Full Answer
Most often the aircraft veers so badly that trying to keep it going straight the airplane doesn't gain enough speed to take off. My Proflight Yoke settings and calibration seem to check out OK and my the AP is not turned on at takeoff. I have lowered the realism settings to about the 25% level to see if that helps, and it does a little.
An aircraft without control surfaces is like a rocket without RCS or reaction wheels - it will hardly turn and will be equally hard to control (perhaps even impossible!). As such, you will need various control surfaces .
Set heading and nav direction to that of the runway and see if problem is gone, it then would be the ap. Turn off auto-rudder. England. Near the railway station. You need to give it rudder, not aileron. Try an external rear view to see if the rudder is causing the problem, otherwise maybe only one wheel brake is off.
My tip it, once you finish your plane, show the center of mass, and the center of lift, and adjust the wing position if possible to put the center of lift slightly in front of the center of mass. Alternatively, see if you can take off with less thrust, that should put less stress on that front wheel and help prevent wobble as much.
Generally if the aircraft flips backwards and appears to be more stable backwards than forwards, this is the CoL being too far forward. It's also possible there's something more subtle like a misaligned control module or something. As always, a screenshot of the aircraft can help a lot.
Some general pointers to make more stable aircraft, one is to set your COL just behind your COM , another is that your centre of drag should be as far back as possible - there's no way to visually show this as far as I know but a light but aerodynamically bulky rear to an aircraft generally makes it more stable.
Planes are highly efficient for traversing Kerbin and, after an interplanetary journey, other celestial bodies with sufficient atmosphere. They are ideal for contracts taking place on Kerbin.
To turn the plane, it's possible to steer by using A and D, but it's easier to steer by banking a little with the Q and E keys, and then using W and S to pitch up and down. Your plane has a rudder, but it's easier to steer by using the larger, more effective wings.
Friction increases wheel grip, laterally you're less prone to fish-tailing, but more likely to flip if you take sharp turns; forward/backwards you can go up steeper inclines.
14:1419:01Aircraft Tutorial - Stability & Balancing - Kerbal Space Program - YouTubeYouTubeStart of suggested clipEnd of suggested clipThe center of mass they try and keep the center of wing area by in the center of mass to give itMoreThe center of mass they try and keep the center of wing area by in the center of mass to give it that dart like stability. They put they tried to keep the center of lift on.
Even the most modern of fighter jets cannot fly into space. The F-35 Lightning II, considered to be the world's most advanced craft, has a service ceiling of around 15 kilometres (nine miles). This is less than a fifth of the way to space. Part of the reason fighter jets can't fly this high is their power source.
Without the presence of air, neither a large airplane nor a small airplane will produce lift. There's simply no air to travel over and under an airplane's wings in space, which is a main reason airplanes can't fly in space. Another reason airplanes can't fly in space is because they require air to generate combustion.
So, to answer the question in short, airplanes CAN'T go into space.
Stock KSP does not have any autopilot. The SAS and ASAS are only stabilizers, SAS will attempt to counteract roll and ASAS will attempt to hold your ship on its current heading, but they will only do this while SAS(to the top right of your NavBall) is activated. To activate or deactivate SAS, press T be default.
the center of lift should be just behind the center of mass. if it is too far forward you will flip upwards and too far back and you will flip downwards.
1:132:41Center of Thrust in Relation to Center of Mass : Such Great PhysicsYouTubeStart of suggested clipEnd of suggested clipWhere the weight around at that point is equally distributed. So as a general rule of thumb.MoreWhere the weight around at that point is equally distributed. So as a general rule of thumb.
Another cause of your plane veering to left or right is improper engine, wheel and wing design. If you made a taildragger and the tailwheel is rotated at left or right or is facing sideways, either left or right, your plane will veer to left or right.
At a high enough speed, it will cause your plane to tip and fall over.
Also, excessive use of the rudder usually causes the plane to spin out of control and crash.
An aircraft without control surfaces is like a rocket without RCS or reaction wheels - it will hardly turn and will be equally hard to control (perhaps even impossible!). As such, you will need various control surfaces .
Now put on center of mass and center of lift view, and move the delta wings until the center of lift is slightly behind of the center of mass - not in front, otherwise your aircraft will be able to easily flip out of control.
If you forget to put an air intake on your airplane, don't worry! Nothing bad will happen. In fact, nothing will happen at all, and that's probably bad, so put an air intake on your plane anyway.
Ailerons control the roll of the aircraft, and are (almost) always placed on the wings, as far out as possible and as centered (compared to the center of mass) as could be. They sometimes coincide with elevators.
Making a fuselage. Any plane needs speed - so you need thrust (usually). To do this, take a few barrels of your jet fuel, stick them on the back of your aircraft. 2 will usually do nicely, but 3 or 4 are usually better (but of course heavier, and this tutorial assumes you use 2).
In vanilla KSP, wings have a predefined lift factor. Also, lift is usually placed in the middle-to-back of the wing, depending on the shape.
What was meant by 'turn off auto rudder' is that the way you have it now you can not use the rudder on takeoff, as the rudder and aerlions are 'tied' together (by auto coordination being checked). Auto Rudder is vital for good ILS approach/landingings, just remember that when you plan to do one.
If you un-check 'Auto Rudder', even if you don't have 'twist' joy, or pedals, you can use the KEYPAD's 'Ins' and 'Enter' keys to crank in rudder (in the form of 'rudder trim', but sufficient to 'work' rudder). The other thing is to EASE into full throttle.
The ones that are at an angle must be placed at that exact angle, you can't angle them to make them wider. Plane body deformations can cause the wheels to touch the ground at a slightly different angle. Body deformation can be caused by heavy parts, many parts connected together, or forces on the plane.
When your plane speeds up, it sounds like your lift could be pushing your nose into the runway causing deformation or an oscillation with the same effect. Assuming nothing is blocking the exhaust of the engines, the relation of your thrust to your center of mass could also cause the same problems as above.
Body deformation can be caused by heavy parts, many parts connected together, or forces on the plane. From your description of your plane I would check the following: Center of lift is behind center of mass, and slightly raised.
Center of lift is behind center of mass , and slightly raised. Rear wheels are in front of tail, but not enough to make tail strikes easy. The two engines have been mounted every imaginable way with the same result: Over the wings, on the fuselage, on girder segments, on the wingtips, etc. Wings have been flown both with and without struts.
Eventually you either crash, or you reach a high enough speed that SAS wiggling can't cause a significant enough difference in engine speeds. In addition to the tips others have suggested, try locking steering on all your wheels. This should reduce ground control authority and make oscillations less powerful.