#airplane cannot fly whatsoever

25 messages · Page 1 of 1 (latest)

mental gust
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ive been trying to work on a recreation of the e-3 sentry and this thing literally cannot fly for seemingly no reason. it cant even lift off the ground, and at the end of the runway it just starts very slowly moving down. Ive followed every aviation rule in the game, col behind the com even if by a lot, landing gear just behind the com, and it has a lot of lift. in fact, i made two other aircraft (a recreation of the fa-18 and f-16) and neither one of them will lift off the runway. Ive made aircraft in the pst, including a large airliner like this one with the same mods and even another recreation of the fa18 that worked perfectly. but now all of a sudden none of my crafts will work

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accidentally posted this in ksp2 help lmao anyways mods used are ferram aerospace, bdarmory, and airplane plus i believe

fluid tusk
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Tip 1: It's better if the COL is closer to the COM than that, try with both spheres touching...
Question: That fuselage, is it heavy and full of fuel, or empty and light?

stray lagoon
# mental gust ive been trying to work on a recreation of the e-3 sentry and this thing literal...

i would recomend getting rcs build aid, so you can see center of mass with and without fuel.
also, move main wings a bit further (and/or move engines a bit back, which that will move center of mass back) to move center of mass closer to center of lift. you basically want center of lift to be right behind center of mass.
also, having rear landing gear near center of mass helps, so takeoff is easier

mental gust
fluid tusk
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Three full fuel tanks seems very heavy for me, try with only one. And picking which may help you move the COM.

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maybe the one right on the COL would be a good pick, minimizing COM movement as fuel is guzzled.

mental gust
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i will try that

silk urchin
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if it cant lift off, I would suspect the wheels are not under the center of mass as well

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wheels need to be under center of mass at take off to pivot upward

mental gust
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it is, almost directly under

silk urchin
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you can probably rule that out, thats odd

mental gust
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very, i genuinely dont understand as like i said i have two other very simple aircraft that also cannot lift off, and the col is directly behind the com and the gear too

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and theyre smaller

mental gust
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same issue with my fa18 tho, it cannot lift at all

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also the wingtips wobble a lot as a result of hinges so they can fold for carrier operations, idk how i could fix that

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forgot to mention it bounces into the air on spawn for some reason and like drifts to the right when not moving

silk urchin
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Did you install your mods with CKAN?

fluid tusk
# mental gust also the wingtips wobble a lot as a result of hinges so they can fold for carrie...

Hinges in KSP have a 'natural' wobble to them, they cannot handle the stress/pressure of a lifting surface. There is no solution I've ever heard of to fix that.
The best that could be managed is swing-wing designs - even those would have wing wobble but since the hinge was to change geometry of the wings (like a Tomcat) instead of folding it up like a corsair, a solution was found: sandwich the wing between two parts that are set to interact with other parts of the same ship.

The closest trick I found to 'help out' was to have a 'lock' action group that turns on (and off) autostrutting on a part at the tip of the wing.

stray lagoon
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It also helps to autostrut the hinge itself to help lock the hinge

mental gust
devout coyote
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Add some angle of incidence onto your wings.