You need enough intakes to keep them fed. You are simply running out of atmosphere (i.e. Turns out it was wheel positioning! 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. Similar to the fuel pump mods out there now. And you would need to stay hours spectating the ship, because the game doesn't simulate atmospheric drag otherwise. The rudder is mostly used when landing and when attempting to line up a shot (in a fighter plane). As you reach 100m/s, hold S to pull the stick back, and you should be in the air! TO achieve the easisest way to balance the fuel tanks i never put usable fuel tank in where i cant move ti easily eg. Set the thrust limiter on your main engines to zero. If I'm running something with a long delta-wing layout, I'll then use canards and have the dynamic instability to allow for manouvering; if it's something without a lot of pitch inertia, I'll go tail stabilizer. Also stock fuel priority is in 1.2, allowing very stable CoM builds. When off the ground at a sufficient altitude to clear obstacles, main jets ON, When at sufficient speed for aerodynamic flight, hoverjets OFF, pods CLOSED, gear UP. (The spacing of COM and COL in your second picture is about right.) How to Make a Perfect Space Plane - KSP1 Tutorials - Kerbal Space 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. 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. That is something I am really looking forward to. Intakes aren't something usually causing planes to fail, however need some thought. From your description of your plane I would check the following: You seem to have done a lot of things right. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Is there any way to reliably fix this? 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. This would certainly have to be revised once Breaking Ground drops, those parts are extremely relevant for VTOL. It's a flatbed freighter suitable for shuttling base modules to and from the surface. Now I'll walk you through a basic aircraft; fancy stuff like science equipment can be added later. It is only visible to you. This should reduce ground control authority and make oscillations less powerful. Always look at your aircraft from a 90* angle on the side. (Yes, you personally, you lucky thing! You don'thave touse their fuel capacity you might want to leave them dry if they're not symmetrical to the CoM. I have also used rocket-powered VTOLs on Duna. I've spent the past three hours committing a genocide of historical proportions against my Kerbals, and it's making me quite sad. 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. Nothing bad will happen. Plane - Kerbal Space Program Wiki All rights reserved. (KSP 1.9.1) Subscribe - http://www.youtube.com/c/MikeAben?sub-confirmation=1 Patreon - https://. 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. As you reach 100m/s, hold S to pull the stick back, and you should be in the air! 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. Interesting design!! Valve Corporation. 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. It also depends on whether you're using FAR or another aerodynamic rewrite mod that would change the way your aircraft behave. Which reverse polarity protection is better and why? Build yourself a plane. Cookie Notice It only takes a minute to sign up. Ok, you will want to start building. May 19, 2013 in KSP1 Tutorials. Use Pilot Assistant - it's SAS is meant for aircraft rather than general ( read: rocket ) use. 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. https://wiki.kerbalspaceprogram.com/index.php?title=Tutorial:_Basic_Plane_Design&oldid=97453, In the front of the plane - In this position, the control surfaces are also known as , In the back of the plane, on the tail - The most usual position; usually, close to the rudder. Switch on the CoM and CoT overlays. If it is, you'll never get the nose off the runway. Somebody figured out how to make a stable orbit inside of the - Reddit Is it even possible to have a practicalVTOLcraft without using the unlimited fuel cheat? 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. 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. Adding more engines without adding intakes will make the problem worse. 3. Clear editor. A Screenshot of Kerbal Space Program. 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. 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. E.g. front, then it automatically disbalances the weight moving the weight to the back. jet engine efficiency in this game is based on built in thrust curves. I've been having some trouble lately in newer with respect to air flow. LTTP but anyway: the question is, practical for what? 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. We look at the principles behind designing a basic jet. 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. 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. Archived post. For most small-to-normal-sized craft, you should end up with CoL sitting right at the back of the yellow CoM ball. if you are making a plane that's going to be pulling stunts or making extreme maneuvers, a stabilizer is pretty important. Powered by Invision Community. 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.