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Echo__3
United States
เข้าร่วมเมื่อ 20 พ.ค. 2020
This channel deals with Kerbal Space Program videos. It is mostly focused on tutorial content and aerospace history.
Attack Autogiro test using BDArmory and Breaking Ground.
Attack Autogiro test using BDArmory and Breaking Ground.
มุมมอง: 1 640
วีดีโอ
Kerbin Konflict II episode 7
มุมมอง 1.5K9 หลายเดือนก่อน
Kerbin's global conflict continues with the attack on Kearl Harbor. The Knational Security Intelligences Service prototypes their first jet fighter as the sleeping giant awakes.
Let's Play KSP2 part 2
มุมมอง 46810 หลายเดือนก่อน
A visit to interplanetary space and uncovering a strange signal on the Mun's surface. Hopefully I don't end up lost in space.
Let's Play KSP2
มุมมอง 56211 หลายเดือนก่อน
Getting back into playing Kerbal Space Program with a new play through in the sequel game's Exploration Mode. Not exactly a tutorial, but I will try to explain what I am doing and my choices. I am using a few mods such as Micro Engineer and Community Fixes. These are available on CKAN.
Kerbin Konflict II episode 6
มุมมอง 2.2Kปีที่แล้ว
Knational Security Intelligence Service (KSIS) has infiltrated the Kommunist's Research and Development center and learns of their new heavy tank. But more concerning is what they learn about the fascists. This series will tell of the events and battles that preceded and ultimately lead to the Kold War. Mods used AviatorArsenal, [WMS] WorldWar Maritime Ships, Aircraft Carrier Accessories, Airpl...
Kerbin Konflict II episode 5
มุมมอง 3Kปีที่แล้ว
The team consisting of Leon, Will and Rob continue to help defend the last Allied stronghold while they help establish the Knational Security Intelligence Service (KSIS). This series will tell of the events and battles that preceded and ultimately lead to the Kold War. Mods used AviatorArsenal, [WMS] WorldWar Maritime Ships, Aircraft Carrier Accessories, Airplane Plus, AT Utils, B9 Aerospace Pr...
Kerbin Konflict II episode 4
มุมมอง 1.8Kปีที่แล้ว
The team consisting of Leon, Will and Rob continue to help defend the last Allied stronghold while they help establish the Knational Security Intelligence Service (KSIS). This series will tell of the events and battles that preceded and ultimately lead to the Kold War. Mods used AviatorArsenal, [WMS] WorldWar Maritime Ships, Aircraft Carrier Accessories, Airplane Plus, AT Utils, B9 Aerospace Pr...
Kerbin Konflict II episode 3
มุมมอง 1.4Kปีที่แล้ว
The Allies are desperately defending their last bit of territory across the channel. With the help of Rob Kerman, the Allies are able to develop a new long-range bomber, but encounter something strange on its maiden flight. This series will tell of the events and battles that preceded and ultimately lead to the Kold War. Mods used [WMS] WorldWar Maritime Ships, Aircraft Carrier Accessories, Air...
Kerbin Konflict II episode 2 The Miracle of Kirkdun
มุมมอง 1.9Kปีที่แล้ว
The fight against the fascists continues. Will Kerman and the Royal Expeditionary Force try to halt the enemy's advance into Krance. But the battle goes poorly for the Allies. This series will tell of the events and battles that preceded and ultimately lead to the Kold War. Mods used [WMS] WorldWar Maritime Ships, Aircraft Carrier Accessories, Airplane Plus, AT Utils, B9 Aerospace Procedural Wi...
Kerbin Konflict II episode 1
มุมมอง 4.7Kปีที่แล้ว
In this first video, the fascists start the war by invading their neighbor. Caption Leon Kerman give his firsthand account of the events. This series will tell of the events and battles that preceded and ultimately lead to the Kold War. Mods used [WMS] WorldWar Maritime Ships, Aircraft Carrier Accessories, Airplane Plus, AT Utils, B9 Aerospace Procedural Wings - Fork, B9 Animation Modules, B9 P...
Before the Kold War
มุมมอง 3Kปีที่แล้ว
This video is a preview for an upcoming new series about the conflict that preceded the Kold War - Kerbin Konflic II.
The Original Four: The Eagle Has Landed
มุมมอง 1.3Kปีที่แล้ว
Jebediah, Bill, Bob, and Valentina make their first trip to the Mun. The Sarnus V rocket preforms perfectly, and the Kerbals fulfill JFK's goal of landing and safely returning crew from the Mun's surface.
New Glenn to the Mun
มุมมอง 904ปีที่แล้ว
Making a Blue Origin style New Glenn rocket with a reusable first stage and using the rocket to send a Kerbal to the Mun.
The Original Four: Who is Valentina?
มุมมอง 2Kปีที่แล้ว
This video documentary details the backstory of Valentina Kerman. It tells how she started from humble beginnings to becoming one of the best pilots to ever come through the Kerbal Space Program.
How to make an F-35B style plane using the Breaking Ground DLC
มุมมอง 3.1Kปีที่แล้ว
How to make an F-35B style plane using the Breaking Ground DLC
The Kold War part 39: A Modded Career Play Through with BDArmory It Ends Here
มุมมอง 6Kปีที่แล้ว
The Kold War part 39: A Modded Career Play Through with BDArmory It Ends Here
The Kold War part 38: A Modded Career Play Through with BDArmory Hide and Seek
มุมมอง 6Kปีที่แล้ว
The Kold War part 38: A Modded Career Play Through with BDArmory Hide and Seek
The Kold War part 37: A Modded Career Play Through with BDArmory From the Shadows
มุมมอง 6Kปีที่แล้ว
The Kold War part 37: A Modded Career Play Through with BDArmory From the Shadows
The Kold War part 36: A Modded Career Play Through with BDArmory Under Siege
มุมมอง 6Kปีที่แล้ว
The Kold War part 36: A Modded Career Play Through with BDArmory Under Siege
The Kold War part 35: A Modded Career Play Through with BDArmory Brrrrrt
มุมมอง 4.8Kปีที่แล้ว
The Kold War part 35: A Modded Career Play Through with BDArmory Brrrrrt
The Kold War part 34: A Modded Career Play Through with BDArmory Black Buck 1
มุมมอง 5Kปีที่แล้ว
The Kold War part 34: A Modded Career Play Through with BDArmory Black Buck 1
The Kold War part 33: A Modded Career Play Through with BDArmory Kommunist Attack!
มุมมอง 5K2 ปีที่แล้ว
The Kold War part 33: A Modded Career Play Through with BDArmory Kommunist Attack!
The Kold War part 32: A Modded Career Play Through with BDArmory Holy War
มุมมอง 7K2 ปีที่แล้ว
The Kold War part 32: A Modded Career Play Through with BDArmory Holy War
The Kold War part 31: A Modded Career Play Through with BDArmory Hostage Krisis
มุมมอง 5K2 ปีที่แล้ว
The Kold War part 31: A Modded Career Play Through with BDArmory Hostage Krisis
The Kold War part 30: A Modded Career Play Through with BDArmory Gift Exchange
มุมมอง 6K2 ปีที่แล้ว
The Kold War part 30: A Modded Career Play Through with BDArmory Gift Exchange
The Kold War part 29: A Modded Career Play Through with BDArmory Viktor Defects
มุมมอง 7K2 ปีที่แล้ว
The Kold War part 29: A Modded Career Play Through with BDArmory Viktor Defects
2:33 "string sprength" :'D
great video, i searched for this after trying my own auto gyro but failing .
They took me quite a while to figure out after looking at how real-life designs work. And there just weren't any tutorials on how to make them, so I made one. I'm happy that you found it useful.
Ps; good job
Ape Oapsis? Pro Tractor? WTA?
Your rover design is very imbalanced. I find it's better to build it out forwards and backwards, making it longer rather than wider, like a real-life car. The wide short Rovers tend to tip over very easily. If you look at the kissing-points of your tired they form a rectangle that is longer side-to-side than it is front-to-back. The opposite ratio is preferable. Instead of adding 4 blocks, 1 for each tire, use 2 blocks, 1 on the front and 1 on the back, and attach 2 tires to each block on the sides. This makes the vehicle more narrow and longer at the same time.
this will help me immensely. thank you for this video.
Glad to hear it. To where is your next mission taking you?
@@Echo3 duna or ike depending on how well my parachutes function
@@CultReport You can use gravity assists to go to or from Duna, but the Delta v savings isn't very much. Duna, however, is a great place to use aerobraking.
This blows my mind and i can't wrap my head around it. Why do you think you still had a little bit of leftward rotation on the craft when you sped up? I noticed that you kept needing to balance it by rotating right until it drifted again
I think this is because I only used a single pusher propeller. I think using 2 counter-rotating propellers might have helped.
@@Echo3 Is there anyway to account for this while using a single forward engine? I am able to take off with my helis but they are very unstable and I can't figure out why there's always a drift to either left, right, or pitch up, even when I counterbalance with two engines rotating in opposite directions
@@yarknergin4424 With a single rotor, there are some things that can help. If you are familiar with real helicopters, the rotor blades are on hinges allowing them to swing fore and aft. This helps with the roll issue. As the helicopter travels faster forward, one side will have the rotor blades traveling faster relative to the direction of travel than the other. You will get more lift on this side and less on the other. This is called retreating blade stall. en.wikipedia.org/wiki/Retreating_blade_stall
What is the colour mod? For like planes
What is the tank turret mod???
Fox Defense Contracts - Tank turrets
Cool mate cheers
you should try stormworks its a really cool game but has a steep learning curve and maybe even from the depths which has a REALLY steep learning curve both of them allow you to make vehicles of war (but you need search and destroy dlc for stormworks)
I'll look into it. Thanks for the recommendation. Currently, I have been enjoying playing Vahleim.
@ looks neat!
Fascinating, you even asked your grandma for the idea.
Need help with KSP? Ask grandma!
two years later, this series still brings back memories
It was a lot of fun to make. And all the support from the viewers was great.
Do you have the overheating mechanic on? That’s my main problem is getting g too hot
This was playing the regular heating mechanic. The parts on this shuttle are very heat tolerant.
How do the deployable parts work? I have a mission to collect 50% of the data from any deployable science, and I have only just unlocked the go-ob ed monitor. Pls help
These parts work best with a scientist and an engineer - scientist for the science parts like the go-ob and an engineer for deploying the solar panels or RTGs. You need to pack the science parts in the storage compartments in your craft. There is a box looking icon in the assembly buildings on the left side of the screen for this. Once you land where you want to deploy the science parts, have an engineer get out and grab the controller (wiki.kerbalspaceprogram.com/wiki/Probodobodyne_Experiment_Control_Station), then place an antenna (wiki.kerbalspaceprogram.com/wiki/Communotron_Ground_HG-48), then the power (wiki.kerbalspaceprogram.com/wiki/OX-Stat-PD_Photovoltaic_Panel). Then get a scientist to place the experiments. Any Kerbal can place the items, but a higher starred engineer will make the solar panels work better and the scientist will make the science parts work better. You'll want to place this from the Kerbal menu not the construction menu. You'll need to press space bar to deploy the item.
ya i have no idea how to collect the deployable science. he didnt explain it. ijust saw him place the parts but how do u get the science from it
@@77FmydogIf you have a transmitter, the science points can be collected automatically. You may have to set up relay satellites.
@77Fmydog Ive actually been able to make it work! I referred to a good ksp forum page that tells you to place your parts in a specific order, and then click deploy on the experiment parts, and time warp until it's done. Remember, if you want to collect science from it, you must have a communotron nearby with enough electricity. I could get the experiment to complete 100%, but the transmission rate was only 50.01% or something. Oh well, at least my quest is complete
@@Echo3 Thanks! 3 weeks ago, I searched up how to do it on google and found the solution on the ksp forum instantly after posting this comment, yet I appreciate the time you took to answer me. I do still have another issue that the forum has not helped me with. Even when my collected data goes to 100%, the transmission rate (The science collected back at the KSC) is not 100%. It stops at 50.01% or something. Have you ever seen this happen, or is it just a bug? What's the fix? Also, love your vids. You have the best tutorials. After weeks of trying, I finally made a prop plane after watching your videos. Thanks a lot!
What is the game calld
Kerbal Space Program
Help please
I how do we activate the experiments how do you gain science from them?
you need to click on the experiment part and select the option to run it.
Just made a 6 engine propeller cargo plane, next up: my first "fighter"
Nice. Will you be sharing pictures anywhere?
what are your pc specs?
I have a 12th gen I9, 32GB of RAM and a GTX3080.
Which one of your videos would you recommend for understanding how to build and control a propeller?
th-cam.com/video/eMZSisbhL6A/w-d-xo.html This video shows a very basic way to make a prop plane. th-cam.com/video/79Qgy7HPb24/w-d-xo.html This one is a little more complex but offers more control.
version name?
This video is several years old at this point, but everything is still applicable for PC players.
DUDE
This is an amazing and well written series!
Thank you
This is minecraft lmao
Hope you liked it
@@Echo3 yh cant wait to try the negative throttle thing, it sounds so fun
Thank you so much !
Super late but when i tried the coaxial layout helicopter it didn't work. (Didn't take-off)
Without more details, it'll be hard for me to help. Are you able to share screenshots anywhere?
@@Echo3 No, but I can tell you it kept spinning on the ground and when I tried to tweak the torque and all the other things it stopped moving, probably because I'm not using any mods.
@@Strexo-r2n You shouldn't really need to adjust the torque. Are you attaching the top rotor to top of the bottom rotor?
@@Echo3 yeah
@@Strexo-r2n that won't work. The base of both rotors needs to be attached to something more solid.
Are propeller planes in ksp maneuverable?
They can be. It's all in how they are designed.
I have another question if you dont mind. I play on ps5 and i want to use the move tool to move the landing gear further away from the fuselage. But its locked to a certain distance. Is there a way to increase it in stock ksp or is it a mod?
@@ZAR_DO200it's not a mod but I don't know what the equivalent button is for console.
On kerbin it is relatively stable but attempting to slow it down for landing doesn’t work it falls much faster than the propellers can stop it and I don’t understand why. It goes 60km/h right from the launch pad but then I cut the throttle go retrograde and when I start falling I arrest it with throttle but it just keeps falling at 25+ km/h.
Interesting. Maybe try adjusting the deployment angle of the blades slightly rather than the rotor speed to better control flight.
string sprength
Thank you!
My plane is not taking off
Could you tell me more about what's happening? Is the rotor turning? If so, how fast are you going? Are you have trouble pitch up during takeoff?
@@Echo3 nvm i fixed it, i had not done the wing part correctly, thanks for replying tho.
that's sick
Why are your solar panels half open?
Can you upload a modpack for the mods you use?
Yes, I believe I can.
1drv.ms/u/c/cacdd6babcc8f805/EWZbGy25qQxMmKmQztvnbAwBlJ8NYKDc_ZqecgPslxgRSw?e=TsFYgo here is the CKAN modpack
Grandeeee
I first thought she has a mustache 💀
That's absolutely amazing! So simple yet effective. I have tried to build a plane with propellers to lift the remaining rocket but all projects I came up were ugly behemots that had barely reached 10 km. I tried to achieve a vertical takeoff, by the way, but failed as i did not realise that it is feasible only when you start with small deploy angles of propellers.
The ideal propeller angle for takeoff is about 7 or 8 degrees. Then keep increasing the angle as you increase speed.
@@Echo3 Thank you! I am going to scale it up for full 3 kerbal crew mission, probably just more propellers and more massive rocket will be sufficent. I have already replicated it and tested the takeoff from Eve (teleporting the takeoff stage to Eve to not losing time) and although I still could not achieve proper orbit, I was close enough to it and managed to achieve orbit with EVA. I will keep trying (and not flipping backwards after propellers detached). Btw, I probably found a strange bug but can't find any information. Sometimes, at some point after I detach propellers and turn on the next stage, my rocket gains some acceleration from unknown source (even when engines are off), which is a little smaller than Eve's gravity, so my speed decreases only a little, apoapsis keeps increase even engines are off. It still exists even when I am out of atmosphere, and even I detach everything to the last stage with a pod. Interestingly enough, that this phantom acceleration probably scales with the distance to Eve, decreasing proportionally to Eve's free fall acceleration at a given height (so speed never increase, but decrease much slower than expected). And also I can't time warp, game says "you can't tjme warp when engines are on, use physical tine warp" - even when I have no engines. I have no mods and evoked this bug at least twice. Did you encounter anything similar?
@@Manool-21 I'm guess that this is during testing. You have a message on your screen that says something about Physics Easing. You'll either need to land the craft and let it settle first or disable physics easing in the settings.
@@Echo3 oh, indeed I have. I did not land properly because teleporting set you to a few meters above the surface by default, and you can easily flip when hitting the ground, so I immediately turned propellers on and did not bother to land. If I land properly before starting, this bug seems to not appear. Thank you!
@@Manool-21 How did the mission end up? Did you successfully land and return from the purple giant?
How many kerbal rss/rp1 videos have you done? Most people go to the moon and thats it. Why not go to the moon and mars and more. Go to other planets. Put a rover on pluto and its moon.
I've never played RSS/RP1. It is definitely something I think I'd like to try. Might even use principia too for the full experience.
Yes it's super realistic. Finding a good second stage or third stage engine is always tough when you take into account the number of ignition you have.
You have Chris Hansens tone and cadance
launching missions with design unintentional mistakes, such as forgot battery, or insufficient fuel, or forgot antenna, adds to random fun... be it, having to send rescue mission, or unusual maneuvers...
Time to rescue the rescue mission now
@@Echo3 Not even an exaggeration --- took me 3 separate missions to get my men back from the surface of Eve.🤣
Bro that quick math for total range from tracking station was mind blowing
Well actually, if you compare the dv needed to get a moon encounter it is only off by 100m/s or so (1100 vs 1269), as i can see in your video. So, if you burn straight up but circularize around the moon like in the second attempt I see no mathematical reason why one approach is better than the other. However, there are a lot of practical ones. For example, you could make sure that your moon encounter used just as much dv as necessary, while the straight-up approach relies on PERFECT timing. Every bit that you mess with this timing means you need more dv to get the encounter and also more dv to kill you unnecessary high velocity for the landing. You see, if you take the 169 dv difference of the approaches for the mun encounter and double it because of what i just explained and then add a bit of meausrement uncertainty you are almost at the 372 dv difference between the two approaches. My point is: theoretically speaking straight up is equal or better than orbital if the timing is perfect. However, in practice it is too much of a hassle.
Amazing tutorials
Do u have email or discord ?
I'm on Reddit and the KSP forum under the same username. I'm on Discord (also the same username), but don't have my own group.
also whats the game version used in the 39 part?
The last part is 1.12.4 I think. All the mods used still work in the latest version.
@@Echo3 thank you
echo3 can you make .ckan file for those mods i tried to do it but i could not and put in discription link to downloading it it will help many people because the mod list is like 2 hours of instaling and ckan can do same in like 10 minuts and you just cant break it or do somthing wrong
I have made a CKAN file. I'll see if I can find it.
@@Echo3 thank you so much i tried making one but im just dumb
@@kanister5824 1drv.ms/u/c/cacdd6babcc8f805/EQX4yLy61s0ggMpvFAAAAAABbi3bDS6g4ZjtRbAkZ0RVzg?e=RlAZGK I think this is the most recent version of the CKAN file I have made for the series.
@@Echo3 thank you
@@Echo3 im having errot that says not found module CountryDoggosRandomKKBits
Genius.
Thank you for the explanation and builds. This really helped me understand. Subscribed!
Thanks
how da fuck did he put that tiny rocket in orbit of duna? bro have skills