Thx! I just started building prop planes and helicopters two days ago. There's a lot of variables and I still don't know what all of them do and how they interact. To me it seemed like torque essentially controlled rotation speed while max rpm just gave an upper limit, which by itself doesn't do anything. That's why i just left it at max and used torque as my throttle. I'll try out your method for sure. Lots to learn still.
I can't get my plane to start the propeller doesn't spin unless I start playing with the torque limit and when I do that I can't get it to go over 5 meters per second and it's also going backwards even though the engine and propeller are both set to clockwise and are at the proper angle what am I doing wrong
Without seeing exactly what you are doing, I am going to be making some guesses. I am over on Reddit www.reddit.com/user/Echo__3 if you would like to share pictures of your craft with me. In this tutorial I bind the motor RMPs and torque limit to the main throttle using the action group menu. I also unbound the break acting group from the motor. Throttling up should get the rotor spinning. Make sure your motor is big enough. My small craft with only 3 small propeller blades worked with a tiny motor, but you may need a larger one with the motor power set to a higher percentage than what I did. Make sure your propeller blades are deployed and that the striped side is facing forward. ua-cam.com/video/R-RtvjX5QZo/v-deo.html This video covers how to make a constant speed variable pitch prop plane.
I feel like a dum ass I forgot to put RPM and torque limit to the main throttle group it flies now this game makes me feel stupid sometimes you need to be a basically a genius to play it talk to me almost 3 to 4 hours to figure out that I didn't set it to the main throttle.
@@DylanoTheWizard I am not very familiar with the PS4. I know the propellers, anyway, are a little different on the console version. Using a KAL -1000, bind the KAL to the main throttle and the rotor torque to the KAL. Set the KAL to go from 0-100%. I don't know if this is a controller issue or something, that's why I was hoping to see your craft file. I am on Reddit (same name) and can look at any pictures or video that you share there if you need further help diagnosing issues.
Hi, how do you do that kinda move thing? With the arrows, and what about the roll thing. You have a circle to roll things. Do you also have a tip? I have a hard times snapping things...
Up near the top left are some different functions in this order that also corresponds with their keyboard shortcut. 1 - place, 2 - move, 3 - rotate, 4 - re-root. Holding shift with the move tool will let the object move further. Hold Alt while trying to place a part will snap to node attachment. C toggles angle snap/fine placement.
@@Echo3 thx. I'll have to think about that.. does deployment angle depend on the initial position of the blades (so it's like turn x degrees from starting position) or is it an absolute value independent of the starting position? So far I just used normal and inverted and assumed this would give me 'correct' starting position.
@@lb2791 deployment angle is based off of the initial position of the blade as it is placed, not off of any absolute position relative to the craft itself
@@Echo3 thx! I just found out the hard way. KSP seems to sometimes randomly rotate the propellers in different ways when you attach them. Manually rotating them with the silver edge towards the front solves this.
Very basic rule of thumb. The angle of attack of the blades should be roughly the arcsin(Airspeed/Blade speed). So for example, if your blades are spinning at 300m/s, and you want to fly at 100m/s, then the angle of attack should be arcsin(100/300), which is 19.5 degrees. If you don't want to bother with active AOA adjustment, then just guess what your planes top speed will be, and fix the blades at the correct angle for that speed.
The plane is stock + DLC. I am using Kerbal Engineer, RCS Build aid, Spectra, Scatterer, Planetshine, Better Time Warp, Camera Tools, Atmospheric Autopilot, and Kerbal Alarm Clock.
Do you have an adequate vertical stabilizer and rudder? If you are like me and use trim, it can be easy to accidently trim yaw. How are the yaw/pitch/roll indicators behaving?
Yeah propellers are better than Jet engines since they have infinite range if you just put together some propellers and RTGs but Jet engines are better since if you physical timewarp with propellers they just go crazy and make your plane spin out of control
the action group was the hard part, i never knew why mine wont start.
Do you have a tutorial talking more about the angle of attack of the wings?
I talk about it some in my "Let's Discuss Airplane Design" video. I have found in general a 5 degree angle of incidents work well.
this was indeed very simple, thank you
using a dihedral design on the wings can counteract the torque of the motor
Which I almost always do. But it will only help so much.
@@Echo3 in that scenario i think it would work really well, infact real single engine planes used dihedral designs to counteract the torque
On xbox to do trim is Lb and whatever direction you want,to reset trim hold Lb and click in the left stick.
Thanks. That's good to know.
Also, why do you bind the rpm to the throttle action group as well? In my testing, this didn't change anything compared to just binding torque.
I am wanting to control how fast the blades are rotating. Binding just torque will work, but the prop speed will be determined by air resistance.
Thx! I just started building prop planes and helicopters two days ago. There's a lot of variables and I still don't know what all of them do and how they interact. To me it seemed like torque essentially controlled rotation speed while max rpm just gave an upper limit, which by itself doesn't do anything. That's why i just left it at max and used torque as my throttle. I'll try out your method for sure. Lots to learn still.
How do you set deployment angles? On xbox we dont have that option even with advanced tweakables
best tutorial thank you
Thanks, glad you found it helpful.
Good tutorial
Thanks.
I use the stock ARROW-E plane and took the propellers then delete the whole plane but not the propels then i put the propeller into my new plane
Thank you echo this helped alot
Thank you.
You are welcome. What has been your experience with the rotors and propellers?
I can't get my plane to start the propeller doesn't spin unless I start playing with the torque limit and when I do that I can't get it to go over 5 meters per second and it's also going backwards even though the engine and propeller are both set to clockwise and are at the proper angle what am I doing wrong
Without seeing exactly what you are doing, I am going to be making some guesses. I am over on Reddit www.reddit.com/user/Echo__3 if you would like to share pictures of your craft with me.
In this tutorial I bind the motor RMPs and torque limit to the main throttle using the action group menu. I also unbound the break acting group from the motor. Throttling up should get the rotor spinning. Make sure your motor is big enough. My small craft with only 3 small propeller blades worked with a tiny motor, but you may need a larger one with the motor power set to a higher percentage than what I did.
Make sure your propeller blades are deployed and that the striped side is facing forward.
ua-cam.com/video/R-RtvjX5QZo/v-deo.html This video covers how to make a constant speed variable pitch prop plane.
I feel like a dum ass I forgot to put RPM and torque limit to the main throttle group it flies now this game makes me feel stupid sometimes you need to be a basically a genius to play it talk to me almost 3 to 4 hours to figure out that I didn't set it to the main throttle.
whenever i bind the motor to the throttle it only goes down to 50%
Are you binding RPMs or torque to the main throttle?
@@Echo3 Both like you said
This seems odd. Are you using a KAL 1000? If you can send me the craft file, I'll look at it for you.
@@Echo3 i did not get a notification sorry for the very late response, i am on PS4 and i cant send craft files.
@@DylanoTheWizard I am not very familiar with the PS4. I know the propellers, anyway, are a little different on the console version.
Using a KAL -1000, bind the KAL to the main throttle and the rotor torque to the KAL. Set the KAL to go from 0-100%.
I don't know if this is a controller issue or something, that's why I was hoping to see your craft file. I am on Reddit (same name) and can look at any pictures or video that you share there if you need further help diagnosing issues.
Hi, how do you do that kinda move thing? With the arrows, and what about the roll thing. You have a circle to roll things. Do you also have a tip? I have a hard times snapping things...
Up near the top left are some different functions in this order that also corresponds with their keyboard shortcut. 1 - place, 2 - move, 3 - rotate, 4 - re-root.
Holding shift with the move tool will let the object move further.
Hold Alt while trying to place a part will snap to node attachment.
C toggles angle snap/fine placement.
thanks! The snapping thing worked, but how did u do the arrow move thing? For example at 0:57
@@Echo3 nvm found it!
@@jeanke2396 Glad you got it
Why do you adjust the position of the propeller blades by turning them? Couldn't you just use the deployment angle?
I used the rotate tool so the blades would be facing forward. Then I can be certain that the deployment angle is correct.
@@Echo3 thx. I'll have to think about that.. does deployment angle depend on the initial position of the blades (so it's like turn x degrees from starting position) or is it an absolute value independent of the starting position? So far I just used normal and inverted and assumed this would give me 'correct' starting position.
@@lb2791 deployment angle is based off of the initial position of the blade as it is placed, not off of any absolute position relative to the craft itself
@@Echo3 thx! I just found out the hard way. KSP seems to sometimes randomly rotate the propellers in different ways when you attach them. Manually rotating them with the silver edge towards the front solves this.
Nice video but how do you actually make it go forward all my did was jump up and down like it was in a Snoop Dogg video
I deployed the blades to about 20 degrees
Very basic rule of thumb. The angle of attack of the blades should be roughly the arcsin(Airspeed/Blade speed). So for example, if your blades are spinning at 300m/s, and you want to fly at 100m/s, then the angle of attack should be arcsin(100/300), which is 19.5 degrees.
If you don't want to bother with active AOA adjustment, then just guess what your planes top speed will be, and fix the blades at the correct angle for that speed.
is there a craft file for this?
I looked through my craft files. It looks like I didn't save this particular plane.
My plane has too much lift, when I go off the ground it just flips
That doesn't sound like a issue of too much lift, but either an issue with the center of thrust or the placement of the wings.
What mod did you use for the propeller
It's not a mod. It's the Breaking Ground DLC.
MOds that u use?
The plane is stock + DLC.
I am using Kerbal Engineer, RCS Build aid, Spectra, Scatterer, Planetshine, Better Time Warp, Camera Tools, Atmospheric Autopilot, and Kerbal Alarm Clock.
10/10
Ok cool,,,now I just need to learn how to set up action groups...
Nevermind. On further inspection of this video, you tell us how to do that . Thanks man
No problem. Glad you figures it out. Let me know how your own design does.
After a while of trial and playing around I came up with two designs. First one is fighter styled and the second is ww2 bomber style
Why can't I place the blades?
As in you can't place them at all or can't place them correctly? Propellers can be surface attached and do not need to connect to a node.
@@Echo3 I can't place them at all, I tried to have a different angle for it to auto-attach but it wont work.
Why does my plane drift to the side when its in the air?
Do you have an adequate vertical stabilizer and rudder? If you are like me and use trim, it can be easy to accidently trim yaw. How are the yaw/pitch/roll indicators behaving?
@@Echo3 the roll indicator in not exactly in the middle
@@Ureskundul a single engine plane like this will naturally roll because of the torque from the engine
@@Echo3 is there any way to prevent it?
@@Ureskundul I use trim to counter the roll. Many players just use two engines in either a twin engine or contra-rotating design.
Yeah propellers are better than Jet engines since they have infinite range if you just put together some propellers and RTGs but Jet engines are better since if you physical timewarp with propellers they just go crazy and make your plane spin out of control
Shift key, no shift key on my ps4
I play on PC. Obviously there are differences with the controls on the console version.
My plane barely moves forward
This is mostly like the deployment angle of your propellers or you let the breaks on.
You said I done , u said to how to make this plane I wil do , U said to activate the like and subscribe button and I done ✅.
Thank you, kind internet person.
every ksp video is like 1-10 years old
For the robotics, there haven't really been any changes to them in over four years.
For a video about planes the length of the video is a bit concerning
doesnt work
Could you be more specific? Are you able to send me your craft file for me look over?