Are you questioning the vision and ambitions of the UK Space Agency!? 😅 ...and hello mate, didn't expect to see you here! I can only apologise for the things I have done in this game 😂
I've got a challenge for both of you, russian doll, matt lowne, why don't you try to lead on one of jools moons or something and, umm, other matt, try and get into space maybe?
"A nose heavy plane will fly poorly, A tail heavy plane will only fly once" There are 3 buttons, just above the symmetry button, ignore the one in the middle. The ones to the side of that show center of mass and center of lift. You want the center of mass to be slightly in front of the center of lift. Assuming you follow this rule of thumb (and the plane is somewhat rigid) you can make almost anything fly.
@@thenthson iirc the pilot didn't notice, also those fighter jets actually don't quite follow the center of mass slightly in front of center of mass rule, they can't be flown by a human if not assisted by a computer because those jets are actually aerodynamically unstable (which allows them to pull faster turns.
@@thenthson if the pilot is experienced enough, you can fly without a wing becuse you just roll against it and if your lucky you may make a controlled crash landing. also it depends on the speed
I'm amazed that you were able to control that plane with the command pod pointing in the wrong direction making all the controls wonky! Must be a pretty damn good plane then! (Also, press 'g' or hit the green button on next to the altimeter to toggle all gear simultaneously)
Every time I see you trying to fly without SAS I feel like it's an architect in your brain doing everything to sabotage your valiant engineering attempts. Some poor kerbal engineer spent WEEKS making this button, just for you to ignore it like that!
"If it looks cool, it's gonna work" - Real Civil Engineer, 2021 (sounded something that an architect would say though, I hope you don't betray us RCE).
The music is spliced in so well. All happy and cheerful as we're waiting for the plane to take off... then suddenly cutting of when stuff starts exploding.
Your first plane flipped over, because it's wings were reversed v shape (your wingtips faced down a bit). So as it slightly rolled in one direction, the lower wing was less horizontal then the upper wing, and created less lift, so your plane just turned more. To counter that, you can make your wings slightly v shaped. That should make your plane way more stable. Actually real planes always have v shaped wings (except fighter jets, but they are ment to roll well).
Fuel balancing becomes more noticeable as the planes start running low. The center of mass can change dramatically. You can test the mass movement in the construction buildings by emptying the tanks. Most optimal outcome is the tanks are balanced on the same point the dry masses CoM is. (it will never move) I like to have ballasts tanks on the nose and tail, if I need it to lean one way or the other, and transfer in flight.
Just want to point out the 'steerable' tag on wheels, not all of them have it. If your aircraft won't steer down the runway you probably need more wheels. Also the right click menu for configuring control surfaces works while in motion.
9:00 there is a bridge in the research center portion of the KSC. The ability to fly under it is a show of both the pilots skill and the designs manouverbality.
CENTER OF MASS AND LIFT OVERLAYS! They're absolutely essential when building planes in KSP (clearly not essential but makes building easy to control planes very easy and a lot less trial and error)
Protip: Rover wheels are basically useless as landing gear, they simply can't take the stress of any kind of landing speed. Stick to the regular landing gear if possible since they can withstand even fairly high velocity and bumps on landing. It's also a good idea to have the plane sit on the runway with the nose pointed upwards slightly, makes it much easier to lift off as you're not pushing yourself into the ground. (I think you even mentioned that in the vid)
Every time Matt said pull up he was pulling down and I don't know why none of the other comments noticed it. Wings work in reverse so If you have the flaps go towards the ground you are creating lift and if they go to the sky they are creating negative lift. I wish I had found your channel sooner to let you know that fact maybe we can bring the Blane back with new plane knowledge.
Remember that the first part you place or the root part is where your controls are gonna be oriented to. So if you place your first part, rotate it completely then your controls would be backwards too. If you see your navball in the both orange and blue border, your controls are good for planes. Plus keep in mind having the Center of Lift behind the Center of Mass as a rule of thumb for building planes (And C should enable Snap mode and also X for symmetry in editor mode as well as T for SAS)
It reminds me of that Star Trek episode where there were two planets at war but rather than actually attacking they just simulated attacks and then executed the people who would have died in the attack, their plan failed when Kirk didn't want to get executed.
The fact that it actually bloody worked both impresses me, and scares the ever-loving crap out of me...I never expected something that was so much trouble to make would actually bloody work!
There is an 'advanced tweakable' option in the main menu settings. If you turn that on you can use auto strut when building. It will make stuff actually work
A couple of quick things: Center of mass and center of lift. There are buttons in the hangar interface to let you see these (around where the symmetry thing is, I think). You want your center of lift to be more or less at the same spot as your center of mass. This will make your planes much easier to control.
6:12 actually, that was an aileron roll (which most people get confused with barrel roll) A barrel roll is a combination of both a loop and an aileron roll at the same time. You would follow a big helical path, as if your wheels were following the inside of a barrel
You can hold alt in build to copy a selection you click. In flight it adjusts trim. Z & X is max thrust and off. Press G or click the green button up top by the altimeter to toggle the landing gear. Press M to toggle map, to see where you are. Doesn't pause the game. Only esc does. A lot of your planes could benefit from kanards.
Pitch is the angle at which the plane meets the oncoming air. Role is plane rotating left or right. Yaw is when the plane turns left or right on a two dimensional plane. I.e. usually used on the ground to taxi if no steering column. Usually small planes like Cessna’s “Single engine plane”.
Ngl...it was fun to watch...but quite painful too 😅 There's this nice and illustrated guide on plane design made for KSP which shows how things work pretty well. Worth a read before next time 😄😄
SAS only works if you point the pod properly, for you, facing up is fine, but clicking the *radial out* option _may_ keep you level more than the default smoothing. The plane SAS modules might also be worth a check, slap the small nosecone one on, then right-click *control from here* , and you can use it without moving your main pod.
When your making planes use the 3 buttons on the bottom left with center of weight center of lift and center of trust put the wings in a position so that your center of lift is just behind your center of mass and it will fly better
planes turn like this: roll a bit to the side you want to turn to, then pull slightly up. the yaw is really only for fine tuning your heading / supporting a turn and if you really want to make a sharp turn, you roll more and pull up more. the sharpest turn would be rolling 90 degree and pulling full up while applying yaw so your nose stays up
Here are some tips and tricks to make things a bit easier since KSP is already a hard game 1. Get in the habit of hitting T once the craft loads to turn on SAS. There's not much reason to ever have it off unless you enjoy struggling to fly 2. When building a craft the bottom left corner has 3 buttons, Center of Gravity, Lift and Thrust. For Planes you want the centre of lift to be slightly behind the centre of gravity for the plane to naturally want to lift up 3. G toggles the landing gear I'll add more if I think of some
So on your first plane, a problem with the control surfaces that were meant to do pitch we’re supposed to turn down to go up, which I had to learn myself when I started playing Juno new origins but my plane kept smashing into the ocean.
Tip for making anything fly in the builder on the bottom left there is a few buttons that allow you to show the center of lift and center of mass when building your rocket make sure the lift is juuuust behind the center of mass this will let you fly you can move the center of lift by moving the wings forward or back
That way you steer the plane, is how your supposed to steer the plane. And you actually don't want to go too high, because even though its less air resistance, the goliath engines are air breathing, so it will became less efficient.
Some tips on planes: the center of lift should be behind the center of mass. Otherwise it's not stable in the air. Put the back wheels closer to the center of mass (like just behind the center of mass). It's more stable on the runway and doesn't turn around. There's a mod called atmosphere autopilot. The function fly-by-wire makes your flight a lot more stable. (you're piloting yourself, it's not really an autopilot)
Though this video is like 6 mo old at this point, I feel compelled to point out the bits you're putting at the trailing edge of the wing are called alerons. Alerons control roll. Flaps is a technical term and distinct from alerons, elevators, and rudders. Flaps change wing shape to increase lift and are not generally used for attitude control. Instead they are extended or retracted to change the speed needed to avoid stalling. On the tail: the vertical moving part (or parts) is called the rudder. It controls yaw (left/right movement). Elevators are located horizontally on the tail. They move to control pitch (up/down movement). In some cases elevators and alerons are combined to make elerons (the example that comes to mind is the B2 bomber).
You need canards all my good Steam Workshop jets use them. Struts on the bridge ends to stop or decrease wobble but use tons. Increase length and that should help it's flight characteristics.
You should turn on center of mass and lift(The three buttons above the symmetry button). Then move your wings so that the center of mass is just ahead of the center of lift. And press G to retract gears. Use ASWD to change the orientation of parts in the hangers This tutorial has cost you 20 pounds Pay me
Wouldn't u want the center of mass to be aligned with the center of lift though? And having it right behind the center of lift would help take off while having it right in front would help keep it on the ground but u want to go up
@@Egerit100 But then the plane will be too sensitive and the point is that the plane will automatically point upwards. And the SAS can automatically counter this when in flight
@@SOMOO7 if the center of mass is in front of the center of lift the plane will automatically pitch down. If the center of mass is BEHIND the center of lift the plane will pitch up more easily
@@Egerit100 center of mass needs to he IN FRONT of the center of lift. CoM behind CoL makes the plane unstable and vulnerable to wild pitches. CoM in front of CoL lets the plane be stable. The best place of the balance would be CoM on top of CoL with the horizontal stabilizer removed.
Fun fact: The Mk1, 2 and 3's are reinforced and can survive impacts of up to 40 M/S, so you should worry a bit less when failing to take off like that.
Don't forget, you need to use the circumnavigation distance at altitude. Because you're not on the surface, you have to go farther! Also, as a KSP veteran, it is extremely painful and entertaining at the same time watching your KSP videos.
You have to watch at the center of mass and the center of lift, chenter of lift should be a on or a small bit behind center of mass, center of mass should be in the middle of the craft. Than your planes will be much more controlable. I also think autostrut would really help.
For the most stable flight, you want your center of lift above your center of gravity. Think of big ol' transport and cargo aircraft like c130s and c5 galaxy. Wings are long to produce a lot of lift and above the fuselage, high above the weight of the cargo. Hope that helps :D
You were so preoccupied wondering if you could, you didn't stop to think if you should
Jeez I delete
Are you questioning the vision and ambitions of the UK Space Agency!? 😅
...and hello mate, didn't expect to see you here! I can only apologise for the things I have done in this game 😂
I did, and it is a definite should
I've got a challenge for both of you, russian doll, matt lowne, why don't you try to lead on one of jools moons or something and, umm, other matt, try and get into space maybe?
@@RealCivilEngineerGaming Matt Lowne is a traitor!! He is questioning the UK space agency!!
G = Landing Gear, T = SAS, R = RCS, Z = Full Throttle, X = Cut Throttle, Caps Lock = Fine Control
Shift and CTRL for throttle up and down too
Holy covid infested bats man! I did not know caps was a fine control!!!! AAAAAHHH! You're my hero random commenter :)
I think it's Z for full and X for cut... Also, U for lights and (I think) backspace for abort :)
you have the throttle the other way around but yep correct!
Caps lock fine control.... Had no idea! have to try this out
"A nose heavy plane will fly poorly, A tail heavy plane will only fly once" There are 3 buttons, just above the symmetry button, ignore the one in the middle. The ones to the side of that show center of mass and center of lift. You want the center of mass to be slightly in front of the center of lift. Assuming you follow this rule of thumb (and the plane is somewhat rigid) you can make almost anything fly.
This cannot be understated, seriously it's the golden trick to getting things airborne.
There was an fighter jet that had a wing torn off and it kept flying. Pretty sure the pilot crapped a brick at that.
@@thenthson iirc the pilot didn't notice, also those fighter jets actually don't quite follow the center of mass slightly in front of center of mass rule, they can't be flown by a human if not assisted by a computer because those jets are actually aerodynamically unstable (which allows them to pull faster turns.
@@thenthson if the pilot is experienced enough, you can fly without a wing becuse you just roll against it and if your lucky you may make a controlled crash landing. also it depends on the speed
@ata yüksel that moment when the jet becomes a rocket.
I don't know what I expect from a civil engineer trying to create a spaceship.
But a rocket powered toilet may have caught me off guard.
Actually makes a surprising amount of sense given how many civil engineers work with sewers.
autostrut is your best friend when building wings.
Autostrut is pretty laggy tho
@@NSG-kc6zl as a youtuber, he probably has a monster PC.
I'm amazed that you were able to control that plane with the command pod pointing in the wrong direction making all the controls wonky! Must be a pretty damn good plane then! (Also, press 'g' or hit the green button on next to the altimeter to toggle all gear simultaneously)
Every time I see you trying to fly without SAS I feel like it's an architect in your brain doing everything to sabotage your valiant engineering attempts. Some poor kerbal engineer spent WEEKS making this button, just for you to ignore it like that!
S A S. P L Z
@@pewpewcricketsalt5574 what? why not trim? :D
No no no its a pure demonstration of his engineering see
What Engineering? He only understands non-moving structures… his knowledge of planes is non-existent xD
I read circumnavigating as circumcision
Matt you've ruined my brain with dong jokes
“Circumcising kerbin with a flying bridge” wow
Ruined? You mean improved I think mate!
@@RealCivilEngineerGaming fair enough
"If it looks cool, it's gonna work" - Real Civil Engineer, 2021 (sounded something that an architect would say though, I hope you don't betray us RCE).
He already has. He circumnavigated with theory instead of practice.
@@noneofyourbusiness4032 when the leader switches, we become powerless against those architects.
“Pivoting left and right with a roll”
Well that’s literally how you turn in a plane
Made me smile seeing him learn how airplanes maneuver
MFW he was trying to turn with yaw lmao… you’d think he’s never seen a plane make a bank turn before xD
The music is spliced in so well. All happy and cheerful as we're waiting for the plane to take off... then suddenly cutting of when stuff starts exploding.
As the editor, I'm happy to hear you enjoy the music! :)
"Why's it turning like that?"
Because you slapped it together with gum an prayers, that's why.
and the pod pointing straight up.... amazed he kept it flying
Your first plane flipped over, because it's wings were reversed v shape (your wingtips faced down a bit). So as it slightly rolled in one direction, the lower wing was less horizontal then the upper wing, and created less lift, so your plane just turned more. To counter that, you can make your wings slightly v shaped. That should make your plane way more stable. Actually real planes always have v shaped wings (except fighter jets, but they are ment to roll well).
Was gonna say I saw it right away but a new player is unfortunately not likely to notice or understand the effects of a negative dihedral
Fuel balancing becomes more noticeable as the planes start running low.
The center of mass can change dramatically.
You can test the mass movement in the construction buildings by emptying the tanks.
Most optimal outcome is the tanks are balanced on the same point the dry masses CoM is. (it will never move)
I like to have ballasts tanks on the nose and tail, if I need it to lean one way or the other, and transfer in flight.
For future reference, press "G" on the keyboard to retract or extend all landing gear at once
Just want to point out the 'steerable' tag on wheels, not all of them have it. If your aircraft won't steer down the runway you probably need more wheels. Also the right click menu for configuring control surfaces works while in motion.
9:00 there is a bridge in the research center portion of the KSC. The ability to fly under it is a show of both the pilots skill and the designs manouverbality.
as a guy who has over 1000 hours in kerbal space program im dissapointed and proud of you managing to somehow fly this abomination
CENTER OF MASS AND LIFT OVERLAYS! They're absolutely essential when building planes in KSP (clearly not essential but makes building easy to control planes very easy and a lot less trial and error)
I rarely use those
The son of a gun did it without even using the goddamn center of mass and center of lift thing...
LMAO 🤣
Protip: Rover wheels are basically useless as landing gear, they simply can't take the stress of any kind of landing speed. Stick to the regular landing gear if possible since they can withstand even fairly high velocity and bumps on landing. It's also a good idea to have the plane sit on the runway with the nose pointed upwards slightly, makes it much easier to lift off as you're not pushing yourself into the ground. (I think you even mentioned that in the vid)
"if it looks cool, im pretty sure its gonna work" is 100 percent sth an architect would say.
solidworks on one screen and @RCE on the other, the perfect combo
Woo! More space flight attempts
Yes! Jeb's back!!
Oh and, awesome plane!
Every time Matt said pull up he was pulling down and I don't know why none of the other comments noticed it. Wings work in reverse so If you have the flaps go towards the ground you are creating lift and if they go to the sky they are creating negative lift. I wish I had found your channel sooner to let you know that fact maybe we can bring the Blane back with new plane knowledge.
theres i think in KSP called auto strut which is invisible struts. that should solve the wobble
As an aero engineer, you made me realize structural engineers are just architects after all
"oh, yes! The P.E.N.I.S. is PERFECT!" - Proceeds to change it 3 more times.. Very entertaining, though. Cheers!
Try to send the best shape to space. The shadow doesn't count.
Remember that the first part you place or the root part is where your controls are gonna be oriented to. So if you place your first part, rotate it completely then your controls would be backwards too. If you see your navball in the both orange and blue border, your controls are good for planes. Plus keep in mind having the Center of Lift behind the Center of Mass as a rule of thumb for building planes (And C should enable Snap mode and also X for symmetry in editor mode as well as T for SAS)
Yes. He must have a probe core hidden in there that's pointing up. He needs to right click on the cockpit and choose "control from here."
@@HermanVonPetri there’s no other cockpit+there’s a command module clipped in the back one
"We've done the numbers for putting men on mars and they check out, so congratulations! We've put man on mars!!! Let's go home."
🤣🤷♂️
It reminds me of that Star Trek episode where there were two planets at war but rather than actually attacking they just simulated attacks and then executed the people who would have died in the attack, their plan failed when Kirk didn't want to get executed.
Bridge as spaceship
Spaceship as bridge
*Engineering yes*
A bridge going around the globe!!!!
Thank you, Bill.
As a prospective aeronautical engineer, this makes me very sad.
KSP flaps move relative to the center of lift. Slightly move the main wing forward & everything would work perfectly.
22:05 fun fact thats how real planes turn.
Pich= up down
Yaw?=left right
Roll=well roll
Now you can use this when making planes
The fact that it actually bloody worked both impresses me, and scares the ever-loving crap out of me...I never expected something that was so much trouble to make would actually bloody work!
There is an 'advanced tweakable' option in the main menu settings. If you turn that on you can use auto strut when building. It will make stuff actually work
@22:45 nice PA 👍👍👍👍👍
A couple of quick things: Center of mass and center of lift. There are buttons in the hangar interface to let you see these (around where the symmetry thing is, I think). You want your center of lift to be more or less at the same spot as your center of mass. This will make your planes much easier to control.
6:12 actually, that was an aileron roll (which most people get confused with barrel roll)
A barrel roll is a combination of both a loop and an aileron roll at the same time. You would follow a big helical path, as if your wheels were following the inside of a barrel
You can hold alt in build to copy a selection you click.
In flight it adjusts trim.
Z & X is max thrust and off.
Press G or click the green button up top by the altimeter to toggle the landing gear.
Press M to toggle map, to see where you are. Doesn't pause the game. Only esc does.
A lot of your planes could benefit from kanards.
Pitch is the angle at which the plane meets the oncoming air. Role is plane rotating left or right. Yaw is when the plane turns left or right on a two dimensional plane. I.e. usually used on the ground to taxi if no steering column. Usually small planes like Cessna’s “Single engine plane”.
This was one of the funniest videos! I was in tears the whole time
Ngl...it was fun to watch...but quite painful too 😅 There's this nice and illustrated guide on plane design made for KSP which shows how things work pretty well. Worth a read before next time 😄😄
"If it looks cool, I'm pretty sure it's going to work."
Only an architect would say that.
Matt’s a complete architect in KSP. He’s the only person who would launch an Eiffel tower into space.
SAS only works if you point the pod properly, for you, facing up is fine, but clicking the *radial out* option _may_ keep you level more than the default smoothing.
The plane SAS modules might also be worth a check, slap the small nosecone one on, then right-click *control from here* , and you can use it without moving your main pod.
When your making planes use the 3 buttons on the bottom left with center of weight center of lift and center of trust put the wings in a position so that your center of lift is just behind your center of mass and it will fly better
Oh and disable steering on your wheels on the wings makes takeoff and landing easier
GO, MATT! GOOOOO!!!
I'm getting way too invested in this... haha!
I have no idea how I came across this channel but I'm really glad I did.
planes turn like this: roll a bit to the side you want to turn to, then pull slightly up. the yaw is really only for fine tuning your heading / supporting a turn
and if you really want to make a sharp turn, you roll more and pull up more. the sharpest turn would be rolling 90 degree and pulling full up while applying yaw so your nose stays up
SAS Helps a lot for Stability also the Higher you go the Less Efficient your Engines are since there is less air for the Engines
Tht bob face in the intro was funny 🤣
Here are some tips and tricks to make things a bit easier since KSP is already a hard game
1. Get in the habit of hitting T once the craft loads to turn on SAS. There's not much reason to ever have it off unless you enjoy struggling to fly
2. When building a craft the bottom left corner has 3 buttons, Center of Gravity, Lift and Thrust. For Planes you want the centre of lift to be slightly behind the centre of gravity for the plane to naturally want to lift up
3. G toggles the landing gear
I'll add more if I think of some
So on your first plane, a problem with the control surfaces that were meant to do pitch we’re supposed to turn down to go up, which I had to learn myself when I started playing Juno new origins but my plane kept smashing into the ocean.
Tip for making anything fly in the builder on the bottom left there is a few buttons that allow you to show the center of lift and center of mass when building your rocket make sure the lift is juuuust behind the center of mass this will let you fly you can move the center of lift by moving the wings forward or back
That way you steer the plane, is how your supposed to steer the plane. And you actually don't want to go too high, because even though its less air resistance, the goliath engines are air breathing, so it will became less efficient.
tip: more parts more kraken (the more parts you have, the more difficult everything will be)
Those wing mounted wheels give the aircraft a Tupolev feel.
Some tips on planes: the center of lift should be behind the center of mass. Otherwise it's not stable in the air.
Put the back wheels closer to the center of mass (like just behind the center of mass). It's more stable on the runway and doesn't turn around.
There's a mod called atmosphere autopilot. The function fly-by-wire makes your flight a lot more stable. (you're piloting yourself, it's not really an autopilot)
Today you earned a subscriber
As someone who can play Kerbal space program quite well, this is immensely frustrating to watch. 10/10
Just saying but I think if you put the elevons on the wings down it would go up because I've been on a window seat on a plane before.
The radial symmetry was killer.
Though this video is like 6 mo old at this point, I feel compelled to point out the bits you're putting at the trailing edge of the wing are called alerons. Alerons control roll.
Flaps is a technical term and distinct from alerons, elevators, and rudders. Flaps change wing shape to increase lift and are not generally used for attitude control. Instead they are extended or retracted to change the speed needed to avoid stalling.
On the tail: the vertical moving part (or parts) is called the rudder. It controls yaw (left/right movement). Elevators are located horizontally on the tail. They move to control pitch (up/down movement).
In some cases elevators and alerons are combined to make elerons (the example that comes to mind is the B2 bomber).
I'm fairly sure with the engines at the top that's going to apply rotational force pushing the nose down... making it harder to take off.
hey Matt, those wheels you use are not steerable. you have to use the single-wheel ones.
you have three buttons on top: light, chassis (wheels), brakes.
to remove the wheels quickly, you need to press the green button with three circles
10:00 That's a droop snoot! (This is the actual technical term for it lol)
Trying to take off with zero lift, without an airfoil. Great work😂
A good place to add a bridge to your plane is to make your tail longer.
The further back your tail drag is, the more controllable the plane.
If the flaps are on the back of the wing, then the flaps need to fold down so the plane gets lift. If they are on the front, then they should fold up.
These the the most cursed planes I've ever seen... I love it
I'm enjoying Matt trying to play KSP. More!
You need canards all my good Steam Workshop jets use them. Struts on the bridge ends to stop or decrease wobble but use tons. Increase length and that should help it's flight characteristics.
19:44 TIPS: the next time use G to close all the gear!😉
I really want to visit Mount just newly discovered by myself
Ailerons make the plane roll left right, and they go on the wings, elevators make the plane go up and down, and they go on the tail of the plane.
All those Kerbals will be remembered
You should turn on center of mass and lift(The three buttons above the symmetry button). Then move your wings so that the center of mass is just ahead of the center of lift. And press G to retract gears. Use ASWD to change the orientation of parts in the hangers
This tutorial has cost you 20 pounds
Pay me
Wouldn't u want the center of mass to be aligned with the center of lift though? And having it right behind the center of lift would help take off while having it right in front would help keep it on the ground but u want to go up
@@Egerit100 But then the plane will be too sensitive and the point is that the plane will automatically point upwards. And the SAS can automatically counter this when in flight
@@SOMOO7 if the center of mass is in front of the center of lift the plane will automatically pitch down. If the center of mass is BEHIND the center of lift the plane will pitch up more easily
@@Egerit100 center of mass needs to he IN FRONT of the center of lift. CoM behind CoL makes the plane unstable and vulnerable to wild pitches. CoM in front of CoL lets the plane be stable. The best place of the balance would be CoM on top of CoL with the horizontal stabilizer removed.
@@bobkile9734 in my first reply I said that the ideal thing would be for CoM to be aligned with CoL
Geeze some real architect logic at the end there
The man finally did it!
Fun fact: The Mk1, 2 and 3's are reinforced and can survive impacts of up to 40 M/S, so you should worry a bit less when failing to take off like that.
Me wondering why he was trying to pull up whilst also creating an insane amount of downforce:🤔🤔🤔
This is the peak of "MOAR STRUTS"
Don't forget, you need to use the circumnavigation distance at altitude. Because you're not on the surface, you have to go farther! Also, as a KSP veteran, it is extremely painful and entertaining at the same time watching your KSP videos.
As a engineer i approve everything
This is what it looks like when a civil engineer takes his bridge on tour
"Hey Google" opened up my google Assistant 🤣
Hey you made the blackbird in kerbal space program
Next episode on KSP you should make a flying roundabout
You have to watch at the center of mass and the center of lift, chenter of lift should be a on or a small bit behind center of mass, center of mass should be in the middle of the craft. Than your planes will be much more controlable. I also think autostrut would really help.
i love the invention of wingage
Lol is it wrong that I'm absolutely in love with the in fight announcement he did? ✨
You’re welcome for introducing you to the Spaceplane Hangar ;)
For the most stable flight, you want your center of lift above your center of gravity. Think of big ol' transport and cargo aircraft like c130s and c5 galaxy. Wings are long to produce a lot of lift and above the fuselage, high above the weight of the cargo. Hope that helps :D
That first design might’ve worked if you tilted the wing up not down, tilting down makes it very unstable and it wants to turn upside down
12:08 bloody a te--SPACE CONCORD