You can in fact store all your liquid fuel this way. If your ship has NERV engines, fit as much wing as possible but use only fuel containing big-s wings and strakes. Use it for Kerbals, cargo and other mission stuff, but avoid storing fuel in mk2 parts except for when you're fitting a mk2 bicoupler or mk2 to mk1 adapter anyway. To minimise the drag penalty, keep the mk2 fuselage as short as possible.As a result, despite its much higher heat tolerance a pointy mk2 cockpit is much more prone to overheating than a mk1 inline one with a few parts in front of it. In recent versions of KSP aerodynamic heating effects are much stronger at the front of a stack than they are further back. But when the tanks empty, CoM shifts far to the rear and the plane becomes unstable. On launch, all that fuel at the front of the ship balances the heavy engines at the back. Second, new players usually try to build something that looks like a sleek real-world airplane, with a cluster of engines at the back and a long, pointy fuselage up front. The aerodynamic forces generated by draggy fuselages are not properly taken into account by the stock game's Centre of Lift indicator, resulting in a CoL much further forward than it actually appears. If the player tries to overcome this by spamming engines, they often run out of fuel before making orbit. As a result they are frequently unable to break the sound barrier. By dragging the right circle, the wheel can be angled downwards without being like a bicycle.Mk2 parts generate at least twice as much drag as a mk1 or mk3 fuselage built to carry the same amount of fuel or passengers. Click on the globe like icon shown here and select the wheel. By fine-tuning the rotation of the gear, the wheels can be straight ahead and more vertical and still far apart. Sometimes, gear will be pointed at weird angles away from the plane or tilted (as seen in the image), leading to breakage. ^ Aoi Blue suggested that the best angle for the plane to be pointing on the ground is about 5 degrees up.ģ - The rotate tool is very useful on landing gear. The best way to do this is to make sure the nose is pointed horizontal, so neither downforce or excessive lift ruin a flight. Nose-up, the plane might takeoff too soon and leave the plane in a stall seconds later. If the plane is pointed nose-down at rest, the wheels might get overstressed, leading to the plane sliding left and right on the runway. Be careful of tailstrikes doing this though.Ģ - Landing height can greatly increase takeoff. A great place for these is right behind the center of mass, so the plane has to do the least amount of work to takeoff. If the back gear are to close to the tail of the plane, the plane won't take off(this is because the plane in that instant is a lever, and the CoM the lever's fulcrum, and Fe=D*Fa). The gear of the craft can also easily be overlooked, but can make the difference between flying masterpiece and soon-to-be-scraps.ġ - The back gear(s) have to be placed correctly on the plane. Using the rudder in flight for turning isn't a good idea, since the plane can quickly stall or lose control by doing yaw-turns. Many people will forget these, and the plane they make wont be able to nose-up on the runway.Ī tail actually is not necessary, but provides more stability on the runway taking up and a little better control in the air. These can be elevons or the canards that are placed either in front or behind to wings. Another very important part are the elevators. Control surfaces like the evelon 1 do well as flaps, so long as they provide enough manuverablity as needed. Two more things must be added to the plane for it to fly, flaps and elevators. You'll probably only need to worry about it if making SSTO spaceplanes. The size of the wing doesn't need to be taken to seriously unless you have mods, but usually size can be played by eye. The CoL to close or in front of the CoM will make the plane flip-happy, but if it is to far back, the plane will stay grounded. The closer to the CoM the CoL is, the more manuverable, the farther away, the more stable the plane is. On the plane, center of mass MUST BE IN FRONT OF the center of lift to take off. To make to plane lift off of the ground, a plane has to have properly positioned centers and mass and lift.
0 Comments
Leave a Reply. |