Intakes aren't something usually causing planes to fail, however need some thought. 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. I only very recently got into planes. 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. These should be in the bottom left next to the display of the cost of the aircraft. Absolutely! By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. It is also said that a good landing is one you can walk away from. Thank you and happy landings. Try not to make your first airplanes longer than 3 MK1 fuselages. Arqade is a question and answer site for passionate videogamers on all platforms. (Yes, you personally, you lucky thing! That is really weird. The best answers are voted up and rise to the top, Not the answer you're looking for? 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. ps: use caps lock(fine control) to reduce the amount you're actually moving the control surfaces. Best way to get down into thicker air and land is to perform what dogfighters called a 'Split-S'. All rights reserved. Now to try it on one of those high altitude missions. You can horse hundreds of tonnes, up and down both, with the standard canard pieces. Hint:The engine pre-cooler and engine nacelle are fantastic air intakes, and they can be mounted in-line or combined with other elements. Nothing bad will happen. SAS sees this and turns the other way, which just causes the same problem in the other direction. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. 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." Try not to make your first airplanes longer than 3 MK1 fuselages. I've found a few body plans to be especially amenable to conversion to VTOL. All other versions are slower and lower and unstable in turns. Nah, the stabilizer will do it. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Enable mirror symmetry to save yourself some alignment effort. 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. Also, make sure you read this slowly, some of this stuff may be confusing, but, if you read carefully, I will help you out with what everything means. Intakes are your friend when you use liquid fuel. Display as a link instead, The BAK Karmilla. The solution is to house the hoverjets in a cargo bay of some kind, with the doors opening downwards. If the fuel flows from the. It may be too far forward, especially if the tail is too small relative to the plane's wings. (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 This tutorial was created primarily based on a Reddit post by the incredibly helpful u/AnArgonianSpellsword. Kerbal Space Program max Surface Sample storage? 2023 Take-Two Interactive Software, Inc. Light craft have a single engine at the rear of the fuselage. A bigger twin-boom design using two arrays of 18 Junos on each boom and a single array of 9 on the nose. The BAK Cyclone, delivering a station module to Duna. Remember the, fuel flows from the front in KSP, so you might want to start off with the CoM in front of the CoL. Your plane is almost finished. 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. 2023 Take-Two Interactive Software, Inc. by fixing the suspension issues the need to sacrifice traction, and in turn, braking power, is not needed. Rockets are much less efficient than air-breathers, so it needs to be much bigger than a Kerbin-bound craft performing the same mission! The gear of the craft can also easily be overlooked, but can make the difference between flying masterpiece and soon-to-be-scraps. 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. Before building planes though, there are some inportant things to know. 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. Otherwise tune the suspension to keep takeoff and landing stable. 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. The ones that are at an angle must be placed at that exact angle, you can't angle them to make them wider. Your link has been automatically embedded. Then at the top, we'll put one tail fin, centred on the end of the fuselage. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. Now, get a pair of winglets, and place them at the front of the plane to get that approximate spacing of COM . Are there any canonical examples of the Prime Directive being broken that aren't shown on screen? The procedure for a vertical take-off is as follows: The procedure for a short take-off is the same, except that forward jets and hoverjets will both be ON from the start. Simply changing the intakes made it fly completely out of control and impossible to land. The Panther engine can hold 19,000 steady and oscillates around 20,000. When your airspeed is low enough that aerodynamic control is getting sluggish. 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. 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. The CoG shouldn't be TOO far in front of the CoL, though. 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. 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). Please see the. Their hoverjets just have a TWR of less than 1.0. I have made a couple VTOLs in the pastand had a lot of fun with both the engineering and flight challenges. 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. Could a subterranean river or aquifer generate enough continuous momentum to power a waterwheel for the purpose of producing electricity? I've spent the past three hours committing a genocide of historical proportions against my Kerbals, and it's making me quite sad. 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. Imagine that first plane but with the bubble cockpit and the old style round intakes. If you have an account, sign in now to post with your account. Remember the, fuel flows from the front in KSP, so you might want to start off with the CoM in front of the CoL. hope you and others find that useful in the future! Which was the first Sci-Fi story to predict obnoxious "robo calls"? Now for the engines. We look at the principles behind designing a basic jet. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! 4. I actually like canard layouts, but I'm going to endorse this post because it's a simple, easy way to do it. Pasted as rich text. That is something I am really looking forward to. 1. Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. 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. This makes one engine generate more thrust than the other, exacerbating the turn. 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. Also, excessive use of the rudder usually causes the plane to spin out of control and crash. Designing a First Plane - KSP Beginner's Tutorial - YouTube They sometimes coincide with ailerons on some, more space-economical, aircraft. 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. 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). A V/STOL atmospheric craft built for Duna can drop you on any dime, anywhere on the surface. Your main lift, though, should always be as closely centered on your CoM as you can manage. And there's the ever awesome 101 from @keptin. air) that high up. Lift, the canard button), and finally CoT (Center of Thrust, the thruster button) 2. This reduces the amount of trim you need to apply to get the craft level in flight. Ill link it if interested. The twin-boom design is one of my favourites, largely because it looks cool. 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. How to keep an airplane stable on the runway in Kerbal Space Program? So if you're getting those flame-outs, add more intakes until you don't get them anymore. Tutorial: Basic Plane Design - Kerbal Space Program Wiki Also stock fuel priority is in 1.2, allowing very stable CoM builds. Before building planes though, there are some inportant things to know. 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. We still don't know what his craft even looks like yet For all we know it could be a single SRB with canards at the front. But be careful and don't crash it! 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. 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. I have also used rocket-powered VTOLs on Duna. The more intakes added, the higher a plane can go before a flame-out, which makes multiple intakes a must on SSTO spaceplanes. Upload or insert images from URL. 3. Why did DOS-based Windows require HIMEM.SYS to boot? Cookie Notice Of course the cargo capacity is less than with a HTOL since you're using some of it to haul those vertical thrusters. I didn't try for 20000m as it probably wouldn't do well. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! If you have a perturbation that gives your left engine a tiny bit more thrust, you will turn slightly right. Try reducing control authority (or even generally amount) of control surfaces - rudder, ailerons, the front wheel (maybe even make it a fixed one). Also, I would like to know how I can tweak my aircraft to make them smooth at the controls. Keeping it from crashing is usually the hard part. Here's how you go about building a VTOL under these constraints. a craft that's designed to fly aerodynamically, using lift produced by lifting surfaces. Why don't we use the 7805 for car phone chargers? 3. I'm finding it quite surprising you didn't manage to get the plane to fly yet. QAnon follower explains that Trump is the shadow President and James All trademarks are property of their respective owners in the US and other countries. Also: high proportion of lifting surfaces to non-lifting surfaces. If his problem is the plane doing backflips at a touch of 's', I wouldn't go with 'slightly'. It's a flatbed freighter suitable for shuttling base modules to and from the surface. 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. Always look at your aircraft from a 90* angle on the side. Here's how you go about building a VTOL under these constraints. You can also use fine controls with the Caps key, or change control surface sensitivity and assigned movements. And above all: have fun! 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. Can you check what happens if you increase the tail size to pull the center of drag back? Go on, and take the plane capsule which looks like a converted fuel storage device. Can I use the spell Immovable Object to create a castle which floats above the clouds? Plane body deformations can cause the wheels to touch the ground at a slightly different angle. What version is the Kerbal Space Program demo? The same applies to Laythe, although it has gentler topography. 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? 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2). Somebody figured out how to make a stable orbit inside of the atmosphere Scan this QR code to download the app now. There are some really useful tidbits here which deserve some credit. After the drag was sorted out, it wasn't very hard to create a dockable SSTO version. Except for the parts regarding drag and number of intakes, everything else is still very valid. 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. For more information, please see our 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 is this brick with a round back and a stud on the side used for? I'm trying to build a high altitude plane and have found out that the rules are different. The longest flight got them down to a little more than half full. At low speeds, this difference can be significant. Please consider starting a new thread rather than reviving this one. Adding a vertical intake helps. 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. And one other, more remote possibility to check: Where is your plane's center of drag? It only takes a minute to sign up. Is it even possible to have a practicalVTOLcraft without using the unlimited fuel cheat? For the vertical engines, do you also need to have some verticalintakes? This one is balanced with reaction wheels. KSP should be handing out engineering degrees :). 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. Additionally if you have any off-center fuel tanks, double check the fuel is drawn from both at the same rate (same priority). 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. 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! I've been playing around with aircraft over the past couple days, only to find that no matter how low I set the pitch authority, they tumble and crash at the slightest hold of the "S" key. Your very own tutorial.). The Cyclone uses Aerospikes for propulsion. So basic, anyone can do it. 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. I've always found that best way to not crash on the take off is to take off. I moved the wheels from the tail to the fuel fuselage, and now she takes off like a dream! 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. Note: Your post will require moderator approval before it will be visible. Please consider starting a new thread rather than reviving this one. That should just about do it for basic planes. Wheels need to be touching the ground exactly as they were intended to, you cannot angle them in any direction other then their intended direction when placing them. Unless you are using canards (not ideal for lots of reasons, IMHO), adding elevons will pull the CoL backwards since they also provide lift in their neutral position. Then you want to put something called a "Small Circular Intake" on the front of the tank, and a "J-20 Juno" engine on the back of the tank. Put the big wings right at the back of the plane. How do I make aircraft stable & smooth to control? You need enough intakes to keep them fed. 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. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. The absurdly big wing and control surfaces make it highly economical for high-altitude supercruising. Roll is the main way to change direction in flight, and best way to crash the plane on the ground. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Your_First_Plane&oldid=103052. If you believe your item has been removed by mistake, please contact, This item is incompatible with Kerbal Space Program. 5. Body deformation can be caused by heavy parts, many parts connected together, or forces on the plane. I've had a lot of people comment that their planes veer off the runway or flip around madly even though they think they got everything right. Powered by Invision Community. 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. Thanks to this guide I did my first ever landing on the VAB helipad! 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. To land a VTOL aircraft, approach the landing zone as you would with a regular HTOL craft, until on final approach. About the landing gear, the best way to stop the weird self steering issue is to increase the spring and damper strength. Terriers will also work on Duna. Your CoT vector will disappear. 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. Starting from something with MK3 hull without experience in MK1 will be an uphill battle. Eventually you either crash, or you reach a high enough speed that SAS wiggling can't cause a significant enough difference in engine speeds. 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. Similar to the fuel pump mods out there now. front, then it automatically disbalances the weight moving the weight to the back. You need to sign in or create an account to do that. rev2023.5.1.43405. Espaol - Latinoamrica (Spanish - Latin America), https://steamcommunity.com/sharedfiles/filedetails/?id=1933948095, https://steamcommunity.com/sharedfiles/filedetails/?id=1933948668, https://steamcommunity.com/sharedfiles/filedetails/?id=1934517923, https://steamcommunity.com/sharedfiles/filedetails/?id=1335577943, https://steamcommunity.com/sharedfiles/filedetails/?id=1640213502, https://steamcommunity.com/sharedfiles/filedetails/?id=1640214586, https://steamcommunity.com/sharedfiles/filedetails/?id=1937826505, https://steamcommunity.com/sharedfiles/filedetails/?id=1937931692. 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. Two MacBook Pro with same model number (A1286) but different year. 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? Then I'd go with moving it towards more maneuvrable by moving CoL towards CoM. Reddit and its partners use cookies and similar technologies to provide you with a better experience. and our Your airspeed will also fall. 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). jet engine efficiency in this game is based on built in thrust curves. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later.
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