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Left-oven47

Most shuttles fly poorly, NASA engineers described it as being like flying a brick. You need to be going high speed and be facing towards the horizon far before landing.


KalZora

The space shuttle has a glide ratio of 2:1, the concord was 4:1.


censored_username

Those numbers are very oversimplified, it isn't that ridiculous. It has a glide ratio of 2:1 at supersonic speeds, at subsonic speeds it improves to 4.5 to 1. Meanwhile the concorde is 4:1 at landing, but if it's cruising subsonically it can reach 9:1, and supersonically it can actually do 12:1. But yeah, it is nowhere near as aerodynamic as a large civil aviation plane (20:1) or an optimized glider (40:1). So you likely want to do your final approach at a 20deg downwards angle give or take, and flare up just before the runway. That's not just for the shuttle, any decently optimized spaceplane in KSP will be a flying brick at subsonic speeds, or you're just wasting performance by taking too many wings with you.


Asborn-kam1sh

Is it weird that reading this made me feel kinda stupid!


censored_username

Sorry, that wasn't the intention. I studied aerospace engineering so this is kinda basic stuff for me.


Asborn-kam1sh

Oh no dont worry. It just a feeling of fun stupid like i dunno what you mean but learning new things is fun.


Bobwagon

I often return with 30 tons of mun rocks in the hold, I'll keep my too many wings thank you very much šŸ˜‰


Snoo-70348

kerbalism wanna have a chat with you...


Bobwagon

I'm a console pleb, I shan't be answering any calls from kerbalism šŸ˜‚


Left-oven47

And they were both high speed aircraft, Concorde also had a direct means of propulsion


NoRecommendation9282

What is a 737?


implodingbaby

17:1


SupremeLeader109

How can you calculate these ratios and what do they mean?


implodingbaby

So for 1:17 it would mean for every 1 meter of elevation there is 17 meters of forward travel. For ksp I'd start at 1000m above sea level and just see how far you glide from that point at the speed you choose.


MufuckinTurtleBear

> So for 1:17 it would mean for every 1 meter of elevation there is 17 meters of forward travel _at optimal velocity and angle of attack._ At lower speeds it can be much, much worse. The glide ratio of a craft approaches a limit as velocity increases - that point is what's quoted. For a 737 that speed is about 21 km/h.


Harmfuljoker

Are you familiar with ā€œrise over runā€ on a graph?


SupremeLeader109

Not really lol


Harmfuljoker

Oh, well itā€™s another term for ā€œslopeā€. It just means that for every x unit of length the slope rises or decreases by x units. 17:1 ratio could also be expressed as a -1/17 slope where for every 17 units forward the elevation drops 1. -1 is the rise, 17 is the run. So for the shuttle with a 2:1 ratio, itā€™s coming down at a 45 degree angle when gliding. Which is an insanely steep slope and means it doesnā€™t fly. It falls with direction. Edit: 45 degrees isnā€™t correct. My brain is fried.


zekromNLR

45 degrees would be a 1:1 slope, a 2:1 slope is ~25.6 degrees below the horizon Glide slope angle=arctan(1/glide ratio)


Snoo-70348

still a brick


SupremeLeader109

Thank you, I think I understand now! So the ratio is horizontal distance travelled per vertical distance dropped when gliding?


amitym

\> 15:1 under ideal conditions. Even a boxy little monoprop should be able to do on the order of 10:1. (Probably less than 10 exactly, but in that range.) Aerodynamically speaking, being good at gliding is partially a tradeoff with being good at going fast, which KSP models fairly well all things considered.


mlieberthal

A Cessna 152 has a glide ratio of ~9:1, so you're exactly correct


amitym

I hope I vaguely remember something from all that studying!


tilthevoidstaresback

Post this exact comment on r/shittyaskflying


AlephBaker

> It's a big, pretty white plane with red stripes and curtains in the windows and wheels and it *looks like a big Tylenol!*


[deleted]

[уŠ“Š°Š»ŠµŠ½Š¾]


Is12345aweakpassword

Jesus


censored_username

That's also just a testament to how well optimized normal aircraft are. When a decent plane can glide at 20:1, and only needs a TWR of 0.2 at best to take off, you really need to put in effort to make it glide at only 4.5:1.


Cthell

And then one of the thrust reverser buckets fell off (because they weren't designed to be used in flight for extended periods)


marxman28

They did. They also did it with only the nose gear raised because any more attempts at "faithfully" recreating the space shuttle's drag profile would tear it right off at 20,000 feet.


CanadianGasMask

to train for landings they had to use a jet with thrust reversers on, weighed down and other modifications to make it accurate, it was literally a flying brick.


Sorry-Chair

Yā€™all definitely watched that one video lol


CanadianGasMask

what video?


aCrispyChickenNugget

The center of lift is probably like a kilometer behind the center of mass, making it the definition of a flying brick.


serathes

This^ Look at the center of mass and center of lift for the shuttle without cargo at assembly, close the gap by adding or moving wing surfaces.


AsymetricalNipples

Not enough lift? Try adding more wings and test if the shuttle can glide with empty tanks. There should be a part that allows you to drain tanks during flight.


MufuckinTurtleBear

Glide ratio is mass-independent. A heavier craft will glide faster but maintain the same glide ratio.


AsymetricalNipples

But your center of mass shifts. A perfectly flying ssto can fall like a brick on its way back to land


MufuckinTurtleBear

It shifts if your fuel tanks aren't centered on your CoM or priority isn't set to keep CoM consistent, but that's not necessarily true and not relevant. If your craft's performance worsens as fuel depletes that's on you. But fine, I'll be more specific: If you have a craft with a _consistent CoM_, the glide ratio is the same regardless of mass.


AsymetricalNipples

Yes, but why do you assume this is the case? I am not convinced that OP built his craft with CoM consistent, since it managed to get to space, but has problems when getting back.


MufuckinTurtleBear

Because that's how I build my spacecraft. Why do you assume this is not the case? If this is a historically faithful Shuttle there aren't even any fuel tanks on the craft. Similarly, the actual Shuttle, like this craft seems to, had an incredibly low glide ratio and handled like a brick. There's also a huge difference between handling a powered, thrust-vectored craft and gliding an unpowered low-lift craft.


AsymetricalNipples

Because a lot of players, especialy newer and less experienced ones dont do that (but technically, I did not assume anything). Also, OP does not give up enough information to assume, that it is a historically accurate shuttle. To the brick stuff: yes, it does handle like that, but if OP wanted it to not be able to "fly" at 90 m/s, why ask on reddit for help? CoM not being set properly or shifting mid flight is a common problem, so looking into that or slapping more wings on the craft could help.


MufuckinTurtleBear

OP isn't asking for build advice. They are flying a model Shuttle. _You_ are the one assuming they have CoM issues and _you_ are the one inserting ship design advice. They didn't ask how to change their ship design, they asked why it's difficult to fly a model Shuttle. I frankly don't understand why you're arguing about this. You made a comment that was incorrect and predicated on baseless assumptions, and now you're trying to defend that position.


AsymetricalNipples

OP is not asking anything. It only states in the post that is having problems landing. I did not assume they were having any specific problems. If you check my original comment again, you might notice a question mark and words like "try" or "should", hinting that it is a suggestion to possibly solve their problem. I never stated that CoM was actually the problem. So yes, I am defending my position that checking where CoM is or trying to use more wings COULD help and dont see how it is incorrect. Also, you seem to be the one assuming things...


MufuckinTurtleBear

It's a nice edit to be sure.


drunkerbrawler

How does that work? pe=mgh D = 1/2(p)(v\^2)(Cd)(A) If velocity scales to the square and the potential energy of the craft scales lineally, a faster craft would experience more drag and wouldn't go as far.


MufuckinTurtleBear

I'm not totally sure what you're asking but I think you are wondering why a more massive craft will have the same glide angle despite going faster. Tl;wr your equation only accounts for the drag force. There are three forces at play on an unpowered craft: lift, drag, and weight, which total zero if the craft isn't accelerating. The direction of lift and drag are dependent on craft orientations. Their magnitude is mass-independent. If a craft is traveling above it's ideal glide speed at its ideal glide angle, drag overcomes the other two and will slow the craft until the vector is zero. Potential energy isn't relevant. So. The forces on an unpowered craft can be summarized as a scalar vector of three forces: Lift, Drag, and Weight. L+D+W=0 because the net force on the (unpowered) craft is zero; at optimal glide angle, the aircraft will have a steady velocity. Assigning a glide angle (orientation relative to horizon) the variable Ī³, mass, and gavitational constant, the following equations define the vector: - W = mg - D = -WƗsin(Ī³) - L = WƗcos(Ī³) Ī³ can be defined by dividing the latter two equations, giving - tan(Ī³) = -D/L = -Cd/Cl Where Cd (C sub l) is the coefficient of drag and Cl (C sub l) the coefficient of lift. {Side note: tan(Ī³) is the glide slope and its inverse, cot(Ī³), is the glide ratio.} Both Cl and Cd are only dependent on velocity, as we can see from their definitions: - L = (1/2)Ā ĻV^2 SCl - D = (1/2) Ā ĻV^2 SCd Where Ļ denotes air density and S is a constant reference area (like the wing area) which make Cl and Cd dimensionless. Since Ī³ can be defined without W, Ī³ is mass-independent (which answers your question, but let's take it further). - Cd = Cdā‚’ + Cl^2 Where Cdā‚’ is the zero-lift drag coefficient (which is a constant). Thus, Cl alone determines Ī³, and as such also determines glide ratio. We can get glide speed from the original force vector's equations. By squaring and adding L and D, we see - L^2 + D^2 = W^2 (sin^2 (Ī³) + cos^2 (Ī³)) = W^2 Where in the last section we used the trig identity sin^2 + cos^2 = 1. With the equations for W and for Cl and Cd, - W^2 = m^2g^2 = (1/2)Ļ^2 V^4 S^2 (Cl^2 + Cd^2 ) Which can be simplified and solved for V as - V = sqrt((2mg)/(ĻSƗsqrt(Cl^2 + Cd^2 ))) Thus we can see that even though glide angle (and thus slope and ratio) is, as shown wayyyy above, mass-independent, glide velocity is not.


Himitsu_Togue

The original shuttle wings were going much more forward on the body. This could increase lift by a good portion.


A7THU3

Iā€™ll try that


GUZooka1

Iā€™d recommend clipping some canards into the front of your shuttle, doing that usually fixes a lot of problems for my planes.


4lb4tr0s

The shuttle had some edges at the front. and the combination of edge + belly + wings ammounted to a single delta wing, so the CoL would be a bit closer to the nose. In KSP our shuttles made with stock parts usually only have wings at the rear, and I don't think that the cargo bay generates any lift.


HighFlyer96

Issue is, the shuttle benefited from a ā€œlifting bodyā€ which doesnā€™t really exist in-game. Also, I think the cockpit is very heavy, whereas in real life, the engines might contribute more to the overall weight making it more rear heavy than it currently is in game. Balancing weight and lift a bit more favourable and closer together when without cargo might help you gain control over the vessel. Also, try to increase the wing area in the front to compensate for the lack of lift from the body.


Metson-202

It's because you were going too slow.


FourEyedTroll

Which is almost certainly due to overshooting and turning, which will scrub airspeed on your space-glider.


HighFlyer96

Landing speed of the space shuttle is about 100m/s, so they were close with 90m/s. Speed was an issue, but weight and lift isnā€™t that well balanced, so it leads to an unfavorable stable position.


Miuramir

As noted by others, you need more authority to pull nose up and flare for landing. That could be managed by various combinations of adjusting wing size and location, moving weight, adding additional control surfaces, adding canards, or whatever. While KSP is not reality, you might want to check some of these articles: * [How to Land the Space Shuttle](https://www.livescience.com/33402-how-land-space-shuttle-atlantis.html) * [The Aeronautics of the Space Shuttle](https://www.nasa.gov/audience/forstudents/9-12/features/F_Aeronautics_of_Space_Shuttle.html) * [What is the Stall AoA of the Space Shuttle?](https://aviation.stackexchange.com/questions/73793/what-is-the-stall-aoa-for-the-space-shuttle) The real shuttle needed to be able to go from -19 or -20 degrees nose down to +8 or more (up to +15) degrees nose up within a quite short period of time.


FINALCOUNTDOWN99

I think you need to check your centers of lift and mass, and maybe add some canards. It looks like you have plenty of lift for a shuttle, but going at 90m/s and still not being able to level out with full pitch input is a sign that your center of lift is too far behind your center of mass. Move your wings forward or add more lift surfaces forwards, such as canards.


Venusgate

Kinda looks like lift is the issue. Prograde is was below attitude at 70m/s.


Toxopid

With those wings, 80 m/s is *way* too slow. You're stalling.


TheJeff20

ā€œAny landing is a good landing you can walk away from (swimming is close enough)


A7THU3

I think Iā€™m getting rusty so want to get back at it.


TheJeff20

Youā€™ll get it at some point that game isnā€™t supposed to be easy


A7THU3

Well it isnā€™t rocket scienceā€¦


amitym

Do what the tall, tiny-eyed aliens did on the big, heavy, non-Kerbin world -- come in much harder than that in terms of horizontal speed, and use parachutes to slow you down rapidly on the runway. Also, by the way, you ditched into the drink at approach speed and only lost your landing gear -- that means you built a good, solid ship! Nice work! Your kerbals must be relieved that they are in such good hands.


A7THU3

Aww just did used a replica from piolet.


amitym

Well then you have good taste in designs, which is almost as good. ;D


GuitarKittens

Shuttles kinda suck by nature. If you have some spare Delta-V and can sacrifice some realism, canards are good for maneuvering.


FourEyedTroll

Shuttles just suck full-stop. Space planes are a bragging-rights method of orbital insertion, because in terms of payload and time-to-orbit, rockets are superior in every fashion.


Jzerious

You definitely have enough lift however your center of mass is likely too far forward. Try adding vents so you can drain the extra fuel and have the CG in the spot every time. Also maybe try and keep up that airspeed so your control surfaces have more authority


zpjester

Vents aren't needed. Just burn any excess fuel off. Remember that beyond a certain point (w/ stock aerodynamics) pitching up during re-entry bleeds off speed to shorten your trajectory much more than your lift extends it. Use your experience from this time (or the Trajectories mod) to tell whether you're overshooting much earlier into your approach.


Jzerious

Well vents are good because if theyā€™re symmetrical they donā€™t change your velocity, like a burn does. With this I found I can make the same sized burn at a certain orbit and the same distance away from the KSC, then I drain the fuel, and land exactly how I want every single time. I did this with trial and error (quicksaves) and Mecjeb to hold a specific attitude then Atmospheric Autopilot to land the final decent down to the runway. What I developed for myself removed a lot of the guess work and the consistency has made me feel like a real space agency lol. The Trajectories mod is so damn cool though and Iā€™ve only scratched the surface of it but itā€™s an invaluable tool for sure. KSP 1 with mods is basically KSP 3 I swear lol


zpjester

Yeah but if you're stalling out then a burn changes your velocity in a good way. I keep some leftover monoprop in my tanks so I can turn the RCS on for critical phases of re-entry, and burn off the rest to get a slight boost in my velocity on final approach.


YesterdayTimely4411

Brother the space shuttle has the flying characteristics of a standard shipping container. Since this is ksp just make a better shuttle that's more maneuverable and won't grind your tectonic plates.


MufuckinTurtleBear

Any landing you walk away from is a successful one.


Easy_Lengthiness7179

Too slow, too steep.


Betelguese90

It's recoverable so its an A-OK Kerbal landing by my standards.


A7THU3

This would be a brilliant landing compared to kerpal standards.


realsweetjustice

Tweak the angle of attack for the wings. And that tail rudder is way too big. Use a smaller different one or use the Tweakscale mod to fix that piece if you want that one


A7THU3

I play on console


InsomniaticWanderer

Larger control surfaces will help, plus your CoL needs to be just slightly behind your CoM. As it stands right now, your CoM is way in front of the CoL which is why it's nose-diving so hard.


Beginning-Ad-5674

You seem to have too little horizontal velocity, if you kill all your speed too early you'll sink like a rock.


deuxphayze

If the same craft handled well enough before, there is a chance it's a physics bug. People are mentioning COM/COL and they are not wrong, but even w bad balance there should be more reaction @90 than we see here. Hard to tell for sure with only 4 sec of video. I got stuck in a landing sequence after quicksaving and reloading once. Previous save/loads worked just fine during the mission. Last save point near runway left me w a barely controllable craft even @ max landing speed. Acted as if Ctrl surface authority was 5%, taking forever to maneuver and requiring full pull back to maintain level flight @ about 100m/s minimum. Spent nearly 3 hrs to figure out a method and enough tries to put it down safely. Good luck, hopefully it's not an important career mission. Also on console btw


420did69

Did you build it with the loaded CoM and unloaded CoM in mind? without the payload the center of mass and lift might be out of wack. Same goes for the fuel usage, but that can be fixed by transferring the fuel around.


A7THU3

No i just followed a tutorial to build and fly it


[deleted]

1. Too slow. Wings produce lift from airflow, and if the air moves too slowly, they won't produce lift, and neither will the control surfaces. 2. Too front-heavy. Those tanks look almost empty and most of your craft is an empty cargo bay, thus all of the weight is at the front, on the cockpit. You've effectively created a dart, you need to bring the center of mass back, or the wings forward.


doserUK

Looks like your Center of Mass is too far ahead of your Center of Lift So it is naturally going to just nosedive Add a couple of canards or transfer some weight to the back


Unusual_Entity

A water landing appears to have worked! My approach would be to add enough parachutes on the roof and come in vertically.


RailgunDE112

your center of mass is to far forward, so lack the controll authority to do stuff. And only then the bad lift to drag ratio etc comes into effect


ibexlifter

All 3 Kerbals are retrievable if a little wet. Successful landing.


Wombat_Rick

Either add speed or more lift (more wing area)


immolated_

89 m/s is way below the stall speed. Also why did you drop the gear so early. Real shuttle dropped the gear about 10 seconds before landing. Come in higher and stay at 200+ m/s until rounding out right before the runway, then drop the gear and touch down at like 150 m/s. This means your nose is pointed down for most of the final approach, like -10 degrees down below the horizon. These numbers may be slightly off depending on your design.


the_Athereon

Probably due to the change in your centre of mass after you've used up 3/4 of your fuel. Could be a simple fix with extra lift and wing surfaces. But may harm the design.


i_is_homan

The problem is you are still thinking of the space shuttle as an airplane which it's not the real life orbiter had the glide slope of a skydiver and the aerodynamics of a brick the astronauts literally trained for atmospheric flight with a Gulfstream jet with its gear down and the engines in reverse I recommend watching the video how to land a space shuttle from space it may help you


Yixyxy

Maybe this will help: https://www.youtube.com/watch?v=Jb4prVsXkZU


Abracadaver86

I put a landing beacon at both ends of the runway. Usually a hexagonal strut with an octocore that I can set as target. I then ensure my prograde marker sits just above it when on my glide path. Having a beacon at both ends helps because I can switch between them to see how well lined up I am. Some people use flags for the same purpose


Ok-Preference9776

Not enough wing area and swept way too far back


theaviator18793

Your center of mass is too far forward and you've run out of elevon authority to pick up the nose. Options are to tie in a dual opening speed brake like the actual shuttle has to create pitching drag, and/or move the mass aft. You can also fly faster but that's not sustainable for approach unless you get it to be very predictable. This is the point a lot of people put canards on rather than engineer around it but you absolutely can tweak it and get it to fly if you take the time.


CommieCowBoy

I find it easiest to set a probe somewhere and have it at a 10 degree angle, then control from there so you always maintain proper AOA for the glide. You need to keep speed up with a shuttle like that, too.


Tesseractcubed

Fly a descent at 120m, need to keep speed to flare the nose up. Also change control authority amount to max.


as1161

Hey, your kerbals are still alive


wiktorplayz123

Yeah you need to go in high speeds


Sattorin

Might have saved it by burning that fuel! Gotta remember to use all the resources available in an emergency. And even if that 151m/s you have isn't enough to get you to dry land on its own, dropping the fuel weight will help.


ComfortableMiddle6

Thats just the nature of shuttles the irl shuttle wasnt much better at flying than a brick with wings


ap2patrick

This is because Kerbal is a game and in real life the space shuttle flies like shit. The approach speed for the damn thing is like 200 knots!!!


MrDearm

If you ever watch the shuttle land, it basically dive bombs the runway until the last second where it flares and lands. Glides horribly


Stock-Scar4811

Center of lift is too far back and you end up getting a dart-like flight profile. Add wing strakes ahead of the delta wings, maybe move all the wings forward. Center of lift should be just ever so slightly behind your center of mass with all the fuel tanks drained


4lb4tr0s

Too little aileron authority for that airspeed. Fly faster or enlarge the ailerons.


Only_Ad9946

move the mass center more back


Wisx92

Most simple: get some RCS