, The CoM (Center of Mass) is a yellow ball on your spacecraft when you enable it in the SPH. 2. This item has been removed from the community because it violates Steam Community & Content Guidelines. Kerbin has some biomes that are difficult to reach any other way. Your link has been automatically embedded. Simply changing the intakes made it fly completely out of control and impossible to land. Love it!! Otherwise tune the suspension to keep takeoff and landing stable. I haven't found a sure-fire solution to this, but I think I know what causes it. So yes, it most definitely is possible. I decided to look into that two intakes thing, and it turns out to make 11-12 m/s difference at 19,000m with my plane. Try not to make your first airplanes longer than 3 MK1 fuselages. I wrote a post that covers similar topics. They sometimes coincide with elevators. And there's the ever awesome 101 from @keptin. This should reduce ground control authority and make oscillations less powerful. 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. Also: high proportion of lifting surfaces to non-lifting surfaces. This guide will show how to make simple-ish planes and other aerodynamic tips. You can also use fine controls with the Caps key, or change control surface sensitivity and assigned movements. People put waaaaaaaaay too many control surfaces on things from a lot of the screenshots I see. For most small-to-normal-sized craft, you should end up with CoL sitting right at the back of the yellow CoM ball. as a rule of thumb they all lose thrust at higher altitudes and at high velocities. Starting from something with MK3 hull without experience in MK1 will be an uphill battle. Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. 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). But be careful and don't crash it! You do need rather a lot of them. Cookie Notice 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. Guest, Enable mirror symmetry to save yourself some alignment effort. @gokcet @DANKTER I usually run my front wheel override friction on 0.3 when the front gear has steering disabled, it needs lower friction. 5. 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. Your airspeed will also fall. Then: I hope you've found this short tutorial useful. 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. In a twin-boom design, you have one hoverjet at the nose, and one in each of the booms. Firstly you're going to want to make a short fuselage. Do you by chance know how much the thrust varies with these small velocity perturbations? It's a flatbed freighter suitable for shuttling base modules to and from the surface. I have some really good tips and tricks to add to your tutorial,but Im on my phone at the moment. There are some really useful tidbits here which deserve some credit. The Center of Gravity is ALWAYS above Center of Lift. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! 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=. Your link has been automatically embedded. How to force Unity Editor/TestRunner to run at full speed when in background? i dont know what kind of range youre looking for but i would make a significantly smaller plane. But it flies horribly, it's all over the place even with SAS on it doesn't fly even remotely stable. I was hoping that the new intakes would give it the added altitude. For what it's worth - watching 1.2 pre-release streams, the upcoming changes to SAS are profound. All rights reserved. Build yourself a plane. [Stock] Brikoleur's Guide to VTOL Aircraft, fuel and trying to add more fuel means you need. I also had problems with a high altitude plane until I decided to follow the K.I.S.S. This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. This reduces the amount of trim you need to apply to get the craft level in flight. At low speeds, this difference can be significant. Your CoT vector will disappear. One of the most finicky problems with VTOL craft is managing centre of mass. 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). Mount your rear wheels out on the wings for better stability. Powered by Invision Community. Go on, and take the plane capsule which looks like a converted fuel storage device. This is always my strategy for building planes (although sometimes things go horribly wrong for a different reason.) So thanks for the pointers - I'll take a look (and try to cure my prejudice re canards). Hovering is expensive but you don't really need all that many seconds of hover either for take-off or for landing. The Kerbal Space Program subreddit. Arqade is a question and answer site for passionate videogamers on all platforms. They sometimes coincide with ailerons on some, more space-economical, aircraft. Edit: After reading it again, it just seems to have a bit too many errors. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. Even though it just spawned. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. RCS will get the job done nicely, and looks cool to boot. It is also said that a good landing is one you can walk away from. It can be as crazy or as normal as you want, just remember these basic tips, 1. Is there such a thing as "right to be heard" by the authorities? That SAS can hold a craft stable doesn't mean it's a stable craft. 3. if that does not work, lower the spring strength until it works properly. When your airspeed is near zero and you're above your landing spot, reduce throttle until you start descending. A basic tutorial on building a single prop plane. My Hats off to Brikoleur, as a fellow VTOL/general spaceplane [stock] enthusiast, your tips were easy to read and right on the money! Touch down, CUT throttle, CUT engines, BRAKES ON. A twin-pod design is similar to a twin-boom, except that it has a conventional tail extending from the fuselage. You can post now and register later. If you placed the main wings at the centre of mass and then added the smaller wings behind, this should be correct already. ps2. Except for the parts regarding drag and number of intakes, everything else is still very valid. Not so with VTOLs: if the CoM shifts, you're not going to be able to land vertically anymore. 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.
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ksp how to make a stable plane