#How can i make my planes fly better?

89 messages · Page 1 of 1 (latest)

obtuse urchin
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Hi all, my aircrafts are not good enough and i'm not sure why, i managed to make a plane fly in a kerbin atmosphere but when i take it to mars it just doesn't work. I'm trying to make something like an SSTO to get to mars and back but my planes keep flying backwards and i can't keep them from going engines first in the mars, i had the same issue on kerbin but i solved it with some trial and error and with down scaling the design but now i can't figure it out. Any tips? (btw this is in a sandbox save file with infinite fuel so it's just about aerodynamics)

turbid zinc
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deploy your airbrakes and look at the CoL and CoM markers again. I bet the airbrakes are making you flip around.

obtuse urchin
turbid zinc
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Not sure about the flipping yet, but I do know for sure that plane will not "fly" very well on Duna due to the very small amount of wing surface area. Duna (and mars) have a very thin atmosphere by comparison and need a LOT of wing area to get usable lift compared to kerbin. The opposite is true on eve or any thick atmosphere planet.

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Also your vertical stabilizer is not very big, you may consider putting something bigger there

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Here is a version of your plane I remade that might fly better

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A large delta wing will have more lifting area, also the landing gear are better placed and not as tall

obtuse urchin
turbid zinc
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Are you playing sandbox or career/science?

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Trying to see what parts you have available

obtuse urchin
# turbid zinc

Ok, but the big flat planes of wings ("connectors") made me spin even more when i tested it last time so i just avoided them.

obtuse urchin
turbid zinc
obtuse urchin
obtuse urchin
turbid zinc
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We can get you a good flyable craft, lets take ALL the wings off and leave just the fuselage, cockpit, engines, etc.

A good rule of thumb when designing aircraft is "does this thign look like anything in real life" if the answer is no it probably will have a hard time flying

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Something you will notice if you take all the wings off is that your CoM is pretty far back on this plane, because of the big heavy vector engines. This isnt really a problem, but it will dictate what our wings are going to look like and where we place them

obtuse urchin
turbid zinc
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The goal is we need to add wings that move that CoL to a little behind that CoM marker.

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I used a delta wing in my example because its quite far back, and delta wings have most of their wing surface at the rear. However, you can do other layouts too, for example:

obtuse urchin
turbid zinc
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That's fine let me add that to mine as well, is there anything in there right now?

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Okay so, if I try to do different wing shapes, we are still fighting that rearward center of mass, in this example, the wings are too far forward

obtuse urchin
turbid zinc
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and if I move them backwards so it works, I basically have a delta wing again but just worse

obtuse urchin
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This is what i made, the wings are bigger

turbid zinc
obtuse urchin
turbid zinc
obtuse urchin
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Ok, i reduced it by 1 layer and moved the cargo to the back to move the mass forward a bit

turbid zinc
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I would start with the basics, you need wings for LIFT, and control surfaces for the different axis, being pitch yaw and roll

In my first example delta wing aircraft I have a vertical stabilizer which will do yaw, control surfaces on the outside for roll, and control surfaces on the inside for pitch.

turbid zinc
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You can even move the whole thing forward a bit, having the CoL TOO far back is also bad, as the nose wants to pitch down constantly.

obtuse urchin
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Ok, so far it's good, at least on kerbin it seems to not spin in circles as soon as i press S for too long.

turbid zinc
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Also consider making wings longer front to back vs wide to get more surface area, as that should have less drag as well.

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although KSp handles drag different than real life

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Try making a wing out of "Connector type A" and "wing type A"

obtuse urchin
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It seems to fly faster but now when i pressed S the entire thing just desintegrated in less than a second

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I used more wing again tho

turbid zinc
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If the CoL and CoM overlap the aircraft is more manueverable, but, yes if you put too much input it will overturn and break

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Yeah with that try adding another fuel tank to extend the fuselage. That will move the COM forward and make it fit the big wing better

obtuse urchin
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I just made the wing smaller and it helped

turbid zinc
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And then lets look at your control surfaces, right now you only have one on each wing. I like to use the elevons in game, where my outer ones are for roll, inner ones for pitch, and my vertical stabilizer has one for yaw

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Also, with landing gear, try and use the small/medium on MK2 craft like this. I usually put a small under the nose, and mediums under the wings.

Make sure your rear landing gear are just a little bit behind the center of mass. Too far forward and it tips back, too far back and you wont be able to pick the nose up off the runway.

obtuse urchin
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Like this?

turbid zinc
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Yeah I tend to do that but KSP is actually pretty good and you dont usually need to make them exclusive to a specific input.

I would try like that and again with all enable and see what flies better

obtuse urchin
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After the elevation change i desintegrate again

turbid zinc
turbid zinc
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I like about this much one most "manueverable" planes

obtuse urchin
turbid zinc
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Here is a plane I made for kerbin flight previously as a reference for some COL/COM placement

turbid zinc
obtuse urchin
turbid zinc
obtuse urchin
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Doesn't look that close

turbid zinc
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Yeah that plane should fly just fine. Lets check other things then. Is the root part of your plane the cockpit or the drone core?

turbid zinc
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If the drone core is backwards all inputs would be reversed and can cause stuff like this to happen

obtuse urchin
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It has pilots at 5 starts too

obtuse urchin
turbid zinc
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I just took that plane you made for a test drive, the vector engines are VERY VERY VERY powerful for how small this craft is. Does it fly better if you keep the throttle down and use caps lock to keep the controls slower?

obtuse urchin
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It seems like i have no control once it starts to spin, once it's out of control it can't come back from it unless i make the engines work at full power and just hope that they take me up instead of down faster.

turbid zinc
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Hmmmmm, I can't think of a reason it wont fly. Can you send a craft file?

obtuse urchin
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It's against the server rules as far as i know but i think we only have differant elevators at the end of the wings, at least from the pics it seems like it.

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I used the big one on the vertical wing and the elevator-1 at the side wings

turbid zinc
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Okay I built the same thing let me see how it flies

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Its a little nose heavy but seems to fly just fine so far

obtuse urchin
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I tried it on duna and it's much much better now but it doesn't feel like i have control over the direction of the flight once i'm already in the air

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Yaw specificly*

turbid zinc
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I managed to get the aircraft into a stall by overdoing the pitch at slow speed. It tries to put itself into a flat spin if I don't correct it, that might be what was happening to you.

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However, thats kinda just a skill issue if thats all it is

turbid zinc
obtuse urchin
turbid zinc
obtuse urchin
obtuse urchin
turbid zinc
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I can barely fly this on duna

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theres just so little atmosphere

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The vertical stabilizer being a full size delta wing puts a decent amount of mass ABOVE the thrust of the engines which doesnt help. In a vacuum that would cause the plane to flip, but any good airflow would stablilize it

obtuse urchin
turbid zinc
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Most duna-bound spaceplanes I have seen and made tend to have some sort of VTOL capability for the final landing and takeoff. The wings are very useful for full flight up and out of atmosphere but you cant really land like you can at kerbin, you have to be going pretty quick to have good airflow