#Do Jet Planes require a positive TWR to take off the runway?

122 messages · Page 1 of 1 (latest)

surreal ingot
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Been wondering that since my plane have to go through the entire runway in order to take off and even then they still struggle taking off. This is with like FAR, RP-1 and procedural wings

flint temple
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no

surreal ingot
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Do I just need wider wings?

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Or do I need like flaps?

flint temple
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where is the com?
more lift or more speed help for sure

surreal ingot
surreal ingot
surreal ingot
flint temple
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yes

surreal ingot
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Why is the plane doing this?

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@flint templeHow do I figure out why the plane I'm using is literally crashing instead of taking off?

flint temple
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i have no idea

surreal ingot
feral lark
surreal ingot
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I did have a read through

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Though maybe I didn't read well enough

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I could try this

feral lark
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At a glance, I suspect you're lacking in wing area / lift, Your craft has rather small wings. Giving them a bit of AoA (5 degrees or so) miiight be desirable.
Is your craft swerving on takeoff, or bouncing/rolling on takeoff? If it's the latter, I'd try stiffening the rear springs.

surreal ingot
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Swerving on takeoff I think

feral lark
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There are a few pages about swerving on takeoff in the document.

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If you were stock, I'd increase the friction of the rear wheels a bit and reduce that of the front ones too, but I don't see that option on your gear.

surreal ingot
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Is this 5 degrees?

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Wait, wrong angle

surreal ingot
feral lark
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That looks likea bout five degrees yes, is it me or is your control surface on the vertical stabilizer really small?

surreal ingot
feral lark
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vertical fin control surface

surreal ingot
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Oh, it is samll

feral lark
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That thing ought to be able to control the plane's sideslip. Can't hurt to give it more oompf - especially since your tail is short (not much lever effect)

surreal ingot
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So, like this?

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Also I notice my plane has a slight torque

feral lark
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Now that's a control surface, yes!
Do note we're just trying slightly random stuff since we don't know for sure what causes your swerving issue.

surreal ingot
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So, I guess Its time to simulate ,right?

feral lark
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Yeah, give it a spin see if it improves or worsens first...

surreal ingot
feral lark
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'all moving wings'? Do you mean canards?

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'full control surface'?

surreal ingot
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Yes, canards

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Weird, its moving this way instead of going straight

feral lark
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'this way'???

surreal ingot
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Its moving left

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Sorry, I'm bad with words

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Also idk if its lifting at all

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Crap, it just bumped

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I keep pressing S but nothing good happens from that

feral lark
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I still think your main wings are too small, not enough lift.

surreal ingot
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Yeah, i'll extend the wings

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Do I extend all wings?

feral lark
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Focus on the main ones, they're the ones responsible for lift.

surreal ingot
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How about now?

feral lark
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check your COL vs COM.

surreal ingot
feral lark
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That close makes a plane too maneuverable, imho. It might end up uncontrollable.

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I don't use FAR and am not familiar with everything you're using. But I do recognize AA.
Usually I activate stock SAS lock when taking off so it can prevent slight swerving, and I only activate AA after takeoff - I got the feeling AA can only get 'behavior' from a plane once its in flight and adapt.
Do you have other planes that takeoff well using your technique? No SAS and AA on?

surreal ingot
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I don't have any other planes that take off

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Ok, I placed the wings further back

feral lark
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Okay, try increasing your wing area even more. The goal is to make them 'too big' so we're certain we have enough lift, and we'll reduce afterwards, instead of edging upwards.

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Are you able to shorten your rear landing gear a teensy bit? And maybe stiffen the springs while you're at it?

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I see a 'strut angle', can you adjust that angle so the wheels are further apart, withough budging the boxes?

surreal ingot
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Where do you see spring stiffening?

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Also these are wheels from Kerbal foundries I think

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Also these wheels are not attached to the wings

feral lark
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'spring rating' at the top. Raise that. Maybe the damping too. Won't hurt to have stiff gear on takeoff.

surreal ingot
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Ok, raised it

feral lark
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Here we're purposefully makes a plane that will takeoff a lot easier, but may have a bit of trouble landing. But hey, if we can't takeoff, landing is a nonissue, let's get that bird in the air.
Hold on, is your steering active on the rear wheel? That should only be on the front wheel.

surreal ingot
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The craft moves to the right in SAS when pressing s

feral lark
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Stubborn weird thing...

surreal ingot
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It swerves away out of control

feral lark
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Altitude: 51 meters.

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But crazy stability issues... Odd, odd.

surreal ingot
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Yeah

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Is it because I got too many elevators/canards?

feral lark
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I don't know, don't ask me for a clear answer. We're in the 'try stuff till something works' method.

surreal ingot
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Gonna try without elevons and instead just with canards

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Here's CoL Vs CoM again

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Weird, the plane swerves to the right and left whenever I press S and W

feral lark
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Full stop
Sanity check: At a full stop, if you press W and S, look how the rear wheel and vertical control surface behaves - are they moving?

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Or the front wheel for that matter.

surreal ingot
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the control surfaces do move

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wait I thought I mirrored these

feral lark
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dum dum duuuuum,

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Big issue: found.

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But another question: At a standstill, if you move left-right,
1-The vertical control surface should react
2-The front wheel should react.

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3-The rear wheels should NOT`react.

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please check all three.

surreal ingot
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It took off

surreal ingot
feral lark
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2: okay... what about 1 and 3?

surreal ingot
feral lark
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don't look in SPH, look on the runway, test!

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Settings are hard to read, so there's no beating a visual sanity check.

surreal ingot
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Only the canards move from S and W

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the ailerons move from q and e

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And the Rudder moves from A and D

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The front wheel steers from A and D

feral lark
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And not the rear wheels? There you go, that's a good visual check of all controls. 🙂
Lesson learnt: Had we started with that, we'd have spotted your missing ailerons from the get-go. XD

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Congrats, that plane is now functional for takeoff!
I'm curious what speed it needs to lift...

Oh, to ease your landings I have a recommendation: Weaken the brakes a LOT on the front gear, (like 50%) it's a stronger gear than the rear ones, so for apparently equal braking power, it'll brake more.
And guess what happens to a fast landing plane that brakes more on the nose than the rear.

surreal ingot
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The rear wheels don't move

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I do have the small landing gear version that's basically the same as the rear wheels

feral lark
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If it was the same, I'd still reduce the braking of front gear to 70% or less... You want the braking to be firmly at the back of the plane.

surreal ingot
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Ok, done that

feral lark
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I think we're good now, the rest is up to you. The major issues were resolved. 🙂

surreal ingot
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Why the heck are trees in the runway

feral lark
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Mine doesn't. Odd, Parallax usually has a 'clear area' around the KSC

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At least Kerbal Konstructs has an option for that... Usually.

surreal ingot
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How do I find the option for that in parallax?

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Also, this is not the kerbal space center, this is Korou in SOL I think

feral lark
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It's not a parallax option, it's an option in Kerbal Konstructs to have an area be clear of scatters. And I just spotted it vaguely years ago, don't ask me to point it out.

surreal ingot
waxen tiger
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iirc the better lift to drag ratio a plane has, the lower TWR a plane needs.
(and on the other side, with enough TWR, a plane with any kind of lift to drag ratio can fly)

waxen tiger
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though hmm another way, if you get/have kerbal konstructs, and make a map decal (make sure setting to clear parallax scatter is enabled) and place it at same height as ground below runway and it should clear parallax scatters)

analog flicker
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@surreal ingot check out the FAR stability stuff in the SPH

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you want all of the numbers to be green instead of red

surreal ingot
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What option do I set it at?

waxen tiger
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well you could also change that in game but that also works, i think its collision level setting, that i think you set it to 0, but idk

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also this button here iirc tells you what each number means for the collision level, so if 0 doesnt work you could see what it says here

surreal ingot
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Understood, I didn't notice it until now that it was in the gui menu