This is my current best hi alt plane. Now for the engines. Hovering is expensive but you don't really need all that many seconds of hover either for take-off or for landing. 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? 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. This one is balanced with reaction wheels. Such a simple and basic tip, but so unknown throughout KSP. 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. principle. 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. CoL (Blue ball) position relative to CoM (Yellow ball) is very important. This should reduce ground control authority and make oscillations less powerful. 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). Intakes are your friend when you use liquid fuel. Better still, three screenshots showing side, top, and rear views. For your first flight, it may be easiest to ignore yaw altogether and just maneuver by rolling slightly and pitching. How to Make a Perfect Space Plane - KSP1 Tutorials - Kerbal Space 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. Next question? 2023 Take-Two Interactive Software, Inc. Even though it just spawned. Plane body deformations can cause the wheels to touch the ground at a slightly different angle. Can you check what happens if you increase the tail size to pull the center of drag back? Check out Mike from Merrimack, New Hampshire as he explains to filmmaker Rod Webber what' The CoG shouldn't be TOO far in front of the CoL, though. Can't remember where I saw/read about it - Scott Manley maybe? I don't have that other stuff yet. 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. 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. 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). Connect and share knowledge within a single location that is structured and easy to search. front, then it automatically disbalances the weight moving the weight to the back. Then at the top, we'll put one tail fin, centred on the end of the fuselage. Lift, the canard button), and finally CoT (Center of Thrust, the thruster button) 2. 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. The further along in plane-building experience and flying you go, the more designing them becomes more natural(and the more this guide becomes irrelevant :( ). by fixing the suspension issues the need to sacrifice traction, and in turn, braking power, is not needed. I have some really good tips and tricks to add to your tutorial,but Im on my phone at the moment. This makes one engine generate more thrust than the other, exacerbating the turn. Then I'd go with moving it towards more maneuvrable by moving CoL towards CoM. Note: Your post will require moderator approval before it will be visible. Additionally if you have any off-center fuel tanks, double check the fuel is drawn from both at the same rate (same priority). More air is better. 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). 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. @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. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. 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). 2023 Take-Two Interactive Software, Inc. This plane will be able to take off, travel somewhere, perform a crew report, and then land.
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