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Spaceplane Design Tips?


kodemunkey

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I threw together a spaceplane this morning, and when i take off the thing always dips to the right and smears itself across the runway. I'm thinking it's due to the super duper ramscoop engines i have in it. Is this the case, and do any of you more experienced types have any useful tips for me?

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look up scott manley at youtube. He has some highly enjoyable videos about ksp - its almost as good as watching TV.

One of his vids is about making a spaceplane. You can see him test and try till, at the end, he gets a working space-plane that he manages to orbit around kerbin. He also explains some things so you can actually learn something.

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Not an overall bad design, but I'd say take off the forward swept fin in the back, and remove the parachute. Extra weight is not your friend. I'd say ditch the ASAS, as well. Have you checked to see whether or not your landing gear are all actually even? Usually if it's veering off they're unevenly placed on the airframe.

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By the way, everybody's planes dive to the side while trying to take off. It's a bug they're aware of and are going to fix at some point. I myself spent 2.5 hours yesterday trying to get a spaceplane off the ground. The dive-to-the-side glitch meant I couldn't keep them on the runway, and the sticky-terrain glitch meant I couldn't keep the wheels on the plane. It was a massacre. :(

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This is my first attempt at a space plane. I'm beginning to think the ramscoops are a bit too much for this plane, and perhaps it's a fuselage segment too long?

The engine bodies and intakes don't seem to do anything currently, just stick a turbo jet directly on the back of a fuel tank (any fuel tank, rockets and jet engines both use the same fuel at the moment). Likewise the Avionics and Advanced SAS do the same job with different tunings so it's a case of using one or the other.

You haven't said what problem you have with it. You've got a very heavy back end and not much lift though so I'd expect it to want to pitch up but with the large wagglers at the front you should be able to curb most of that for level flight (although turning may be unstable). Moving the wings back as far as possible would likely help with stability, or adding a second pair to the end of or behind the current pair.

I can't see the rear wheels so if they're close together you might get it weaving on the runway a bit. Putting them at the edge of the wings would help (wasd and qe to rotate), but you might have to add a couple of braces to stop that heavy fuselage sagging if you do that.

I don't know the details of the bug but I've found with wide wheel placement veering is a very minor issue, most of my planes will get to the end of the runway without the controls being touched. Any spectacular veering is usually the result of unstable wheels, wings or just a part I forgot to make symmetrical.

Edited by EndlessWaves
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I wanted to point out... your parachute is on the wrong side of the decoupler. Not gonna help much when you try and save your crew, jettison, and realize that your parachute is gone with the back half of the plane.

Just for argument sake jet engines and fuselage probably cost more than replacement kerbals...

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The video mentioned a mod called Damned Aeropsace & Robitics, i searched for it on the forum, but i cant find it, is it really old? Also, how do i actually activate VTOL mode on the engines that have it?

Edited by kodemunkey
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I don't think there is a tutorial. You'll have to play with using some of the damned robotics joints to swivel the engines, and do a LOT of playing around getting the engines close to the centre of mass so the vtol plane doesn't tip over as it lifts off!

Good luck!

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