
If the plane is pointed nose-down at rest, the wheels might get overstressed, leading to the plane sliding left and right on the runway. Be careful of tailstrikes doing this though.Ģ - Landing height can greatly increase takeoff. A great place for these is right behind the center of mass, so the plane has to do the least amount of work to takeoff. If the back gear are to close to the tail of the plane, the plane won't take off(this is because the plane in that instant is a lever, and the CoM the lever's fulcrum, and Fe=D*Fa). The gear of the craft can also easily be overlooked, but can make the difference between flying masterpiece and soon-to-be-scraps.ġ - The back gear(s) have to be placed correctly on the plane. Using the rudder in flight for turning isn't a good idea, since the plane can quickly stall or lose control by doing yaw-turns.

Many people will forget these, and the plane they make wont be able to nose-up on the runway.Ī tail actually is not necessary, but provides more stability on the runway taking up and a little better control in the air. These can be elevons or the canards that are placed either in front or behind to wings. Another very important part are the elevators. Control surfaces like the evelon 1 do well as flaps, so long as they provide enough manuverablity as needed. Two more things must be added to the plane for it to fly, flaps and elevators. You'll probably only need to worry about it if making SSTO spaceplanes.

The size of the wing doesn't need to be taken to seriously unless you have mods, but usually size can be played by eye. The CoL to close or in front of the CoM will make the plane flip-happy, but if it is to far back, the plane will stay grounded. The closer to the CoM the CoL is, the more manuverable, the farther away, the more stable the plane is. On the plane, center of mass MUST BE IN FRONT OF the center of lift to take off.

To make to plane lift off of the ground, a plane has to have properly positioned centers and mass and lift.
