@@Echo3 tbh I need to watch more of your vids to see what all u have covered but ill make sure to get back to this question. But I just subbed lastnight and I plan to rip through all of them!
@@PGLGriff Thank you very much, kind subscriber. I really appreciate suggestions. One of the most recent one is to make a tutorial on how to use the NERV engines. Hopefully I'm able to make that this week.
Alright good sir I have seen all of your tutorial style vids and most of the other ones. I have 2 suggestions for a vid. 1. A video explaining the purpose of/ different uses for the grip pads. Or at least what you have used them for. 2. A video breaking down rocket designs that don't need fins for stability when entering LKO. I have seen many TH-camrs (like Matt Lowne) who often don't add fins and seem to do fine when launching. I am far from "good" at this game and haven't really made it further then Duna and back (besides a flyby of Eve) so these might not be the best suggestions but you have covered alot and these are 2 questions I still have 😅😅
@ 6:28 - How did you do that? How did you move the (fuel) slider of multiple components at the same time?? Could you do it to change the thrust limiter of multiple engines at the same when you need to perform a small maneuver burn?
This is in the hanger, and the tanks were placed in symmetry. So changing one tank affects all the others placed with it. I've not been able to do this with engines once a craft is deployed except with the KAL 1000.
@@Echo3 Interplanetary builds. I'm struggling the most with them - especially the inner planets, moho/eve, I never have enough TWR, or DV to slow down, let alone orbit/land on them.
Best plane I ever made, aside from the one I put on laythe, was a simple jet with the big airplane tailfin as wings with the DDR flag decal. Looked tight as hell
I designed a plane with a shorter nose gear that uses seperatrons to boost the nose upwards and forwards for a takeoff after the plane reaches a specific takeoff speed
Sometimes I will either bind them to the brakes or gear action groups. The idea is that they help provide additional lift and decrease stall speed. So, I will use them during take-off and landing or low speed flight. Sometimes I just have to see how the plane performs when they are deployed at different angles to ultimately decide how best to set them up. Many of my airplane designs require lots of testing as the information the game gives in the SPH is rather limited.
one tip is to remove fuel from your tanks and check where your center of mass is gonna be then, can be nice to do in case after flying a bit your plane is very unstable.
My workflow is that I remove fuel from every tank as I am building. After I'm done I add as much fuel as I need while making sure that the center of mass stays in place.
I know the same principles apply, but how about the intricacies of the different conditions on Eve and Duna? Eve is so forgiving that I neglect to optimize the plane and I can't even get a viable design working for Duna.
Hey! Nice video! Do you have any guide on prob blades? Which is better in terms of fuel efficiency - fewer blades, but larger, or many blades, but smaller? Which is better in terms of max speed?
I haven't made a specific guide for propeller choice. The duct fan blades are the best choice for going fast. They produce the most drag, so it takes lots of torque/power to keep them running at full speed. For efficiency, the regular propellers seem to require less power to fun at full RPMs. In the hanger, I try to reduce the motor size as much as possible that will keep a given design spinning fast enough. Thicker atmosphere like near sea level or on Eve takes a lot more power, than low pressure. So you should adjust your designs according to where you intend to be flying the most.
@@Echo3 Thanks for the reply! Just tried duct blades and they seem require way less RPM to produce the same amount of flow. There's a trade-off in RPM-torque-amount of air which I don't fully understand. As for drag - doesn't it reduce to zero with the right opening angle for any blade ?
@@rumpelstiltskin449 The duct fan blades to push a lot more air. So running at 460 RPMs requires more power. The optimum angle depends on air speed. Optimum static thrust seems to be when the blades are at 8 degrees. I tested that will all the different blades at various RPMs. The blades will produce drag when they are moving. Because of the amount of drag on the fan blades, I could not perform an autorotation landing with them on my helicopters, because they slowed their RPMs too rapidly.
The torque of the motor will cause the plane to roll in the opposite direction. I fly without SAS and use trim (Alt + direction key if playing PC) to counter the effects. Many players just use counter or conta-rotating propellers. I have other propeller tutorials that cover these topics.
Thanks for directing me here dude, a lot of stuff is clarified here and I never knew you needed to slightly tilt the wings.
Increasing the angle of incidence can really help create a lot more lift and reduce drag caused by the fuselage.
Fantastic tutorial, helped me lots! Thanks Echo!
You're welcome. Thanks for watching.
Oooo! So many great, simplified answers to so many frustrating questions I have! Ty sir!
Thanks. This is the purpose for the video. I'm glad you found it helpful.
Are there any other topics that you would like to see covered?
@@Echo3 tbh I need to watch more of your vids to see what all u have covered but ill make sure to get back to this question. But I just subbed lastnight and I plan to rip through all of them!
@@PGLGriff Thank you very much, kind subscriber. I really appreciate suggestions. One of the most recent one is to make a tutorial on how to use the NERV engines. Hopefully I'm able to make that this week.
@@Echo3 na bud ty! And looking forward to it! Also loving the "Kold War" eps. Went through all of them lastnight back to back👌🤌
Alright good sir I have seen all of your tutorial style vids and most of the other ones. I have 2 suggestions for a vid.
1. A video explaining the purpose of/ different uses for the grip pads. Or at least what you have used them for.
2. A video breaking down rocket designs that don't need fins for stability when entering LKO. I have seen many TH-camrs (like Matt Lowne) who often don't add fins and seem to do fine when launching.
I am far from "good" at this game and haven't really made it further then Duna and back (besides a flyby of Eve) so these might not be the best suggestions but you have covered alot and these are 2 questions I still have 😅😅
@ 6:28 - How did you do that? How did you move the (fuel) slider of multiple components at the same time??
Could you do it to change the thrust limiter of multiple engines at the same when you need to perform a small maneuver burn?
This is in the hanger, and the tanks were placed in symmetry. So changing one tank affects all the others placed with it.
I've not been able to do this with engines once a craft is deployed except with the KAL 1000.
Really digging your videos - very clear, and concise. Explains things too! Keep it up, you got a new sub!
Thank you. Are there any topics you'd like to see?
@@Echo3 Interplanetary builds. I'm struggling the most with them - especially the inner planets, moho/eve, I never have enough TWR, or DV to slow down, let alone orbit/land on them.
Damn, there are a bunch of good little tips here. Another great video!
Best plane I ever made, aside from the one I put on laythe, was a simple jet with the big airplane tailfin as wings with the DDR flag decal. Looked tight as hell
I designed a plane with a shorter nose gear that uses seperatrons to boost the nose upwards and forwards for a takeoff after the plane reaches a specific takeoff speed
Ah, a rocket assisted take-off. Those are fun. Have you ever seen footage of the C-130 JATO. Just the US Air Force going full Kerbal.
@@Echo3 yes i have
About the flaps, are there any pointers about where to put them or how to set them up?
Sometimes I will either bind them to the brakes or gear action groups. The idea is that they help provide additional lift and decrease stall speed. So, I will use them during take-off and landing or low speed flight. Sometimes I just have to see how the plane performs when they are deployed at different angles to ultimately decide how best to set them up. Many of my airplane designs require lots of testing as the information the game gives in the SPH is rather limited.
one tip is to remove fuel from your tanks and check where your center of mass is gonna be then, can be nice to do in case after flying a bit your plane is very unstable.
My workflow is that I remove fuel from every tank as I am building. After I'm done I add as much fuel as I need while making sure that the center of mass stays in place.
I know the same principles apply, but how about the intricacies of the different conditions on Eve and Duna? Eve is so forgiving that I neglect to optimize the plane and I can't even get a viable design working for Duna.
The same principles do apply. Duna just takes a lot more wing area, but its lower gravity helps.
Thanks for the help but why is there jet engines on the prop plane bc the thrust dosent show up for me
I put the jets on to highlight the center of thrust. Props use the aerodynamic overlay and with wings on the craft, that wouldn't be very helpful.
Hey! Nice video! Do you have any guide on prob blades? Which is better in terms of fuel efficiency - fewer blades, but larger, or many blades, but smaller? Which is better in terms of max speed?
I haven't made a specific guide for propeller choice. The duct fan blades are the best choice for going fast. They produce the most drag, so it takes lots of torque/power to keep them running at full speed. For efficiency, the regular propellers seem to require less power to fun at full RPMs. In the hanger, I try to reduce the motor size as much as possible that will keep a given design spinning fast enough.
Thicker atmosphere like near sea level or on Eve takes a lot more power, than low pressure. So you should adjust your designs according to where you intend to be flying the most.
@@Echo3 Thanks for the reply! Just tried duct blades and they seem require way less RPM to produce the same amount of flow. There's a trade-off in RPM-torque-amount of air which I don't fully understand. As for drag - doesn't it reduce to zero with the right opening angle for any blade ?
@@rumpelstiltskin449 The duct fan blades to push a lot more air. So running at 460 RPMs requires more power. The optimum angle depends on air speed. Optimum static thrust seems to be when the blades are at 8 degrees. I tested that will all the different blades at various RPMs.
The blades will produce drag when they are moving. Because of the amount of drag on the fan blades, I could not perform an autorotation landing with them on my helicopters, because they slowed their RPMs too rapidly.
Y does my plane keep tilting with a single propeller engine and how to solve this
The torque of the motor will cause the plane to roll in the opposite direction. I fly without SAS and use trim (Alt + direction key if playing PC) to counter the effects. Many players just use counter or conta-rotating propellers.
I have other propeller tutorials that cover these topics.
how to ensure yaw stability?
The vertical stabilizers and rudders help keep the craft stable and controllable in the yaw axis.
@@Echo3 could they be made from delta wings? or just the parts themselves?
@@bonelessvegetal818 Yes, any of the wing parts will work.
@@Echo3 how can i straighten the center of lift since it is kind of tilted back
@@bonelessvegetal818 that is due to how you angled your wings. It is not necessarily a problem.
Stock props do not work well with time acceleration. :(
No, physics time warp doesn't like moving parts.
Anybody noticed that eclipse?
I know I did as I recorded. Thought it looked nice in the background.