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also you are mistaken. Space science will give you much more than any of those Kerbin contracts. Get off it asap. Go space, moons and beyond. Thousands of science there.
Planes are actually slightly harder than rockets. It's a lot about balancing.
However, planes can be fun to build. Just have the Center-of-Lift (CoL, blue ball) and Center-of-Mass (CoM, yellow ball) indicators visible when you build your planes. Without that information you can't really build a functioning plane.
The basic rule-of-thumb that might help you is that if you move the CoL towards rear your plane gets more stable whereas if you move it towards the front it gets more maneuverable. This effect is always relative to the CoM and indeed the CoM is the "tipping point" where things change rapidly.
Note that you can have "too much" of either stability or maneuverability, and that's the difficulty in building planes. A too stable plane is unsteerable. You'll crash it for sure. A too maneuvarable plane will flip uncontrallably and you'll crash it for sure, too.
You need to find the "sweet spot" and it's usually when you have CoL slightly behind CoM. If you put it at exactly the CoM the steering's usually too sensitive so move it backwards to get more stability depending on your plane particulars and your preferences but don't go too far. Experiment.
Personally, if you want to enjoy flying planes, I would buy a Xbox controller or cheapish stick.
There are also mods which you may find helpful...like Atmosphere Autopilot. Don't think of it so much as an autopilot though, even if it does have that functionality, it also allows for mouse controlled flight (I think) and has an improved stability controller.
http://steamcommunity.com/sharedfiles/filedetails/?id=1287138698
http://steamcommunity.com/sharedfiles/filedetails/?id=1287139077
notes: if you dont need to fly above 10km you can remove the LV-T45 and replace the tanks with a fuel tank.
you should be double wheels in the back, as they are quite weak
the science collect things or batteries arent neccessary. you also could put your instrument on the main body, to save the cargo bay part
the jet engines are 3 sided and moved a bit inwards, so they dont touch the ground =)
http://steamcommunity.com/sharedfiles/filedetails/?id=1287429307
A classic Twin wing plane.
Easy take off.
Remember add controlable paddle on wing
The most important thing to remember is balancing your CoM (Center of Mass) with your Lift. You should consider your CoM with Rockets as well, but it's much less important to being successful.
If your lift is too far ahead or behind your CoM, you start doing flips and crash into the ground.
Also helps a lot if you check your CoM between Empty and Full fuel tanks. It's very easy to shift your CoM when burning fuel, which can cause your plane to become unstable as it empties out.
Keeping all of that in mind, just make sure you have enough air surfaces to generate lift. The more the better usually to take off quickly and smoothly. It's also easier to take off with lighter planes. Make sure you have air control surfaces (elevons). If you're not aware of how real airplanes work, those usually go towards the back side of your wings. The more you have the better control you have.
If you crash a lot on take off you should try to widen your wheel base (if you have to, attaching them to the wings for small planes can help a lot). Also getting the first runway upgrade is well worth it, since the starting runway is pretty bumpy and dangerous.
However, the unfortunate truth is that Airplanes are kind of an afterthought in KSP. It's better to get use to using rockets to setup sub-orbital or orbital re-entries onto your target locations for most contracts. Airplanes just take much longer to do the same task. Airplanes also are pretty restricted to where they can be used, as you can only really use them on Kerbin and Eve. You can sort-of build a glider/plane for Duna, but the atmosphere is too thin to really take advantage of most air breathing engines. (You can however make an airplane using rocket engines and generate lift and some air control on Duna.)
The flipside of Aircraft is that they can often be cheaper and you can salvage 100% of their construction if you land safely. Rockets tend to require staging to do much, which means dumping parts that will explode on the surface. Aircraft also have much better fuel efficiency.
shouldn't i be collecting all the science on kerbin before i go further? if i go further out into space, i'll be missing all that uncollected science closer to home? if i come back later, that science will be so minor it won't be worth collecting.
i just like doing things in order, you know. this seems like a collectible, and video games have taught me that you should collect everything to achieve 100% completion status.
There is enough science on Kerbins two moons alone to unlock the entire tech tree, no reason to scounge for low end stuff on Kerbin unless you are bored or really close to a tech you want.
Furthermore, collecting it for completionists sake will be easier once you have better tech.
This is Kerbal SPACE Program, get out into space and explore!
Though, there is "easy science" on Kerbin, too: The KSC and its surroundings. Every building and every plot outside a building is it's own biome plus there's the nearby grassland, shores, and ocean. That totals up quite nicely and it's comfortably concentrated. In the early game I usually build a "science car" and drive around the entire thing with a scientist. That gives a lot of initial science to unlock the various early techs needed to get decent rockets and then it's off to deep space.
Just keep the speed slow or a bump will make you go boom.