You should have success with something that looks like an F-16. ![]() It will also help you under stand the game more and make you a better pilot and a better engineer. This guide is to help you learn and understand how to build and fly your rockets, planes, and other space craft or land vehicles. Also, remember when adjusting stability derivatives it is possible to create 'nonsensical' flight conditions like high mach #, low actual velocity conditions where the derivatives won't make sense.Ĩ: FAR makes KSP more realistic - so start with designs that look like real airplanes. (Noob to Pros) Guide to Kerbal Space Program (Out of Date) By Nick The Millwright. Adjust the max deflections to keep from stalling.ħ: Read the help file for the graphs and stability derivatives - this explains what the terms and plots mean and how they should trend. Default fuel drain goes front to back, so w/o the fuel balancer you risk going unstableĦ: Avoid having mixed control surfaces - have elevators for pitch on canards or a horizontal tailplane, a rudder on the vertical tailplane for yaw, and ailerons at the edge of your wings for roll. This does require having enough total fuel to get to space and move around.ĥ: TAC fuel balancer is almost necessary for space planes. For spaceplanes I've found that 3-1 ratio of rocket tanks (fuel + ox) to jet fuel tanks (just fuel) gets me to space w/ enough jet fuel in reserve to have a powered landing. If at all possible have an equal amount of fuel ahead and behind your COM so it doesn't move to much during flight. Build your fuselage & engines w/o wings first. Also, I've found that removing the nose gear from the braking action group will prevent the aircraft from pitching over the nose when landing or throttling up while braking.Ĥ: The bulk of your mass will be fuel tanks, engines, and the cockpit. if its too far forward then you risk tail strikes. If your landing gear is too far back you can't takeoff. ![]() The larger gear makes it easier to get off the ground without tail strikes.ģ: Place your main (rear) gear far enough forward that you can actually pitch the aircraft up. If your COL is too far back from your COM then you won't have enough pitch authority to take off.Ģ: Its probably worth grabbing at least the landing gear out of Taverios' Pizza and Aerospace part package. This is important as if the COL is in front of the COM the aircraft will be unstable. Well, I can't give you everything, but here's a few general tips.ġ: Center of lift behind but not too far behind your center of mass.
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