Kerbal Space Program

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23 Mar 2004
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238
Been playing all night yesterday, trying to build a space plane, and i got to say it im finding it very hard to get one into orbit. Failed missrebly yesterday. I seem to get a problem where once im off the ground and increasing in altatude that the plane decides to suddenly flip over, tail over nose. But it flyies fine up to that point.

Also found the file to delete all the space junk i got. Thanks.
 
Soldato
Joined
18 Oct 2002
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11,038
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Romford/Hornchurch, Essex
mainly the inclination and how to calculate the intercept angle, like the way with the mun you head at 270 till it sets etc.

its easy once you've done it. Get into a orbit (i always use 90 instead of 270), then adjust it so it lines up with minimus. this is the hard part to explain. Looking at the map line it up so you have it so the orbit of minimus crosses your orbit behind/infront of kerbal (so the paths cross directly in the middle of kerbal). As you reach this crossing point you need to fire Northwards if you wish to go up or south if you wish to make it go down (well tilting the orbit). Once its lined up you kinda have to guess when its going to intercept, its not as easy as the mun, but i generally fire to raise my AP to the a point 1/3 to 1/4 of a full minimus orbit ahead.

Landing is MILES easier than the Mun because you need so little power.
 
Soldato
Joined
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Newbury
its easy once you've done it. Get into a orbit (i always use 90 instead of 270), then adjust it so it lines up with minimus. this is the hard part to explain. Looking at the map line it up so you have it so the orbit of minimus crosses your orbit behind/infront of kerbal (so the paths cross directly in the middle of kerbal). As you reach this crossing point you need to fire Northwards if you wish to go up or south if you wish to make it go down (well tilting the orbit). Once its lined up you kinda have to guess when its going to intercept, its not as easy as the mun, but i generally fire to raise my AP to the a point 1/3 to 1/4 of a full minimus orbit ahead.

Landing is MILES easier than the Mun because you need so little power.

That's the part I struggled to realise when I was figuring it out for myself. Perfect every time now. :)

This forum post was helpful for me too.

http://kerbalspaceprogram.com/forum/index.php?topic=7332.0
 
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Soldato
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Purley - Croydon
Pics of what i've made so far:
Bird2.jpg

birdonrunway.jpg

Bird.jpg

epic.jpg

gah.jpg

improvedepic.jpg

Toomanygears.jpg

lotsoflift.jpg
 
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4 Aug 2011
Posts
647
Welcome to the club Captainrave! :D
Be sure to post pictures of your inventions!

Gleeecooo, OMG that last plane is massive!
PS, you sure its got enough engines, lol.
How do you even, combat the fuel flow problems of the nose braining first, making it rear heavy?

Also been having some, luck myself with VTOL craft, still working through 4-5 prototypes a day, trying to find a meathod that works best!
An thanks too seeing this thread, I am now back launching KSP! :o
 
Soldato
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problem is, it's already rear heavy due to the engines at the back. I added the fule tanks at the front to try and make it more front heavy. I have serious takeoff issues. If I take off, I either flip straight away or i run out of space so i need to really quickly decrease the throttles to not die and then it's a battle for stability :p
 
Soldato
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Bradley Stoke, Bristol
I've had a varied luck with VTOL. I've made a twin jet engined plane that can fly in vtol mode, nicely and stable with a lot of manoeuvrability. However currently it has a huge habit of just flipping over on take off and seems to like exploding on landing!
 
Soldato
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Purley - Croydon
I've had a varied luck with VTOL. I've made a twin jet engined plane that can fly in vtol mode, nicely and stable with a lot of manoeuvrability. However currently it has a huge habit of just flipping over on take off and seems to like exploding on landing!

Try putting solid boosters on the opposite side that it flips to in order to combat the flipping, then use radials to get rid of them later once stability has been found.
 
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problem is, it's already rear heavy due to the engines at the back. I added the fule tanks at the front to try and make it more front heavy. I have serious takeoff issues. If I take off, I either flip straight away or i run out of space so i need to really quickly decrease the throttles to not die and then it's a battle for stability :p

BANDWIDTH WARNING!
I have had some amazing luck with multi-engine ships. especially ones with them rear!
Dont put them at the rear, move your wings as far back as possible, usually one-two meters behind the engines, works wonders for stability. ;)
An example been:

http://img543.imageshack.us/img543/449/screenshot12t.png

As for me VTOL craft, here is two designs I am working on!
Design - Most stable

http://img839.imageshack.us/img839/6418/screenshot20r.png

Design2 - Highly experimental :D

http://img228.imageshack.us/img228/5195/screenshot24c.png

As for CaptainRAVE:
Great work, but try using the other C7 Engine, the one that has thrust vectoring, all modern fighter (Real Fighters) use it, in some form to assist high rate of turn for dog fighting.
Also Canards, as far forward, an as far back as possible to aid turning, this little design (Delta Wing) can pull 12G Constant, an Rip too 15G!
Poor kerbal's leave a real mess in the cockpit after! ;)
http://imageshack.us/photo/my-images/193/screenshot3tc.png/

http://img193.imageshack.us/img193/3512/screenshot3tc.png

NO Stealing Deigns! ;)
All Royalties made payable too Seanoog, please! :D
 
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