Don't confuse the Dihedral stability with the Keel effect (COL above COM), they're 2 different things. The dihedral stability is due to sideslip applying restoring force to the wings.
Studied aerospace engineering in college. In aircraft dynamics class our professor taught about keeping the aerodynamic center behind the center of mass and called it the "arrow rule", as an arrow (from a bow and arrow) has the mass all in front, and typically feathers or fins or something in the back. Always helped me keep that straight, and I remembered it right away in the game, but I forgot about dihedral wings! Expensive education for nothing...
Thank you, Scott! Having had KSP for a couple of years, I've made everything from simple planes for exploring Kerbin to crazy, cargo bearing SSTOs, but it all started with the principles I learned from these videos. These principles, and a pile of crashed MK-1 Cockpits...
was struggling with making planes and i thought to myself "Scott surely has a tutorial for this!" and you did! its so nice to have a channel you can rely on so well
My FIRST!!! successful landing. It took me forever. Watched all the tutorials, got a plane that didn't crash on the runway on take-off, got out to the 17km mark, turned back and kept killing my kerbal every time I tried to land. Thank you Scott for making it look so easy.
Whenever I watch your tutorials, I feel like a budding young space cadet, nervous as all hell for when it's my turn to try and fly these things. It's really informative, I love 'em.
The only reason you would want your center of lift in front of your center of mass would be to make a very maneuverable jet "fighter". Since the invention of assisted control surface control it has been done with one of the best jet fighters ever made, the Sukhoi 27 (and then 30 and 35 which are latter variants) was one of the first modern jet to have that feature, it basically allows an aircraft which has a high thrust to weight ratio to turn past its angle of attack without stalling (loosing control/falling like a rock). What that means is, the plane can go from pointing in one direction to pointing at a 120° angle away from that direction in one second (more than 90°!), burning 250km/h instantly, the next second the plane comes back to pointing the "right way", its very impressive to see, they call it "the cobra" because if done vertically the plane rises up like a cobra about to attack. What that means for a jet fighter is incredible ability to turn and maneuver at trans sonic speed, especially combined with high angle trust vectoring like on the Su35. The only problem is of course that it means the aircraft will stall if you don't constantly compensate for it by pushing back the stick in the opposite direction you just did after EVERY maneuver, a computer is in charge of doing that in modern fighters, only a skilled pilot can fly a small plane with a center of lift in front of the plane successfully.
They're mounted on top of the fuselage, so there's also a pendulum (or Keel) effect in that design because the COM is below the COL. This can make the plane too stable and thus impossible to steer, so, anhedral wings offset this effect.
Scott. It's been 10 years since I last watched this video while learning to play KSP. Now I decied to pick up KSP 2 and this is still the best tutorial on how to build a plane in KSP. Hope you make some videos on KSP 2 like the good old days.
so glad when i have a question about KSP and Scott Manley has a video for the answer.. (make this game great.) but i watch so many of these when i go to explain to my friends i develope a scott manley accent,
Scott, the quality of this video is amazing. well made and the lessons are viable for the real world as well, as you mentioned. this would be perfect to use in an aeronautics class. Bravo.
Thank you so much for this, I was able to make a somewhat flyable plane before but it always ended up failing, your tutorials always help me with my kerbal endeavours
Scott, I love your videos they have been helping me develop my skills in kerbal space program (KSP) you have been a big part of my ksp knowledge and development thank you so much!
As a control systems student, every mention you give of stability or instability brings to mind velocity graphs blowing up to infinity or settling down to a steady state. It's really cool to be able to tie the mathematical visualization to something that looks a little more physical :3 Anyway, awesome video! I'm really look forward to this series.
Scott, I have been following your great KSP videos for quite a time and whilst having a sound basic understanding of, well, rocket science and aerodynamics it's more than a pleasure to see you explaining it with KSP examples. I raise my pint to you, bringing knowledge to gamers! Please, if you manage and feel so, more of this kind!
I've been playing this game for the last 3 year and never once fully understood how the aero worked. I just focused on rockets with the occasional plance(which I'd hope for the best) but this has helped alot, gonna go back to the drawing board and apply these principles
Thank you Mr. Manley for all you vids. The way you describe things makes me understand them. I hope to see many more vids from you. You should have become a teacher!
Scott please please make hundreds of these. I am absolutely crap at KSP so these videos will be helping me to beat my friends too. I will definitely be watching the rest of this series! Thanks Scott. Fly Safe!! :D
Scott, I don't know if you've seen this or not, but this was so helpful. It really taught me alot, and I'm very glad you talked about dehideral wings in this, very interesting. Since youtube doesn't allow me to post links, it's called "Basic Aircraft Design - Explained Simply, With Pictures" it's on the KSP official forums. Looking forward to the next one.
SCOTT, you should add the following information to the description of this and your other plane tutorials, it is the one bit of information that most people need! Flight characteristics COL=center of lift COM= center of mass Different flight characteristics are desired in different craft. If the COL or the lift vector is positioned or pointing off-center left-to-right, the craft will turn. If the COL is positioned too far toward the bottom of the craft, it will want to roll over. Assuming the COL is centered side-to-side, and possibly top-to-bottom, performance is basically as follows: COL ahead of COM → Flips or turns uncontrollably COL inside COM → Excessively maneuverable; needs constant course correction COL closely behind of COM → More maneuverable COL further behind of COM → More stable COL very far behind of COM → Very hard to correct course; likely to flip up or nosedive Shifting fulcrum- The center of mass will shift as fuel is consumed or stages detach. This may critically alter the relation between the COM and COL to alter the flight characteristics.
It's pretty self explanatory, other short tutorials cover the basics but never explained the difference in aircraft handling based on the position of COM/COL.*****
Wow! I never really messed around with the planes in this game, but now I think I might. I haven't had this much fun in an educational video game before.
ARGHH!! every video about "building your first plane" uses parts that I don't have access to. "Aviation" on the 3rd tier of the science tree only give me access to 'Small Circular Intake' that doesn't fin in-line with the main fuselage. The 'Radial Air Intake' that EVERYONE uses in their "first plane" videos is not available to me until "Aerodynamics" in the 4th tier of the science tree.
+Bad Rats You attach the Mk 0 Fuel canister to wherever you want to place the engine and then attach the intake and engine to that. The Fuel canister radially attaches practically anywhere
Side note. THANK YOU for this video. :) To watch you do your magic definitely adds to my enjoyment of the game, in every case. I know all of us are split between feeling equally baffled and amazed at what you and this game can do, and we are jealous AND want to do the same cool stuff ;)
Thanks for this tutorial, Scott. I've learned quite a bit today and will be applying my new knowledge to all my future aircraft. I'll be looking forward to the next guide.
For a while I've been struggling with the deeper missions in Kerbal Space Program and knowing what certain things mean but every time I've been able to look on your TH-cam channel and learn everything. You have helped me so much, so I just wanted to say thank you. You've earned yourself a subscriber! Although, may I ask what the argument of periapsis is and longitude of ascending node? In the update I have been given a mission to put a satteliete in an equatorial orbit of the mun and it says the periapsis and apoapsis which I understand, but not the argument of periapsis or the longitude of ascending node? Any tips?
I'm sure there are many factors that go into deciding where to place the wings. Keeping them high also keeps the engine mount point up which keeps dirt out the intakes. The easiest way to think about it, is if the wing is high the CG is below it and vice versa. If your CG is high, it wants to be on the bottom (roll the plane upside down), so you would like dihedral to stabilize. I hope Scott has a chance to go over center of thrust next :)
He made a video on it yesterday. I find looking at the channel's videos is much much more efficient than actually looking at your subscriptions, refer to Scott's reply.
Thx a lot for this video series. While I figured out most of the stuff in this first video on my own it's great to have it explained and added some logic go it. I'll look forwared to future lessons in this series!
Thank you so much Mr. Manley. I know quite a lot about these features of aerodynamics but I could never teach it with such nice simplicity. I always end with a bunch of equations and really bored herd of friends who just wanted to design better plane...
Great work as always Scott. An advanced subject for an end of series video might be virtual vertical stabilizers like the new jet fighters use. Using multiple control surfaces at a less then 45 degree angle to give the stability of a vertical stabilizer without having one.
I love these videos, I wish this video existed months ago. Everyone else keeps making inaccurate and crude Kerbal spaceplane tutorial videos and it was getting annoying since I'm not exactly an aerospace engineer.
one thing i might add. Although you mention that the center of lift has to be slightly behind the center of mass, i think it would help to show what happens when you put it too far behind. I admit, i'm learning from your videos, but i didn't catch that one part until i tried it, and it took me several tries to figure out that my center of lift was too far back.
I agree. I love the rocketry as well; I have a big space station in orbit that would have been nearly impossible to get up there with spaceplanes, but I now bring up fuel (and change crews) by sending up planes. I've even flown a plane to Mars (after docking with the space station for refuelling) and back.
Came here looking for this comment. It just glides and glides, losing speed very very slowly! That design in real life would surely be worse than 1:10 glide ratio.
There are the KSC, the Launch pad, the Runway, the Grasslands, the Highlands, the Mountains, the Water (sea), the Shore, the Desert, the Ice Caps and the Badlands. Those are all the biomes on Kerbin, you can spot them from orbit (except the badlands, those are impossible to find), and you get science from doing science on the ground or in the air just above the ground there, or doing an EVA report above them from orbit.
Anhedral is used in large aircraft for the exact opposite reason that dihedral is used in small training aircraft. Large aircraft are, obviously, very slow/hard to maneuver. Dihedral will fight to stop an aircraft from rolling too quickly. Anhedral assists in the roll rate because the lift vector of the inside wing continues to move towards horizontal during a bank, causing that wing to create less lift. This, essentially, "pulls" the aircraft into a turn using the assistance of gravity.
Angle of attack- angle between air flow and you wing. Velocity vector- direction youre moving. Torque- rotational force. It takes 30sec on google to look these up if you don't already know them. Maybe he should explain some of them since it's a tutorial, but it's better that he keeps using the correct terms.
I add control surfaces like in 4:20, but these wings doesn't work as expected: they doesn't move at all. In 4:40 Scott said something like that: 'disable anything but flag (flat)'; What that this mean? Do I have a keyboard problem? or a knowledgement problem?
"Anything but the..." well... I have no clue what he wanted to say there. A tip: make sure ROLL and PITCH aren't disabled. Right click the control surface. Of course, different wing types need different controls though, but in a "shuttle" like that (it's more a very bad, very basic shuttle or glider than an aircaft that he made actually), you have only two, primary wings so that's where you have all the controls basicly.
Don't confuse the Dihedral stability with the Keel effect (COL above COM), they're 2 different things. The dihedral stability is due to sideslip applying restoring force to the wings.
Studied aerospace engineering in college. In aircraft dynamics class our professor taught about keeping the aerodynamic center behind the center of mass and called it the "arrow rule", as an arrow (from a bow and arrow) has the mass all in front, and typically feathers or fins or something in the back. Always helped me keep that straight, and I remembered it right away in the game, but I forgot about dihedral wings! Expensive education for nothing...
Aaron Foster *You* forgot it.
Not like they haven't taught you.
Aaron Foster Haha exactly. It's awesome how you can learn about Aerodynamics with Scott on KSP almost like in college.
Arch3rAc3 Except for the maths and formulas behind the physics. So Kerbal basically teaches the fun stuff :)
I'm also on my first year AeroE, started cus I Loved ksp.
7:13 - 7:15
woah kerbal drivers are really good at "nearmissing" with trucks
Lmao!
Lmao!
Lmao!
Thank you, Scott! Having had KSP for a couple of years, I've made everything from simple planes for exploring Kerbin to crazy, cargo bearing SSTOs, but it all started with the principles I learned from these videos. These principles, and a pile of crashed MK-1 Cockpits...
you can trim control inputs using alt+key, and alt+x clears all trim settings
was struggling with making planes and i thought to myself "Scott surely has a tutorial for this!" and you did!
its so nice to have a channel you can rely on so well
i just did the same. right now. XD
Ferram Aerospace mod is worth having if this is something you care about, but it reduced dV requirements for any atmospheric launch.
My FIRST!!! successful landing. It took me forever. Watched all the tutorials, got a plane that didn't crash on the runway on take-off, got out to the 17km mark, turned back and kept killing my kerbal every time I tried to land. Thank you Scott for making it look so easy.
7years later, this video just helped someone....big time
yaaa
Whenever I watch your tutorials, I feel like a budding young space cadet, nervous as all hell for when it's my turn to try and fly these things. It's really informative, I love 'em.
Fly safe :)
Why did no one reply to your comment what the heck
@@yellow1612 ikr
@@yellow1612 wild
@@russellmillett5642 spooky
You have to manually pump fuel around to keep the center of mass in the right place
The only reason you would want your center of lift in front of your center of mass would be to make a very maneuverable jet "fighter". Since the invention of assisted control surface control it has been done with one of the best jet fighters ever made, the Sukhoi 27 (and then 30 and 35 which are latter variants) was one of the first modern jet to have that feature, it basically allows an aircraft which has a high thrust to weight ratio to turn past its angle of attack without stalling (loosing control/falling like a rock). What that means is, the plane can go from pointing in one direction to pointing at a 120° angle away from that direction in one second (more than 90°!), burning 250km/h instantly, the next second the plane comes back to pointing the "right way", its very impressive to see, they call it "the cobra" because if done vertically the plane rises up like a cobra about to attack.
What that means for a jet fighter is incredible ability to turn and maneuver at trans sonic speed, especially combined with high angle trust vectoring like on the Su35. The only problem is of course that it means the aircraft will stall if you don't constantly compensate for it by pushing back the stick in the opposite direction you just did after EVERY maneuver, a computer is in charge of doing that in modern fighters, only a skilled pilot can fly a small plane with a center of lift in front of the plane successfully.
They're mounted on top of the fuselage, so there's also a pendulum (or Keel) effect in that design because the COM is below the COL. This can make the plane too stable and thus impossible to steer, so, anhedral wings offset this effect.
Wow
Scott. It's been 10 years since I last watched this video while learning to play KSP. Now I decied to pick up KSP 2 and this is still the best tutorial on how to build a plane in KSP. Hope you make some videos on KSP 2 like the good old days.
This is a wonderfully clear progression of demonstrations.
so glad when i have a question about KSP and Scott Manley has a video for the answer.. (make this game great.) but i watch so many of these when i go to explain to my friends i develope a scott manley accent,
Jd Cunningham You can't move it back to much. It will fly better!
10:00 Also Imperial shuttles from Star Wars!
i saw that too
Scott, the quality of this video is amazing. well made and the lessons are viable for the real world as well, as you mentioned. this would be perfect to use in an aeronautics class.
Bravo.
Thank you so much for this, I was able to make a somewhat flyable plane before but it always ended up failing, your tutorials always help me with my kerbal endeavours
Scott, I love your videos they have been helping me develop my skills in kerbal space program (KSP) you have been a big part of my ksp knowledge and development thank you so much!
This video has aged surprisingly well. I'm just getting back in after years of not playing and this is still totally relevant.
Scott, love your stuff, really helpful, and interesting, got my 11 year old nephew learning about aerodynamics.
Keep it up pal
As a control systems student, every mention you give of stability or instability brings to mind velocity graphs blowing up to infinity or settling down to a steady state. It's really cool to be able to tie the mathematical visualization to something that looks a little more physical :3 Anyway, awesome video! I'm really look forward to this series.
That's where we're headed
I was accually looking for the way to get the flaps on right, and you helped me. thanks man.
You can do an SSTO flight around any planet in the Kerbin system and back, but you may not have the dV budget.
Harrier isn't like other planes :)
I'm note sure exactly what set of design decisions went into the harrier.
Scott, I have been following your great KSP videos for quite a time and whilst having a sound basic understanding of, well, rocket science and aerodynamics it's more than a pleasure to see you explaining it with KSP examples. I raise my pint to you, bringing knowledge to gamers! Please, if you manage and feel so, more of this kind!
Thanks for the vid, Scott. You're the first person I look to for KSP information!
Erk I meant to say you may not have the dV budget to land.
Thanks for help :) Stopped playin for 2 years and this helped alot
I've been playing this game for the last 3 year and never once fully understood how the aero worked. I just focused on rockets with the occasional plance(which I'd hope for the best) but this has helped alot, gonna go back to the drawing board and apply these principles
One of the mighty youtubers from the olden days!
Thank you Mr. Manley for all you vids. The way you describe things makes me understand them. I hope to see many more vids from you. You should have become a teacher!
Scott please please make hundreds of these.
I am absolutely crap at KSP so these videos will be helping me to beat my friends too.
I will definitely be watching the rest of this series!
Thanks Scott.
Fly Safe!! :D
Well the X-Wing suffers from a COL that's a long way in front of the COM, oh and no control surfaces. An X-Wing will nose dive into the ground. :)
I find flying in FAR to be a whole lot easier, and I use keyboard. Just make sure you assign your control surfaces correctly.
I HAVE BEEN WAITING FOR THIS VID! Thank you Scott. You are truly a master Kerbalnaut.
Scott, I don't know if you've seen this or not, but this was so helpful. It really taught me alot, and I'm very glad you talked about dehideral wings in this, very interesting.
Since youtube doesn't allow me to post links, it's called "Basic Aircraft Design - Explained Simply, With Pictures" it's on the KSP official forums.
Looking forward to the next one.
So that's why commercial jets use a tetrahedral wing configuration! Can't wait for the next episode Scott!
Lots of planes fly well at takeoff and then fail terribly after burning enough fuel to move the center of mass backwards.
SCOTT, you should add the following information to the description of this and your other plane tutorials, it is the one bit of information that most people need!
Flight characteristics COL=center of lift COM= center of mass
Different flight characteristics are desired in different craft. If
the COL or the lift vector is positioned or pointing off-center
left-to-right, the craft will turn. If the COL is positioned too far
toward the bottom of the craft, it will want to roll over. Assuming the
COL is centered side-to-side, and possibly top-to-bottom, performance is
basically as follows:
COL ahead of COM → Flips or turns uncontrollably COL inside COM → Excessively maneuverable; needs constant course correction COL closely behind of COM → More maneuverable COL further behind of COM → More stable COL very far behind of COM → Very hard to correct course; likely to flip up or nosedive
Shifting fulcrum-
The center of mass will shift as fuel is consumed or stages detach.
This may critically alter the relation between the COM and COL to alter
the flight characteristics.
yes, because most newbies are totally going to understand what all that means.
It's pretty self explanatory, other short tutorials cover the basics but never explained the difference in aircraft handling based on the position of COM/COL.*****
Mr. Manley, you may be pleased and entertained to know this video convinced me to purchase KSP for myself. Thanks very much, sir, and fly safe :)
Wow. That was very helpful. I am a complete noob and have only made 1 working plane. This series will help me a lot!
That would be very useful
you are literally a pro in this game. your vids help me out a lot, thanks!
Wow! I never really messed around with the planes in this game, but now I think I might. I haven't had this much fun in an educational video game before.
this is awesome, I really enjoy learning the actual methodology behind different designs and physics and whatnot.
Why dont you make a tutorial for the latest 2016 update? Because the aerodynamics are much more intense and harder to fly.
yeah is this usefull Scott?... i was thinking the same
Probably because that video would've been useless now.
The principles still apply, even if the exact specifics of parts and whatnot vary.
Bro I really love your tutorial even this is the first video i watch to you. BTW i improve a lot at the game
Timing Scott as I've just started trying to make aircraft and these pointers have helped explain some stuff to me.
I have been playing the game a LONG time ... but its still good to know he basics, thanks Scott
ARGHH!! every video about "building your first plane" uses parts that I don't have access to. "Aviation" on the 3rd tier of the science tree only give me access to 'Small Circular Intake' that doesn't fin in-line with the main fuselage. The 'Radial Air Intake' that EVERYONE uses in their "first plane" videos is not available to me until "Aerodynamics" in the 4th tier of the science tree.
+dave fuller I'm also having this problem
:(
+Bad Rats You attach the Mk 0 Fuel canister to wherever you want to place the engine and then attach the intake and engine to that. The Fuel canister radially attaches practically anywhere
+dave fuller Then improvise, duh.
+Neisel Clemontine I don't think we had career mode when this video was made.
Career mode isn't a very good environment for beginners.
Thanks for this video. Thanks to you, I made my first flyable aircraft. I look forward to future parts, where we'll learn how to control these beasts.
You can use them, I was just turning them off to show what happens when you rely only on the aerodynamics.
Oddly enough, this helped me build an RC plane, thanks scott!
Exactly my point
Side note. THANK YOU for this video. :) To watch you do your magic definitely adds to my enjoyment of the game, in every case. I know all of us are split between feeling equally baffled and amazed at what you and this game can do, and we are jealous AND want to do the same cool stuff ;)
I always encounter some small issue with my planes in Kerbal. Thanks, Mr. Manley, for the informative video!
Now, for me, back to kerbal.
thx scott all your tutorials helped me a lot
With the EVA packs there's plenty of fuel to pick them up. But I've performed quite a few rescues in the past even with dead EVA packs.
I really appreciate this series. I was looking for this sort of detail regarding aircraft design in KSP for a whlie.
Thanks for this tutorial, Scott. I've learned quite a bit today and will be applying my new knowledge to all my future aircraft. I'll be looking forward to the next guide.
Great tutorial Scott I have learnt so much from this video this is going to help me make aircrafts more flyable later on.
For a while I've been struggling with the deeper missions in Kerbal Space Program and knowing what certain things mean but every time I've been able to look on your TH-cam channel and learn everything. You have helped me so much, so I just wanted to say thank you. You've earned yourself a subscriber!
Although, may I ask what the argument of periapsis is and longitude of ascending node? In the update I have been given a mission to put a satteliete in an equatorial orbit of the mun and it says the periapsis and apoapsis which I understand, but not the argument of periapsis or the longitude of ascending node? Any tips?
the most comprehensive guide to aerospace. Scott Manley..
I'm sure there are many factors that go into deciding where to place the wings. Keeping them high also keeps the engine mount point up which keeps dirt out the intakes.
The easiest way to think about it, is if the wing is high the CG is below it and vice versa. If your CG is high, it wants to be on the bottom (roll the plane upside down), so you would like dihedral to stabilize.
I hope Scott has a chance to go over center of thrust next :)
He made a video on it yesterday. I find looking at the channel's videos is much much more efficient than actually looking at your subscriptions, refer to Scott's reply.
Thx a lot for this video series. While I figured out most of the stuff in this first video on my own it's great to have it explained and added some logic go it. I'll look forwared to future lessons in this series!
Thanks Scot! I've been having a hard time making AWESOME airships, so thinks for making this 101!
i have to say this is a very good tutorial for KSP aircraft,
Thank you so much Mr. Manley. I know quite a lot about these features of aerodynamics but I could never teach it with such nice simplicity. I always end with a bunch of equations and really bored herd of friends who just wanted to design better plane...
Last landing... Sir, you are a badass pilot!
Can't believe this old video helped till this day
Great work as always Scott.
An advanced subject for an end of series video might be virtual vertical stabilizers like the new jet fighters use. Using multiple control surfaces at a less then 45 degree angle to give the stability of a vertical stabilizer without having one.
I've made quite a few videos discussing the inifiniglide behaviour,
THANK YOU SO MUCH SCOTT! i had so much problem with my space plane
That was such an important video! Thanks, Scott!
I love these videos, I wish this video existed months ago. Everyone else keeps making inaccurate and crude Kerbal spaceplane tutorial videos and it was getting annoying since I'm not exactly an aerospace engineer.
one thing i might add. Although you mention that the center of lift has to be slightly behind the center of mass, i think it would help to show what happens when you put it too far behind. I admit, i'm learning from your videos, but i didn't catch that one part until i tried it, and it took me several tries to figure out that my center of lift was too far back.
as an aviation fan, this makes me very happy!
I've never been able to make a spaceplane that even launches successfully :( So this is really helpful.
I've made a Vtol with an engine in the center and an engine on top that could go between vtol and normal, one of my crowning achievements
Yes, that's something I really should have covered
Thankyou Scott, please give us an advanced guide as well, keep up the awesome work mate.
ERMAGERD! TY Scott! Been hoping for a while you'd do a more in-depth tute on this!
Im currently at Baker Aviation getting me Airframe and Powerplant, loving your videos.
I agree. I love the rocketry as well; I have a big space station in orbit that would have been nearly impossible to get up there with spaceplanes, but I now bring up fuel (and change crews) by sending up planes. I've even flown a plane to Mars (after docking with the space station for refuelling) and back.
according to how it flies, it has a surprisingly good lift-to-drag ratio :D
It's probably better than any modern GLIDERS.
Came here looking for this comment. It just glides and glides, losing speed very very slowly! That design in real life would surely be worse than 1:10 glide ratio.
GREAT explanation!!!
thanks Scott you're the best
There are the KSC, the Launch pad, the Runway, the Grasslands, the Highlands, the Mountains, the Water (sea), the Shore, the Desert, the Ice Caps and the Badlands. Those are all the biomes on Kerbin, you can spot them from orbit (except the badlands, those are impossible to find), and you get science from doing science on the ground or in the air just above the ground there, or doing an EVA report above them from orbit.
I think they may have been created in 0.21 and the launch pad moved.
Anhedral is used in large aircraft for the exact opposite reason that dihedral is used in small training aircraft. Large aircraft are, obviously, very slow/hard to maneuver. Dihedral will fight to stop an aircraft from rolling too quickly. Anhedral assists in the roll rate because the lift vector of the inside wing continues to move towards horizontal during a bank, causing that wing to create less lift. This, essentially, "pulls" the aircraft into a turn using the assistance of gravity.
You sir do amazing work. Thank you for this!
Angle of attack- angle between air flow and you wing. Velocity vector- direction youre moving. Torque- rotational force. It takes 30sec on google to look these up if you don't already know them. Maybe he should explain some of them since it's a tutorial, but it's better that he keeps using the correct terms.
this video really helped me make my space planes thanks scott
Thank you I have wanted this forever
I add control surfaces like in 4:20, but these wings doesn't work as expected: they doesn't move at all.
In 4:40 Scott said something like that: 'disable anything but flag (flat)'; What that this mean? Do I have a keyboard problem? or a knowledgement problem?
"Anything but the..." well... I have no clue what he wanted to say there.
A tip: make sure ROLL and PITCH aren't disabled. Right click the control surface. Of course, different wing types need different controls though, but in a "shuttle" like that (it's more a very bad, very basic shuttle or glider than an aircaft that he made actually), you have only two, primary wings so that's where you have all the controls basicly.